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Legend
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5e Compilation
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D&D Next:
5e Compilation
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5e WotC
5e SRD v 5.1:
D&D Basic Rules Version 1.0:
Monster Manual
Monsters & Creatures: A Young Adventurer's Guide
Mordenkainen's Tome of Foes
Volo's Guide to Monsters
Acquisitions Incorporated
Baldur's Gate Descent Into Avernus
Candlekeep Mysteries
Curse of Strahd
Deck of Many Things
DM Basic Rules V0.5
Dragon+: Six Faces of Death (5e)
Dungeons & Dragons Starter Set Stranger Things
Dungeon Master's Guide
Dungeons & Dragons vs Rick and Morty
Eberron: Rising from the Last War
Essentials Kit
Explorer's Guide to Wildemount
Ghosts of Saltmarsh
Guildmasters Guide to Ravnica
Hoard of the Dragon Queen
Icewind Dale – Rise of the Frost Maiden
Karthax - The Living Tower (5e)
Kraken Corpse Delve
Krenko's Way (5e)
Locathah Rising (5e)
Lost Laboratory of Kwalish (5e)
Lost Mine of Phandelver
Mythic Odysseys of Theros
Out of the Abyss
Plane Shift: Amonkhet
Plane Shift: Dominaria
Plane Shift: Innistrad
Plane Shift: Ixalan
Plane Shift: Zendikar
Player's Basic Rules V0.3
Player's Basic Rules V0.2
Player's Handbook
Princes of the Apocalypse
Princes of the Apocalypse Adventure Supplement 1.0
Return to Glory
Storm King's Thunder
Sword Coast Adventurer's Guide
Tales of the Yawning Portal
Tasha's Cauldron of Everything
The Lost Kenku (5e)
The Rise of Tiamat
Tomb of Annihilation
Tortle Package (5e)
Tyranny of Dragons
Volo’s Waterdeep Enchiridion (5e)
Warriors and Weapons: A Young Adventurer's Guide
Waterdeep Dragonheist
Waterdeep Dungeon of the Mad Archmage
Wayfinders Guide to Eberron
Xanathar's Guide to Everything
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.
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.
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.
Hateful Undead Creature: 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: ?
Woeful Spirit: ?
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.
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.
Hateful Undead Creature: 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: ?
Woeful Spirit: ?
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: ?
Corrupted Spirit: ?
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: ?
Corrupted Spirit: ?
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.
Spectral Creature: ?
Formless Creature: ?
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 be 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.
Foul Undead: ?
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 proven 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.
Ghostly Spirit: ?
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.
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.
Spectral Creature: ?
Formless Creature: ?
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 be 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.
Foul Undead: ?
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 proven 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.
Ghostly Spirit: ?
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.
Sentient Husk: ?
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.
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.
Sentient Husk: ?
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 Minion: 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: ?
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 Minion: 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.
Restless Tortured Spirit: ?
Undead Tree: ?
Olanthius, Death Knight, Undead Monster: 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.
Spontaneously Arising 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
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.
Restless Tortured Spirit: ?
Undead Tree: ?
Olanthius, Death Knight, Undead Monster: 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.
Spontaneously Arising 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 Invader: ?
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, Immortal Spirit: 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.
Spirit: ?
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: ?
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 Invader: ?
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, Immortal Spirit: 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.
Spirit: ?
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.
Spectral Remnant: ?
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: ?
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.
Spectral Remnant: ?
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.
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.
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: ?
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: ?
Troubled 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.
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: ?
Troubled 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.
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 Laborer: The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine.
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.
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: 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.
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.
Vengeful 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.
Thrane Ghost: 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.
Malevolent Ghost: 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)
Vengeful Spirit: 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)
Spirit: ?
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.
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 Laborer: The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine.
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.
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: 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.
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.
Vengeful 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.
Thrane Ghost: 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.
Malevolent Ghost: 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)
Vengeful Spirit: 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)
Spirit: ?
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.
Hateful Spirit: ?
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: ?
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.
Hateful Spirit: ?
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: ?
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.
Soulless Terror: ?
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: ?
Soulless Terror: ?
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.
Mindless Servant: ?
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.
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.
Mindless Servant: ?
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: ?
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 an 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.
Undead Remnant: ?
Shambling Corpse: ?
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.
Spectral Remnant: ?
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, Restless Spirit: 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: ?
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.
Undead Remnant: ?
Shambling Corpse: ?
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.
Spectral Remnant: ?
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, Restless Spirit: 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: ?
Karthax - The Living Tower (5e)
Orc Ancestral Spirit: ?
Deathless Priest: ?
Deathless Servant: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Deathless Warrior: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Nepehetes-em-Xhakar, The Deathless Lady, Lich, Living Tower's First Inhabitant, Lich of Great Power and Greed, Ancient Wizened Crone, Master, Ancient Crone, Ancient Being, Scourge: The Deathless Lady uncovered the secrets of undeath in her quest for immortality, and was imprisoned beneath a dormant fire mountain that was then rediscovered by Karthax when The Living Tower was being constructed.
Nephetes-em-Xhakar was once a high priestess who, after countless failed rituals and ceremonies, finally uncovered the secret to immortality. She was able to separate her soul from her body, which was then magically sealed in an ornate vessel and hidden away in a secret location. Her body was preserved by the skilled practitioners of mummification and thus endured the ravages of time. Nephetes-em-Xhakar became known as the Deathless Lady.
Seeing the worries of nobles and the commoner alike, Nephetes-em-Xhakar began to search for answers within the teachings of the gods — she began a quest to uncover the secret to immortality. Long had this civilization practiced mummification and other means of preserving the body, as well as constructing monuments to protect both body and soul once they had been parted by age, disease, or war; however, none had perfected the means to preserve the linkbetween body and soul even if separated.
Knowing the link between body and soul was crucial to maintaining life after death, Nephetes-em-Xhakar experimented with countless rituals and incantations. She found eager volunteers for her experimental incantations and spells, such was her reputation among the people that they were willing to risk their bodies and souls for even the chance at immortality. Nephetes-em-Xhakar thus tested her necromantic spells on thousands of willing victims who offered themselves as sacrifices in rituals devoted to bloodgods, night gods, moon gods, gods of the earth — any who might bestow a deathless life upon a willing soul.
Deeper she delved into ever darker necromantic teachings. Eventually, with an occult and twisted ceremony devoted to one of the least known deities, Nephetes-em-Xhakar was able to separate a soul — her own — from her body by sacrificing the willing life-essence of her followers, and was able to store her soul within an ornate canopic jar that was magically rendered nigh indestructible. Her body was mummified to preserve it, however, and would resemble that of an ancient, wizened crone forever more. The secrets of undeath had been unleashed upon the realm.
Withered Hound: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Wizen: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Sethnal and Talqal were once two of Nephetes-em-Xhakar'smost loyal followers. Both were part of her entourage, and were privy to many of her secrets, being among her most fervent supporters who, once the Deathless Lady had uncovered the secret to bestowing undeath upon a willing living creature, volunteered themselves to serve her evermore.
Sethnal, Wizen, Supposedly Loyal Seneschal, Guardian, Loyal Servant, Servant, Seneschal, Figure: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Sethnal and Talqal were once two of Nephetes-em-Xhakar'smost loyal followers. Both were part of her entourage, and were privy to many of her secrets, being among her most fervent supporters who, once the Deathless Lady had uncovered the secret to bestowing undeath upon a willing living creature, volunteered themselves to serve her evermore.
Talqal, Wizen, Supposedly Loyal Seneschal, Guardian, Loyal Servant, Servant, Seneschal, Mummified Body: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Sethnal and Talqal were once two of Nephetes-em-Xhakar'smost loyal followers. Both were part of her entourage, and were privy to many of her secrets, being among her most fervent supporters who, once the Deathless Lady had uncovered the secret to bestowing undeath upon a willing living creature, volunteered themselves to serve her evermore.
Risen Mage: ?
Risen Warrior: ?
Stitchwork Golem: ?
Draugr: ?
Deathless Priest, Skeletal Body: ?
Deathless Servant, Rag-Clad Being, Skeletal Humanoid, Wretch, Skeleton: ?
Deathless Servant, Soulless Undead, Mummified Body, Corpse, Skeletal Body: ?
Deathless Servant, Skeleton, Sentry: ?
Deathless Warrior, Mummified Body, Corpse, Mummified Humanoid, Skeletal Body: ?
Withered Hound, Canine Wrapped in Funeral Dressings, Mummified Canine: ?
Stitchwork Golem, Undead Creation: ?
Arne, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Birger, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Egil, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Gorm, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Knud, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Trove, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Ulf, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Undead, Undead Creature, Undead Being: The Deathless Lady, while weakened by time and distance from her soul, remains formidable. She will not necessarily attack, but may implore Karthax to release the visitors from her floor should one of them swear fealty to her and undergo a ritual to become undead.
The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
If the characters engage in conversation with the Deathless Lady, she will offer immortality to any who would want it, and oversee a ritual in the Sanctum of the Deathless (Area 7) to turn any willing creature into an undead version of themselves.
Mutated Undead: ?
Undead Guardian: ?
Mindless Evil Killing Machine: ?
Mindless Undead: The remains of countless visitors to this floor, victims of the traps within (that are periodically reset by Talqal and Sethnal) have reanimated and are now mindless undead threats in addition to the traps within this floor.
Immortal Undead: Over the next century or so, Nephetes-em-Xhakar was worshiped as a demigoddess by her people. She guarded her incantations and rituals jealousy, and amassed a following and wealth that rivaled even the most powerful of the rulers of the time, whom she ritualistically slew and raised again as legions of immortal undead to serve her every whim.
Mindless Undead, Mindless Undead Threat: ?
Undead Creation: ?
Undead Guard: ?
Soul-Preserved Undead: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Ghast: Lich Queen's Die magic item.
Ancient Lich: ?
Lich Queen's Die
Wondrous item, very rare (requires attunement)
A seemingly unremarkable, grimy six-sided playing dice that is a carved bone from the body of Nephetes-em-Xhakar, the Deathless Lady. This die has 2 charges and regains 1 charge daily at dusk.
You make direct eye contact with the target creature and cast the die in its direction, the result can be found on the Lich Queen's Die Effect table:
Lich Queen's Die Effect
d6 Effect
1 You take 2 (1d4) psychic damage and gain 1 level of exhaustion as you vomit out various stinging insects (a swarm of insects) that attack the target.
2 If the target has under 50 hit points, it immediately falls unconscious. At the beginning of each of its turns, the target must make a Constitution saving throw, ending the effect on a success. If the target fails three consecutive saves, it is reduced to 0 hit points and is reanimated as a ghast.
3 If the target has over 50 hit points, it regains its maximum hit points.
4 The target must succeed on a DC 15 Wisdom saving throw or be polymorphed into a frog for 1 hour. If the target takes any damage, it is transformed back into its original self.
5 The target gains advantage on attack rolls and deals critical damage on attack rolls of 19 or 20 until the end of its next turn. The target also becomes immune to cold, fire, and poison damage for the duration.
6 The target becomes blinded, poisoned, and invisible for 1 hour. The effect ends after the duration, or if you say the target's name before the effect ends.
Deathless Priest: ?
Deathless Servant: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Deathless Warrior: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Nepehetes-em-Xhakar, The Deathless Lady, Lich, Living Tower's First Inhabitant, Lich of Great Power and Greed, Ancient Wizened Crone, Master, Ancient Crone, Ancient Being, Scourge: The Deathless Lady uncovered the secrets of undeath in her quest for immortality, and was imprisoned beneath a dormant fire mountain that was then rediscovered by Karthax when The Living Tower was being constructed.
Nephetes-em-Xhakar was once a high priestess who, after countless failed rituals and ceremonies, finally uncovered the secret to immortality. She was able to separate her soul from her body, which was then magically sealed in an ornate vessel and hidden away in a secret location. Her body was preserved by the skilled practitioners of mummification and thus endured the ravages of time. Nephetes-em-Xhakar became known as the Deathless Lady.
Seeing the worries of nobles and the commoner alike, Nephetes-em-Xhakar began to search for answers within the teachings of the gods — she began a quest to uncover the secret to immortality. Long had this civilization practiced mummification and other means of preserving the body, as well as constructing monuments to protect both body and soul once they had been parted by age, disease, or war; however, none had perfected the means to preserve the linkbetween body and soul even if separated.
Knowing the link between body and soul was crucial to maintaining life after death, Nephetes-em-Xhakar experimented with countless rituals and incantations. She found eager volunteers for her experimental incantations and spells, such was her reputation among the people that they were willing to risk their bodies and souls for even the chance at immortality. Nephetes-em-Xhakar thus tested her necromantic spells on thousands of willing victims who offered themselves as sacrifices in rituals devoted to bloodgods, night gods, moon gods, gods of the earth — any who might bestow a deathless life upon a willing soul.
Deeper she delved into ever darker necromantic teachings. Eventually, with an occult and twisted ceremony devoted to one of the least known deities, Nephetes-em-Xhakar was able to separate a soul — her own — from her body by sacrificing the willing life-essence of her followers, and was able to store her soul within an ornate canopic jar that was magically rendered nigh indestructible. Her body was mummified to preserve it, however, and would resemble that of an ancient, wizened crone forever more. The secrets of undeath had been unleashed upon the realm.
Withered Hound: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Wizen: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Sethnal and Talqal were once two of Nephetes-em-Xhakar'smost loyal followers. Both were part of her entourage, and were privy to many of her secrets, being among her most fervent supporters who, once the Deathless Lady had uncovered the secret to bestowing undeath upon a willing living creature, volunteered themselves to serve her evermore.
Sethnal, Wizen, Supposedly Loyal Seneschal, Guardian, Loyal Servant, Servant, Seneschal, Figure: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Sethnal and Talqal were once two of Nephetes-em-Xhakar'smost loyal followers. Both were part of her entourage, and were privy to many of her secrets, being among her most fervent supporters who, once the Deathless Lady had uncovered the secret to bestowing undeath upon a willing living creature, volunteered themselves to serve her evermore.
Talqal, Wizen, Supposedly Loyal Seneschal, Guardian, Loyal Servant, Servant, Seneschal, Mummified Body: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Sethnal and Talqal were once two of Nephetes-em-Xhakar'smost loyal followers. Both were part of her entourage, and were privy to many of her secrets, being among her most fervent supporters who, once the Deathless Lady had uncovered the secret to bestowing undeath upon a willing living creature, volunteered themselves to serve her evermore.
Risen Mage: ?
Risen Warrior: ?
Stitchwork Golem: ?
Draugr: ?
Deathless Priest, Skeletal Body: ?
Deathless Servant, Rag-Clad Being, Skeletal Humanoid, Wretch, Skeleton: ?
Deathless Servant, Soulless Undead, Mummified Body, Corpse, Skeletal Body: ?
Deathless Servant, Skeleton, Sentry: ?
Deathless Warrior, Mummified Body, Corpse, Mummified Humanoid, Skeletal Body: ?
Withered Hound, Canine Wrapped in Funeral Dressings, Mummified Canine: ?
Stitchwork Golem, Undead Creation: ?
Arne, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Birger, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Egil, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Gorm, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Knud, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Trove, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Ulf, Draugr, Miserable Worm, Reanimated Fallen Creature: The seven Draugr that make up Jarl Hjálmŷr’s entourage are the reanimated corpses of slain warriors that contain the souls of Hjálmŷr’s ancestors and followers that have been brought back by Hjálmŷr.
Undead, Undead Creature, Undead Being: The Deathless Lady, while weakened by time and distance from her soul, remains formidable. She will not necessarily attack, but may implore Karthax to release the visitors from her floor should one of them swear fealty to her and undergo a ritual to become undead.
The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
If the characters engage in conversation with the Deathless Lady, she will offer immortality to any who would want it, and oversee a ritual in the Sanctum of the Deathless (Area 7) to turn any willing creature into an undead version of themselves.
Mutated Undead: ?
Undead Guardian: ?
Mindless Evil Killing Machine: ?
Mindless Undead: The remains of countless visitors to this floor, victims of the traps within (that are periodically reset by Talqal and Sethnal) have reanimated and are now mindless undead threats in addition to the traps within this floor.
Immortal Undead: Over the next century or so, Nephetes-em-Xhakar was worshiped as a demigoddess by her people. She guarded her incantations and rituals jealousy, and amassed a following and wealth that rivaled even the most powerful of the rulers of the time, whom she ritualistically slew and raised again as legions of immortal undead to serve her every whim.
Mindless Undead, Mindless Undead Threat: ?
Undead Creation: ?
Undead Guard: ?
Soul-Preserved Undead: The sanctum of the deathless is where the rituals that turn the willing living into the undead occur. At one end, three perfectly crafted statues of the gods of sacrifice (vulture-headed god), death (jackal-headed god), and time (ancient crone) watch over a magically contained sandstorm 10 feet in diameter. A living creature can enter this area, but takes 9(2d8) necrotic damage at the start of each turn, which is siphoned into each of the statues. Once a creature is reduced to 0 hit points, each turn thereafter their Constitution ability score is reduced by 1. After 3 turns of their Constitution being drained, the creature's body becomes mummified. If the creature is a willing, its soul is preserved and it retains its personality and memories (this being the case with Talqal and Sethnal; if unwilling, the creature becomes a soulless undead being with no free will of its own, as was the case with the deathless servants, deathless warriors, and withered hounds).
Ghast: Lich Queen's Die magic item.
Ancient Lich: ?
Lich Queen's Die
Wondrous item, very rare (requires attunement)
A seemingly unremarkable, grimy six-sided playing dice that is a carved bone from the body of Nephetes-em-Xhakar, the Deathless Lady. This die has 2 charges and regains 1 charge daily at dusk.
You make direct eye contact with the target creature and cast the die in its direction, the result can be found on the Lich Queen's Die Effect table:
Lich Queen's Die Effect
d6 Effect
1 You take 2 (1d4) psychic damage and gain 1 level of exhaustion as you vomit out various stinging insects (a swarm of insects) that attack the target.
2 If the target has under 50 hit points, it immediately falls unconscious. At the beginning of each of its turns, the target must make a Constitution saving throw, ending the effect on a success. If the target fails three consecutive saves, it is reduced to 0 hit points and is reanimated as a ghast.
3 If the target has over 50 hit points, it regains its maximum hit points.
4 The target must succeed on a DC 15 Wisdom saving throw or be polymorphed into a frog for 1 hour. If the target takes any damage, it is transformed back into its original self.
5 The target gains advantage on attack rolls and deals critical damage on attack rolls of 19 or 20 until the end of its next turn. The target also becomes immune to cold, fire, and poison damage for the duration.
6 The target becomes blinded, poisoned, and invisible for 1 hour. The effect ends after the duration, or if you say the target's name before the effect ends.
Kraken Corpse Delve
Argent Swordfish Skeleton, Undead Skeleton of an Argent Swordfish: ?
Pickled Kettle Crab: ?
Pickled Pirate: ?
Pickled War Snail: ?
Argent Swordfish Skeleton, Curling Silver Bones, Large Silver Skeleton of a Swordfish: ?
Pickled Kettle Crab, Kettle-Sized Crab: ?
Pickled Pirate, Zombie in Nautical Dress: ?
Pickled War Snail, Camel-Sized Snail: ?
Pickled Kettle Crab: ?
Pickled Pirate: ?
Pickled War Snail: ?
Argent Swordfish Skeleton, Curling Silver Bones, Large Silver Skeleton of a Swordfish: ?
Pickled Kettle Crab, Kettle-Sized Crab: ?
Pickled Pirate, Zombie in Nautical Dress: ?
Pickled War Snail, Camel-Sized Snail: ?
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.
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.
Vengeful Dead: ?
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.
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.
Vengeful Dead: ?
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.
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.
Wandering Eidolon: 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 of the 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: ?
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.
Wandering Eidolon: 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 of the 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.
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: ?
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: ?
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.
Restless Spirit: ?
Spirit: ?
Protective Ancestor: ?
Vengeful Creature: ?
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: ?
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.
Restless Spirit: ?
Spirit: ?
Protective Ancestor: ?
Vengeful Creature: ?
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: ?
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.
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.
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.
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: ?
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.
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.
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: ?
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: ?
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: ?
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.
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.
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: ?
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: ?
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: ?
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: ?
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.
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 letting 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 flameskulls 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: ?
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 letting 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 flameskulls 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.
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.
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
(5E) A03: Champion's Rest
(5E) A04: Forest for the Trees
(5E) A05: Winterflower
(5E) BASIC01: A Learning Time
(5E) C01: Alagoran's Gem
(5E) Occult Secrets of the Underworld
(5E) Shattered Heart Adventure Path #1: The Ties that Bind
(5E) U01: Dark Days in Stoneholme
(5E) U02: Murder in Stoneholme
(5E) U03: Death Comes to Stoneholme
(5e)Savage Company Campaign Setting for 5th Edition
5E Foes: Celtic Bestiary
5e Creature Decks: Constructs, Giants, Humanoids, Undead
5e Creature Decks: More Constructs, Giants, Humanoids, & Undead
5E Foes: Cults of Hell
5E Foes: Oz Bestiary
5E Halloween Mini-Dungeon: The Horror of Ochre Grove
5e Harn Bestiary
5e Heaven & Hell
5e Holiday Mini-Dungeon Bundle
5E Ice Kingdoms: Lair of the White Wyvern
5E Ice Kingdoms: The Temple of Drawoh Rock
5e Lovecraftian Monsters
5e Menagerie: Horrors of the Aboleth
5e Menagerie: Oceans of Blood
5E Mini-Dungeon #140: Arachne Errant
5E Mini-Dungeon #144: Wreck of the Windfall
5E Mini-Dungeon #156: Bloodsuckers
5e Nightmares Before Christmas
5e NPCs: Goblins! Goblins! Goblins!
5E RPG: Oz Adventures
5E RPG: Viking Adventures
5e Tomb of the Iron God
5th Edition -- Giants Rapture
5th Edition -- Bones of the Companion
5th Edition -- C2 Shades of Mist
5th Edition -- C3 Upon the Powder River
5th Edition -- C4 Harvest of Oaths
5th Edition -- C5 Falls the Divide
5th Edition -- C6 Ends Meet
5th Edition: Druid's Lament
5th Edition Horror
5th Edition -- Lost City of Gaxmoor
5th Edition Monsters & Treasure of Aihrde
5th Edition -- Players Guide to Aihrde
5th Edition -- Quick Threats and Side Treks
5th Edition Roleplaying – Mystical Companions
5th Edition Role Playing A Lion in the Ropes
5th Edition Role Playing Reaping Bones
5th Edition – S1 Lure of Delusion
5th Edition – S2 Malady of Kings
5th Edition – S5 Dwarven Glory
5th Edition: Stains Upon The Green
5th Edition: Sword of Rami
5th Edition -- The Hallowed Ring
5th Edition -- The Long Valley
8-Bit Fantasy: Fungal Kingdom Adventures
13 Weird One-Shots
101 1st Level Spells (5E)
101 2nd Level Spells (5E)
101 3rd Level Spells (5E)
101 4th Level Spells (5E)
101 5th Level Spells (5E)
250 Best Magic Items: Curios, Oddities, and Trinkets
250 Best Magic Items for Barbarians, Druids, and Rangers
250 Best Magic Items for Bards, Sorcerers, Warlocks, and Wizards
250 Best Magic Items for Clerics, Monks, and Paladins
250 Best Magic Items for Fighters and Rogues
12 Peculiar Towers for 5th Edition
2099 Wasteland
2099 Wasteland: Bally N' Tour
A Dead Man's Guide to Dragongrin
A Dead Reckoning
A Night in Seyvoth Manor (DnD 5E)
A Strange Light Breaks
A1 Wyld Life/A2 Some Enchanted Evening (5E adventures)
A3 The Old Wood/A4 Chasing Kyzan (5E adventures)
Demonic Excretions
Depths of Felk Mor
Desert Angel Fiasco
Devils in the Details (Level 16 PCs)
DNH3 - The City of Talos (Complete Edition)
Draconic Discoveries (5e)
DSE1 Dark Sun Excursions Lost Temple of Rahoon
Dungeon Crawl - The Mermaid's Cove (5E/3.5E/PF2E)
Dungeon Crossing: Dragon Home Designer
Dungeon Dressing: Archways 2.0 (5e)
Dungeon Dressing: Bridges 2.0 (5e)
Dungeon Dressing: Floors and Trapdoors 2.0 (5e)
Dungeon Dressing: Fountains & Pools 2.0 (5e)
Dungeon Dressing: Mundane Chest Contents 2.0 (5e)
Dungeon Dressing: Portcullises 2.0 (5e)
Dungeon Dressing: Secret & Concealed Doors 2.0 (5e)
Dungeon Dressing: Statues 2.0 (5e)
Dungeon Tables for 5th Edition
Dwarven Fiasco (5e)
Effeldeissen & Qorin: Two Settlements
Elder Evils 5e
Elder Evils 5e – Bestiary
Elder Evils 5e Shothragot
Eldritch Century, Chronicles of the Wounded Earth - Expeditions & Almanac
Eldritch Lairs for 5th Edition
Embers System Companion: D&D 5e
Eldritch Overload Fantasy Cyberpunk Tarot Deck & Codex
Empire of the Ghouls for 5th Edition
Encephalon Gorgers on the Moon (5e)
Enigma Lost in a Maze for 5th Edition
Endless Encounters: Dungeons (5e)
Epic Treasures (5E)
Escape the Mind Slavers
Esper Genesis 5E Sci-fi - Core Manual
Esper Genesis 5E Threats Database
Esper Genesis Basic Rules
Everyday Heroes
Expanding Codex for 5th Edition
Extreme Encounters: Weather & Terrain: Acid
Eye of Itral (5e)
Eyes of the Stone Thief - 5e Compatible
Fading Embers Setting Manual
Fairhaven and Beyond
Faiths of the Flanaess
Falls Keep (5E)
Fantastic Adventures: Ruins of the Grendleroot for 5e
Fateforge - 1 - Corebook: Adventurers
Fateforge - 2 - Spell book: Grimoire
Fateforge - 3 - Monster Compendium : Creatures
Fateforge - 4 - Lore Book & Toolbox : Encyclopedia
Fateforge - Spellcaster's Guide
Featherfoots Arcane Poisons & Field Guide
Featherfoots Forgaing Field Guide
Fiendish Discoveries (5e)
Fifth Edition Fantasy #1: Glitterdoom
Fifth Edition Fantasy #2: The Fey Sisters' Fate
Fifth Edition Fantasy #3: The Pillars of Pelagia
Fifth Edition Fantasy #4: War-Lock
Fifth Edition Fantasy #5: The Dragon's Maw
Fifth Edition Fantasy #6: Raiders of the Lost Oasis
Fifth Edition Fantasy #7: Fantastic Encounters
Fifth Edition Fantasy #8: Eye of the Leviathan
Fifth Edition Fantasy #11: The Archmage's Lost Hideaway
Fifth Edition Fantasy #14: Beneath the Keep
Fifth Edition Fantasy #16: Cave of the Unknown
Fifth Edition Fantasy #19: Denizens of the Reed Maze
Fifth Edition Fantasy #20: One Night Inside the Sinister Citadel
Fifth Edition Fantasy #22: Caverns of the Sea Strangers
Fifth Edition Fantasy #23: The Sunless Garden
Fifth Edition Fantasy #24: The Prism of Redemption
Fifth Edition Foes
Forbidden Knowledge
Forgotten Oasis
Forgotten Tomb (5e)
Fort Scurvy (5E)
Fortune Hunters (5e)
Free RPG Day 2022 - 5E: The Three Wizard Conundrum
Fungus God from Outer Space (5e)
Game Master's Guide World of Myrr
Game Master's Toolbox: Ultimate Bestiary: Revenge of the Horde 5th Edition
Giant Discoveries (5e)
GLD20 Vampire CR 0-20
GM's Miscellany: Eventures (5e)
GM's Miscellany: Mini-Eventures I (5e)
GM's Miscellany: Places of Power (5e)
GM's Miscellany: Village Backdrops I (5e)
GM's Miscellany: Village Backdrops II (5e)
GM's Miscellany: Village Backdrops III (5e)
GM's Miscellany: Village Backdrops V (5e)
Goblins and Gnolls
Gods of Sundara (5E)
Gothic Ancestries & Cultures
Gothic Heroes (5E)
Governing Body: The Allip
Grand Duchy of Reme Sourcebook (5e)
Greyhawk Player Options
Greyhawk Rebooted A Gazetteer of Oerik Draft
Greyhawk Rebooted A Player's Guide to Oerik Draft 1.0
Greyhawk Rebooted The Baklunish West
Grimalkin for Fifth Edition
Grimmsgate (2019) (5e)
Hardcore AD&D Monster Manual v0.1
Handimonsters Annual 2022
Haunted - A 5th Edition Sourcebook of Horrific Haunts (5E)
Haunted Locales
Hazardous Habitats: Grasslands
Hazardous Habitats: Icebound
Hazardous Habitats: Mountains
Hazardous Habitats: Wetlands
Haunted Prison Codex (6 Halloween NPCs)
Haunting of Hastur - 5e
Hellboy: Legendary Foes - The Witches
Hellboy: The Roleplaying Game
Hellboy: The Roleplaying Game Quickstart
Hemocraft & Bloodmagic: a 5e compatible supplement
Heresy of Rot (5e)
Heroes of High Fantasy: Witch of the Wilderlands (5E) Adventure
Heroes of Drakonheim (5e)
Heroes of High Fantasy: Artifices of Quartztoil Tower 5e Adventure
Heroes of High Fantasy: Crypt of the Crimson King (5E) Adventure
Heroes of High Fantasy: Rule of Three (5E) Adventure
Heroes of Skyfall
Historica Arcanum City of Crescent
Historica Arcanum Empires of the Silk Road
Historica Arcanum Empires of the Silk Road Encounters Deck
Historica Arcanum Empires of the Silk Road Herald of Rain
Horrors Unbound: Black Orc (5e)
How Orcus Stole Christmas (5e)
Hythum Chapters 1 and 2
Hythum Chapters 3 and 4
Hythum Chapter 5
In Vino Gigantus (5e)
Insidious Experiments (Level 4 PCs)
Iron Kingdoms Requiem Campaign Setting
Iron Kingdoms Roleplaying Game – Game Master's Toolkit
Iron Kingdoms Roleplaying Game – Legend of the Witchfire
Iron Kingdoms RPG: Borderlands and Beyond
Iron Kingdoms RPG: Borderlands Survival Guide
Iskloft - Grim Viking 5E
It Started with a Chicken (Splinters of Faith #1) (5e)
Jack Straw (5e)
Jaqlaund 5e
Jester David’s How-To Guide to Fantasy Worldbuilding
Journey to Ragnarok - Rosso's Guide to Ragnarok_ENG/ITA
Journey To Ragnarok - The Grey Wanderer
Jungle Tomb of the Mummy Bride
Kaiju Codex (5e)
Kingdoms
Knife to Know You
L'gat's Tome of Amazing Creatures Volume 1
Last Gasp
Lake of Dust (5e)
Lamp's Light Sanitarium: A horror campaign for 5e
Lamp's Light: Sanity Rules & Sanitarium Staff Bundle for 5e
Languard Locations: The Wrecks (5e)
Languard Locations: Under the City (5e)
Legacy of Mana
Lasers & Liches: Players Mix
Latin American Monsters (5E)
League of Seekers
Legacy's Wake
Legendary Adventures: Epic 5E
Legendary Adventures: Epic Depths
Legendary Adventures: Forgotten Crowns
Legendary Adventures: Heart of War
Legendary Beginnings: Crisis at Falling Spring Station (5E)
Legendary Planet Adventure Path (5E)
Legendary Planet: Confederates of the Shattered Zone (5E)
Legendary Planet: The Assimilation Strain 5e
Legendary Planet: The Depths of Desperation (5E)
Legendary Worlds: Calcarata (5E)
Legendary Worlds: Carsis (5E)
Legendary Worlds: Terminus (5E)
Legendary Worlds: Volretz (5e)
Legendlore Core Rulebook
Let’s Get Kraken
Level Up: Adventurer's Guide (A5E)
Level Up: Dungeon Delver's Guide (A5E)
Level Up: Memories of Holdenshire (A5E)
Level Up: Monstrous Menagerie (A5E)
Level Up: Trials & Treasures (A5E)
Liches: Dance Macabre
Lord of Gloomthrone (Level 12 PCs)
Love'n Fools Adventure & Maps
M1 Rise of the Nefarious
Ma Zaan 5e Campaign Setting (World of Myrr)
Magic Items of the Flanaess
Maera Gazetteer
Mage Forge — Magic Items for 5th Edition
Magical Wastelands for 5th Edition
Maize and Monsters (5e)
Manastorm: World of Shin'ar (5e)
Manastorm: World of Shin'ar NPC Codex:
MCMLXXV
Melestrua's RPG settings: Ragnar's Keep
Memento Mori: Ars Technica
Menace in Ravenreach
Michael Scott Rohan's Winter of the World RPG
Midgard Heroes 5e
Midgard Heroes Handbook for 5th Edition
Midgard Worldbook for 5th Edition and Pathfinder
Mines of Moira: An Adventure for 5th Edition
Mini-Dungeon Monthly #1
Mini-Dungeon Monthly #2
Mini-Dungeon Tome (5th Edition)
Mists of Akuma: A Village Corrupted (Quickstart Adventure)
Mists of Akuma: Adventurer's Handbook
Mists of Akuma: Anniversary Edition (5E)
Mists of Akuma: Crisis in Kaibo
Mists of Akuma: Cursed Soul of the Scorpion Samurai
Mists of Akuma: Eastern Fantasy Noir Steampunk for 5E
Mists of Akuma: Fangs of Revenge
Mists of Akuma: Festering Crowns
Mists of Akuma GM Screen (5E)
Mists of Akuma: Honorable Wills
Mists of Akuma Iconic - Ayakashi, Performer Extraordinaire
Mists of Akuma Iconic - Kanden, Last Shinobi of the Jitsuri-Teki
Mists of Akuma Iconic - Lan, Self Proclaimed Immortal
Mists of Akuma Iconic - Matsi Tsunamo, Private Eye For Hire
Mists of Akuma Iconic - Natsuko Hibike, Kamispeaker
Mists of Akuma Iconic - Piasu, Haiiro-Kishi Battle Brother
Mists of Akuma Iconic - Rinna, The Rösoku-Urasan
Mists of Akuma Iconic - Tomoe Masamune, The Crimson Blade
Mists of Akuma Iconics
Mists of Akuma: Komoro Toko's Menagerie
Mists of Akuma: Revenge of the Pale Master
Mists of Akuma: Scourge of Robai Shita Temple
Mists of Akuma: Seven Grains of Rice
Mists of Akuma: The Yai Sovereign of Storms
Mists of Akuma: Trade War Adventure Path (5E)
Monarchies of Mau Core Rulebook
Monster Monster Vampire
Monsternomicon (5e)
Monsters & Demigods
Monsters Mythica: Dread Coachman
Monsters Mythica: Terrors of the Deep Woods
Monsters of Feyland
Monsters of Murka Campaign Setting (5e)
Monsters of the City
Monsters of the Underworld
Monsters of the Wilderness: Oswald's Curse
Monstrous Personas
Mortzengersturm, The Mad Manticore of the Prismatic Peak
Murkrag’s Compendium of Curios
Mutants and Mad Science (5E)
Mystara Player's Guide (Original)
Mystara Player's Guide (Revised)
Mythical Classes: Protean Scribe (5e)
Mythos Monsters (5E)
Naern 5E Campaign Setting (World of Myrr)
Necropolis (5e)
NeoExodus Chronicles: Monsters of Exodus (5E)
Nerzugal's Extended Bestiary
Nerzugal's Game Master Toolkit
Neverland: A Fantasy Role-Playing Setting
Neverland - The Impossible Island
New Twists on Old Monsters
Nightfell - A Horror Fantasy Setting for 5e - ENG/ITA
Noble Cause Bloodied Hands
Norse Grimoire for 5th Edition
Northlands Saga Spears in the Ice 5e
Northlands Saga: Spring Rites 2023 (5e)
Oath of the Frozen King - Adventure Kit
Olympia: Campaign Setting
One Night at the Red Vampire
Operation: Nazi Smasher (5E)
Orbital Vampire Tower
Orcus on 34th Level (5e)
OS3 The Fate of Chentoufi
Out for Blood (Level 15 PCs)
Out of the Box: Encounters for 5th Edition
Overworld - Tabletop RPG Monster Manual Zine - Fifth Edition
Owner of a Broken Hart
Owner of a Broken Hart Appendix
Pages from the Lost Grimoire - Monstrous Variants / Stage Rite
Pages from the Lost Grimoire - Riveting Rumors / Bones to Pick
Passage to East
Path of the Vanished (5e)
Peoples of the Crossroads Continent
Pirates of Pugmire
Places of Power: Beacon Promontory (5e)
Places of Power: Fort Vigil (5e)
Places of Power: Soulspur Inn (5e)
Planet Apocalypse for 5E
Player's Guide to the Northlands 2023 (5e)
Player's Guide to the World of Xoth (5E Edition) (Playtest version 1.13)
Playing One-on-One
Ponyfinder Campaign Setting
Ponyfinder Everglow Bestiary
Ponyfinder - Races of Everglow - Second Edition
Prepared! One Shot Adventures for 5th Edition
Prepared 2: A Dozen One Shot Adventures for 5th Edition
Primeval Thule 5e Campaign Setting
Primeval Thule 5e GM Companion
Professor Humbert Drumsley: 5e Adventure Codex
Ptolus: Monte Cook's City by the Spire
Pugmire Core Rulebook
Arcana of the Ancients
Quests of Doom Volume 1 (5e)
Quests of Doom Volume 2 (5e)
Quests of Doom 2
Quests of Doom 3
Quests of Doom 4 A Little Knowledge (5e)
Quests of Doom 4 Fishers of Men (5e)
Quests of Doom 4 Forgive and Regret (5e)
Quests of Doom 4 In the Time of Shardfall (5e)
Quests of Doom 4 Pictures at an Exhibition (5e)
Quests of Doom 4 The Covered Bridge (5e)
Quests of Doom 4 The Desperation of Ivy
Quests of Doom 4 War of Shadows
Pure Steam Campaign Setting 5e
Ragged Hollow Nightmare
Raiders of Pertalo: An RPG Module for 5th Edition
Rappan Athuk (5e)
Rappan Athuk: Adventures in Zelkor's Ferry (5e)
Rappan Athuk: Level 5d
Rappan Athuk Mouth of Doom: First Taste
Rat King's Sewer (5e)
Rational Magic Campaign
Realms of the Underground Underground Oracle Quarterly Volume 1
Realms of the Underground Underground Oracle Quarterly Volume 2
Reaping at River's End - 5e
Recovery Dice Options
Rex Draconis RPG: Amble's Guide to Avondale (5E)
Rex Draconis RPG: NPCs, Monsters, and Magic Items of Rex Draconis
Rex Draconis RPG: Player's Companion (5E)
Rhym Campaign Setting (5e)
Ring of Spiragos (5e)
Rise of Heroes
Rise of the Drow: Collector's Edition
Road to Destiny (5E)
Rocky Cape (5e)
Ro-Kalmer King of the Basilisks
Ruins of Symbaroum [5E] - The Promised Land
S&S: Galactic Primer on Urban Sprawls
S&S: The Eternia Archive
Sailing Aboard the Widow (5e)
Sanctuary of Belches for 5th Edition
Sandy Petersen's Cthulhu Mythos for 5e
Scarlet Citadel for 5th Edition
Scarred Lands Creature Collection (OGL 5e)
Scarred Lands Player's Guide (OGL 5e)
Sea King’s Malice
Sea King’s Malice: Appendices (5e)
Sea Monsters (5E)
Secrets of the Vault: Friend or Foe Volume 1
Shadow of the Seeker
Shadowdark RPG Quickstart Set
Shadowed Keep on the Borderlands (5e)
Shadows of the Dusk Queen for 5th Edition
Shadows Over Driftchapel - Adventure Kit
Shadows over Vathak: Explorer's Guide (5th Edition)
Shadows over Vathak: The Hollowfield Harvest Festival (5th Edition)
Shunned Valley of the Three Tombs (5e)
SideQuests: Temple of The Seven Sands
SideQuests: The Train Between Planes
SideQuests: Wreckage of The Crimson Cove
Simple Settings: Fairy Tales
Simple Settings: Savage Lands
Sinful Whispers (5e)
Skeletons of the Illyrian Fleet
Skin Deep
Slaughter at Splinterfang Gorge (PF/5E)
Sly Flourish's Fantastic Adventures
Snakes & Saloons v1.3 (5e)
Snowhaven
Somnus Domina: Luxus' Guide to Kits'adria (5e Sourcebook)
Song of the Nehmet
Southern Cross Trading Company: Catalog Vol.1
Southlands Player's Guide for 5th Edition
Southlands Worldbook for 5th Edition
Spaceships and Starwyrms: Core Sourcebook
Species of Sundara: Elves (5E)
Species of Sundara: Orcs (5E)
Splinters of Faith 2022
St. Alcatraz's Temple KHF2
Star Dragon Rage
Streets of Zobeck for 5th Edition
Substandard Magic Items for 5th Edition Fantasy
Svilland - The Norse Setting for 5e
Swamp Witch Monster Party
Tales of Terror Dark Menagerie
Tales of the Old Margreve for 5th Edition
Tasslefhoff's Pouches of Everything
Speed Round 5E: A Guide to Streamlining Remote Tabletop Games
Sponsor's Guide to Yathuna
Spooptoberween Spooptacular
TB1: The Crooked Nail (5e)
Tavern Tales Vol. 1: A Trip Away Inn
TB2: The Horror in the Sinks (5e)
TB3: Bloody Jack (5e)
TB4: The Crucible (5e)
TB5: The Children of the Harvest (5e)
Tegel Manor (5e)
Tegel Manor: Bestiary (5e)
Tehuatl Fifth Edition Bestiary
Tehuatl Fifth Edition Players' Guide (5e)
Temple of the Deep: A 5e One-Shot Adventure
Terrain Toolbox (5e)
Terror at Wulf's Head (5e)
The (Un)Life of A Vampire Lady's Minions
The 5th Edition Cleric's Chronicle
The 5th Edition Wizard's Chronicle
The Adventurer's Guide to Theria - Volume 1: Ellara
The April Foolio of Fiends
The Baleful Coven (5e)
The Basic Kobold Warren
The Big Sleep Act 1:The Sleeper Rising
The Big Sleep ACT 2: The Doomed World
The Big Sleep Act 3: The Fate of the Empire
The Big Sleep Act 4: Lullaby
The Black Iron - A 5th edition Grimdark Setting
The Black Spot (5e)
The Blasphemies of Bor Bwalsch
The Bleak Harvest (PF/5E)
The Blight (5e)
The Blight: GM Guide
The Blight Maladies Luxury Edition GM Reference Deck
The Blight Pathologies: Deceit in Thraken (5e)
The Blight Pathologies: The Schaduw Elite (5e)
The Blight: Player’s Handbook
The Blight: Tome of Blighted Horrors (5e)
The Book of Taverns: Vain Robert's Gibbet
The Book of Taverns Volume Two
The Book of Wondrous Magic 5E
The Brain Gorger's Appetite
The Chronicles of Aeres Setting Handbook
The Chronicles of Aeres: Shadows of Padfoot Alley
The City That Dripped Blood (5e)
The Complete Cities of Sorcery Campaigns
The Complete White Ship Campaign
The Copper Jackals: Soldiers Without Compromise (5E)
The Crow
The Curse of Skeleton Cove
The Curse of Wardenwood (5E)
The Devil of Murder Cliffs (5e)
The Devil’s Sand Box
The Dollmaker
The End of the Line
The Eye of Chentoufi
The Fall of Mith: Mithos Manor
The Fiddler's Lament (5E)
The Fiend of Turlin's Well (5e)
The Folio #1 [5E Version] - ROS1
The Folio #2 [1E & 5E Format] ROS2
The Folio #3 [1E & 5E Format] ROS3
The Folio #4 [1E & 5E Format] ROS4
The Folio #5 [1E & 5E Format] ROS5
The Folio #6 [1E & 5E Format] ROS6
The Folio Digital Quarterly #2 [1E & 5E Format]
The Fomor Folio
The Forgotten Gate
The Frigid World of Illambria: an original ice age setting for 5th edition fantasy
The Garllyn Stones
The Genesis
The Ghosting of Lady Quay (5e)
The Gods Have Spoken (5E)
The Gray World (5E)
The Grey Citadel (5e)
The Grey Citadel: Temple of the Azure Eye (5e)
The Heart of Chentoufi
The Haunting of Middinnelikk Manor
The Haunting of Myrtle Cottage (5E Adventure)
The Hidden Halls of Hazakor
The Hidden Shrine of Tmocanotz (5e)
The Horror out of Hagsjaw (5e)
The Howling Caverns (5e)
The Invisible Hand
The Kingdom of Grimsby Bremen Town-Musician
The Last Barrow
The Legend of the Mist Flowers 5E
The Lighthouse of Anan Marath (5e)
The Lonely Coast 2020 (5e)
The Lost Crypt (5e)
The Lost Triptych (5e)
The Midderlands
The Mists of Akuma - Imperial Dragons
The Mists of Akuma - Martial Arts Feats
The Mists of Akuma - Primer
The Mists of Akuma - Tsukumogami
The Murmuring Fountain (5E)
The Night Comes Down
The North Seat Campaign Setting: Book 1
The North Seat: Player's Primer
The North Seat Saga
The Obsidian Keep
The Red Opera: Last Days of The Warlock
The Runewild Campaign Setting
The Search for Darwah's Temple
The Seas of Vodari (5E)
The Secret of Vinsen's Tomb: A Pugmire Jumpstart
The Siege of Durgam’s Folly
The Soburin Primer
The Streets of Avalon
The Stuff of Nightmares (Level 18 PCs)
The Sun King's Palace
The Terror of the Machine
The Tomb of Aun Mun Itzpa
The Tomb of Black Sand
The Tower of Jhedophar
The Traveler's Guide to Skyfall
The Trapsmiths of Dragongrin
The Twilight Dream
The Ultimate Guide to Alchemy, Crafting & Enchanting (5E)
The Vrykolakas
The Wagadu Chronicles The Child & The Oath
The Way of Ki (5e)
The Wise & the Wicked 2nd Edition (5e OGL)
The Witch: a 5e class
The World of Myrr 5e Campaign Setting
The World of The Lost Lands: Rules Addendum (5e)
Threads of the Orb Weaver
Throne of Gondira
Thrones & Bones: Norrøngard Campaign Setting
Time Is of the Essence (A New Year's Eve Adventure)
Tomb of Mercy for 5th Edition
Tomb of Tiberesh for 5th Edition
Tome of Alchemy (5e)
Tome of Beasts
Tome of Horrors (5e)
Tome of Beasts 2 Lairs for 5th Edition
Tome of Beasts 3 for 5th Edition
Tome of Beasts 3 Lairs for 5th Edition
Tome of Heroes for 5th Edition
Tome of Horrors 2020 (5e)
Tome of Horrors 2020 Cards Deck ONE
Tome of Horrors 2020 Cards Deck TWO
Tome of Horrors 2020 Cards Deck THREE
Tome of Horrors 2020 Instant Encounters Volume One (5e)
Tome of Horrors 2020 Instant Encounters Volume Three (5e)
Tome of Horrors 2020 Instant Encounters Volume Four (5e)
Tome of Horrors 2020 Instant Encounters Volume Five (5e)
Tome of Many Things (5e)
Tome of Quests: Volume One (5e)
Tomes of Ancient Knowledge (5E)
Tomes of Dark Secrets (5E)
Tools of the Trade - Volume One
Tooth and Nail: Creatures of Hereva (5e)
Town Backdrop: Dulwich (5e)
Trail of the Apprentice: The Bandit's Cave (5E)
Trail of the Apprentice: The King's Curse (5E)
Trail of the Apprentice: The Oracle's Test (5E)
Trail of the Apprentice: The Thieves' Den (5E)
Trail of the Apprentice: The Wizard's Dungeon (5E)
Trapmaster for 5th Edition
Traps, Trammels, and Triggers - Nefarious Devices for 5E
Traveler's Guide to Angoria
Treasures From Heart of the Razor
Treacherous Traps
Treasury of the City (5E)
Treasury of the Kingdom (5E)
Treasury of the Macabre (5E)
Treasury of the Orient (5e)
Treasury of the Pharoahs (5E)
Treasury of Winter (5E)
Trilemma Adventures Bestiary 5e
Trillium: City Of Enchantment
TRUDVANG ADVENTURES 5E: Hero Companion
TRUDVANG ADVENTURES 5E: Setting Companion
TRUDVANG ADVENTURES 5E: The Great Shadow
TRUDVANG ADVENTURES 5E: Wildheart
TRUDVANG ADVENTURES 5E WURMTONGUE
Twilight Fables
Two Page Mini Delve - Cave of Crystals
Two Page Mini Delve - Deepwood Memorial
Two Page Mini Delve - Hornhold Crypts
Two Page Mini Delve - The Pale Reaver
Ultimate Battle (5E)
Ultimate Bestiary: The Dreaded Accursed
Ultimate Commander (5E)
Ultimate Rulership (5E)
Ultimate Strongholds (5E)
Ultimate War (5E)
Ultramodern5 (5th Edition)
Ultramodern5-SRD/OGL (5th Edition)
Unearthing Steeproot
Under Frozen Stars (5E)
Under the Scale (5E)
Underworld Player's Guide for 5th Edition
Underworld Races & Classes
Unlikely Heroes for 5th Edition
Unpleasant Discoveries
Untold Encounters of the Random Kind
Unwelcome Guests
Urban Dressing: Port Town 2.0 (5e)
Urban Encounters & Quests
Valley of the Gilded Tower (5E)
Vathak 5e Adventures - A Dark and Stormy Blight
Vathak 5e Adventures - Brides of the Black Earth
Vathak 5e Adventures - Frozen Legacy
Vathak 5e Adventures - Lair of the Spawn of Yeghniths
Vathak 5e Adventures - Peculier Pets of Rosemarie Straub
Vathak 5e Adventures - The Shrine of St. Mina of the Dust
Vathak 5e Adventures - What Price Salvation
Vathak 5e Adventures - When the Forest Speaks Part 2
Vathak 5e Character Options - Feats of Devotion and Deliverance
Vathak 5e Character Options - Ghastly Feats
Vathak 5e Character Options - Magic Items 1
Vathak 5e Racial Ecologies - Hauntlings
Vathak 5e Racial Ecologies - The Witchwolf
Vathak 5e Racial Ecologies - The Wretched
Vault of Magic for 5th Edition
Vault of Rogues #01: Annabel the Poppet Master
Vengeance of the Shunned Peril Primer
Vengeful Soul (D&D 5E Class)
Vigil Watch Collected Volume (5e OGL)
Viking Warriors (A Sourcebook for 5th Edition)
Village Backdrop: Ashford (5e)
Village Backdrop: Beacon Promontory 2.0 (5e)
Village Backdrop: Bleakflat (5e)
Village Backdrop: Bleakflat 2.0 (5e)
Village Backdrop: Byrnfort (5e)
Village Backdrop: Dawnmarsh (5e)
Village Backdrop: Fulhurst Moors (5e)
Village Backdrop: Fulhurst Moors 2.0 (5e)
Village Backdrop: Greystone (5e)
Village Backdrop: Gulls' Roost (5e)
Village Backdrop: Hornwall (5e)
Village Backdrop: Lady Cross (5e)
Village Backdrop: Laewas (5e)
Village Backdrop: Lanthorn 2.0 (5e)
Village Backdrop: Masquerade (5e)
Village Backdrop: Oakhurst (5e)
Village Backdrop: Quey's Glade (5e)
Village Backdrop: Ronak (5e)
Village Backdrop: Shroudhaven (5e)
Village Backdrop: Shroudhaven 2.0 (5e)
Village Backdrop: Silver Bluff (5e)
Village Backdrop: Tigley (5e)
Village Backdrop: Tigley 2.0 (5e)
Village Backdrop: Victory Elm (5e)
Village Backdrop: Y'taris 2.0 (5e)
Villages of Ashlar (5e)
Villainous Compendium (5E)
Wandering Monsters (5E)
War of the Burning Sky 5E #1: The Scouring of Gate Pass
War of the Burning Sky 5E #2: The Indomitable Fire Forest of Innenotdar
War of the Burning Sky 5E #3: Shelter From The Storm
War of the Burning Sky 5E #4: The Mad King's Banquet
War of the Burning Sky 5E #6: Tears of the Burning Sky
War of the Burning Sky 5E #7: Trial of Echoed Souls
War of the Burning Sky 5E #8: O, Wintry Song of Agony
War of the Burning Sky 5E #9: The Festival of Dreams
War of the Burning Sky 5E #10: Sleep, Ye Cursed Child
War of the Burning Sky 5E #11: Under the Eye of the Tempest
War of the Burning Sky 5E #12: The Beating of the Aquiline Heart
War of the Burning Sky 5E Campaign Guide
War of the Burning Sky 5E Player's Guide
Wardens of the Wild (PF/5e)
Warlock 34: Baba Yaga
Warlock Grimoire for 5th Edition
Warlock Lair 4: Red Lenny’s Famous Meat Pies
Warlock Guide to the Shadow Realms
Warlock Lair 8: The Lost Temple of Anax Apogeion
Warlock Lair 20: Monkey Business
Warlock Lair 34: Sunken Library of Quezzit Qire
Warlock Lair 41: Song Undying
Warlock Lair 48: The Garden of Shade and Shadows
Warlock Lair 50: Light of Memoria
Warlock Lair 51: Casting the Longest Shadow
Warlock Lair 52: The White Worg Accord
Warlock Lair 54: Legend of Beacon Rock
Warlock Lair 56: The Glowing Ossuary Part 1
Warlock Lair 57: Heart of the Damned (Glowing Ossuary Pt. 2)
Warlock Lair 58: Moonlight Sonata
Weapons of Legacy
Weekly Beasties: Blood Pudding
Weekly Beasties: Cursed Allip
Weekly Beasties: Dark Bodok
Weekly Beasties: Gloom
Weekly Beasties: Jawless
Weekly Beasties: Silent Stalker
Weekly Beasties: The Clinging Shade
Weekly Beasties: Unholy Bull
Weekly Beasties: Waste Slime
Where the Machines Wait
Where There's a Will (5e)
Where to Get a Bite
Whisper House
Whisper in the Crags (5E)
Whispers in the Dark: Quickstart Rules for 5e
Whispers of the Dark Daeva (5th Edition)
Witches of Frostwyck
Wizards of the Flanaess
Wizard's Wake
Wolves of Steadwick (5e)
World of Aetaltis: Gamemaster's Guide
World of Aetaltis: Player's Guide
World of Farland Campaign Setting
World of Farland Game Master's Handbook
World of Farland Players Guide
World of Obsidian Apocalypse (5E)
Wrath of the River King for 5th Edition
X1 Wrath of the Goblinoids [5e]
X2 Payback [5e]
Yathuna: Remnants of the Hedrons
Yathuna's Revised Ranger
Yig Snake Granddaddy Act 1: A Land Out Of Time
Yig Snake Granddaddy Act 2: Against The Serpentfolk
Yig Snake Granddaddy Act 3: The Prehistory War
Yig Snake Granddaddy Act 4: The Ancient Ages Again
Yugman's Guide to Ghelspad Collected Volume (5e OGL)
ZEITGEIST #1: Island at the Axis of the World (5th Edition)
Zobeck Gazetteer for 5th Edition
Skeleton Dog: ?
Skeleton Wolf: ?
Skeleton: ?
Skeleton Wolf: ?
Skeleton: ?
(5E) A03: Champion's Rest
Skeleton: The Vikmordere’s greatest warriors have been charged with watching over the Vikmordere Mausoleum. Even in death, they stand vigilant and alert.
J'War Toldnius, Mummy: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
Tel'Varus Tonth, Mummy: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
K'Tolth, Mummy: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
Fer'Je, Mummy: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
No'To Reel'Qith, Mummy: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
Qed'Io, Mummy: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
Shh'To, Mummy: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
M'Te, Mummy: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
J'War Toldnius, Skeleton: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
Tel'Varus Tonth, Skeleton: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
K'Tolth, Skeleton: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
Fer'Je, Skeleton: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
No'To Reel'Qith, Skeleton: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
Qed'Io, Skeleton: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
Shh'To, Skeleton: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
M'Te, Skeleton: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
J'War Toldnius, Mummy: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
Tel'Varus Tonth, Mummy: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
K'Tolth, Mummy: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
Fer'Je, Mummy: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
No'To Reel'Qith, Mummy: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
Qed'Io, Mummy: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
Shh'To, Mummy: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
M'Te, Mummy: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
J'War Toldnius, Skeleton: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
Tel'Varus Tonth, Skeleton: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
K'Tolth, Skeleton: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
Fer'Je, Skeleton: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
No'To Reel'Qith, Skeleton: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
Qed'Io, Skeleton: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
Shh'To, Skeleton: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
M'Te, Skeleton: The Eight Lords were so diligent about protecting fellow countrymen and their homes during their reign, that even in death they will never sleep soundly. They hang onto the waking world waiting for the day that they are needed again to drive the devils and demons back to their caves and hollows.
(5E) A04: Forest for the Trees
Skeletal Brownie: This is all that is left of a once-glorious brownie village. A couple years ago the loggers pulled the dam at the pond, releasing the water and over 500 logs, which flowed down the hill and into the Serpent Lake where they could be retrieved by ship. Little did they know that 100 Brownies made their homes next to the river that flows through this part of the forest. When the logs and water were released they came crashing down the river, obliterating everything in their path. All 100 Brownies were killed, men, women, and children.
This event was horrific and an enormous shock to the magical energy which binds the forest. Most of the brownies died before fulfilling their life quests. Because of this, many of the dead brownies later arose as undead spirits bound to the mortal world and doomed to exist forever in pure agony and suffering.
This event was horrific and an enormous shock to the magical energy which binds the forest. Most of the brownies died before fulfilling their life quests. Because of this, many of the dead brownies later arose as undead spirits bound to the mortal world and doomed to exist forever in pure agony and suffering.
(5E) A05: Winterflower
Skeleton: ?
Zombie: ?
Zombie: ?
(5E) BASIC01: A Learning Time
Zombie: ?
Skeletal Champion: ?
Skeletal Champion: ?
(5E) C01: Alagoran's Gem
Skeletal Champion: ?
Ghoul: ?
Burning Skeleton: A powerful necromancy magical item, lost long ago in the river of lava, causes a strange effect on any creatures falling into the lava, converting them into undead within 24 hours and imbuing a burning effect into their bones.
Ghoul: ?
Burning Skeleton: A powerful necromancy magical item, lost long ago in the river of lava, causes a strange effect on any creatures falling into the lava, converting them into undead within 24 hours and imbuing a burning effect into their bones.
(5E) Occult Secrets of the Underworld
Blood Draining Undead: ?
Spectral Undead: ?
Mindless Undead: ?
Dodelig: ?
Lich: ?
Spectral Undead: ?
Mindless Undead: ?
Dodelig: ?
Lich: ?
(5E) Shattered Heart Adventure Path #1: The Ties that Bind
Poltergeist: Manifested from the souls of the abandoned babes.
Skeletal Giant Snapping Turtle: ?
Draugr Captain: The hags have used the fell power of the corrupted temple to raise the slain Vikmordere as draugr, including a Vikmordere champion who rides into battle tethered to a giant undead turtle.
Skeleton: ?
Skeletal Merrow Guard: ?
Draugr: The black weed strangling the kelp beds in the temple surround, as well as the base of the holy tree itself, is recognizable as cuttings from the sargassum fiend if the PCs have encountered it. Otherwise a DC 19 Intelligence (nature) check identifies the fell kelp. The Hags have been trying to get this strain of plant to overcome the original holy growth of the temple, but the blessings still resist the complete domination of the evil weed. Enough of the garden is corrupted sufficiently to permit the Hags to raise more powerful versions of undead (such as draugr or skeletal merrow) with their animate dead shared spell ability.
Skeletal Merrow: The black weed strangling the kelp beds in the temple surround, as well as the base of the holy tree itself, is recognizable as cuttings from the sargassum fiend if the PCs have encountered it. Otherwise a DC 19 Intelligence (nature) check identifies the fell kelp. The Hags have been trying to get this strain of plant to overcome the original holy growth of the temple, but the blessings still resist the complete domination of the evil weed. Enough of the garden is corrupted sufficiently to permit the Hags to raise more powerful versions of undead (such as draugr or skeletal merrow) with their animate dead shared spell ability.
Skeletal Giant Snapping Turtle: ?
Draugr Captain: The hags have used the fell power of the corrupted temple to raise the slain Vikmordere as draugr, including a Vikmordere champion who rides into battle tethered to a giant undead turtle.
Skeleton: ?
Skeletal Merrow Guard: ?
Draugr: The black weed strangling the kelp beds in the temple surround, as well as the base of the holy tree itself, is recognizable as cuttings from the sargassum fiend if the PCs have encountered it. Otherwise a DC 19 Intelligence (nature) check identifies the fell kelp. The Hags have been trying to get this strain of plant to overcome the original holy growth of the temple, but the blessings still resist the complete domination of the evil weed. Enough of the garden is corrupted sufficiently to permit the Hags to raise more powerful versions of undead (such as draugr or skeletal merrow) with their animate dead shared spell ability.
Skeletal Merrow: The black weed strangling the kelp beds in the temple surround, as well as the base of the holy tree itself, is recognizable as cuttings from the sargassum fiend if the PCs have encountered it. Otherwise a DC 19 Intelligence (nature) check identifies the fell kelp. The Hags have been trying to get this strain of plant to overcome the original holy growth of the temple, but the blessings still resist the complete domination of the evil weed. Enough of the garden is corrupted sufficiently to permit the Hags to raise more powerful versions of undead (such as draugr or skeletal merrow) with their animate dead shared spell ability.
(5E) U01: Dark Days in Stoneholme
Fiendish Shadow-Rat: The shadow creatures attacking the city are the souls of dwarves lost in the deep places of the world. Some, taking the forms of rats, can only be hurt by holy water.
Over the next two days there are two more episodes of the supernatural darkness. These waves of inky blackness continue to spawn shadow creatures (both fiendish shadows and shadow-rats).
Shadow: If a non-evil humanoid dies from [the strength reduction of a fiendish shadow-rat's bite] attack, a new shadow rises from the corpse 1d4 hours later.
If a non-evil humanoid dies from [a fiendish shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
If a non-evil humanoid dies from [the strength reduction of a fiendish giant shadow rat's bite] attack, a new shadow rises from the corpse 1d4 hours later.
Fiendish Shadow: The shadow creatures attacking the city are the souls of dwarves lost in the deep places of the world. Some, taking the forms of rats, can only be hurt by holy water.
Over the next two days there are two more episodes of the supernatural darkness. These waves of inky blackness continue to spawn shadow creatures (both fiendish shadows and shadow-rats).
Fiendish Giant Shadow-Rat: The shadow creatures attacking the city are the souls of dwarves lost in the deep places of the world. Some, taking the forms of rats, can only be hurt by holy water.
Over the next two days there are two more episodes of the supernatural darkness. These waves of inky blackness continue to spawn shadow creatures (both fiendish shadows and shadow-rats).
Shadow: If a non-evil humanoid dies from [the strength reduction of a fiendish shadow-rat's bite] attack, a new shadow rises from the corpse 1d4 hours later.
If a non-evil humanoid dies from [a fiendish shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
If a non-evil humanoid dies from [the strength reduction of a fiendish giant shadow rat's bite] attack, a new shadow rises from the corpse 1d4 hours later.
Fiendish Shadow: The shadow creatures attacking the city are the souls of dwarves lost in the deep places of the world. Some, taking the forms of rats, can only be hurt by holy water.
Over the next two days there are two more episodes of the supernatural darkness. These waves of inky blackness continue to spawn shadow creatures (both fiendish shadows and shadow-rats).
Fiendish Giant Shadow-Rat: The shadow creatures attacking the city are the souls of dwarves lost in the deep places of the world. Some, taking the forms of rats, can only be hurt by holy water.
(5E) U02: Murder in Stoneholme
Unholy Skeletal Guard: ?
Unholy Undead: ?
Demon-Sworn Shadow: ?
Demon-Sworn Undead: ?
Shadow: If a non-evil humanoid dies from [a demon-sworn shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Unholy Undead: ?
Demon-Sworn Shadow: ?
Demon-Sworn Undead: ?
Shadow: If a non-evil humanoid dies from [a demon-sworn shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
(5E) U03: Death Comes to Stoneholme
Infernal Ghoul: Infernal Ghouls are similar in many respects to ordinary ghouls, but the disease that spawns them has been infused with hellish power, either because of a devil-pact or through an infernal curse.
A creature whose Con or Dex drop to zero from infernal ghoul fever dies from the disease and rises as an infernal ghoul at midnight.
A dread illness begins to manifest among certain dwarves, an illness which ends in death and undeath as the victims rise as infernal ghouls.
Infernal ghouls, under the control of Lord Starkherk, have begun to creep out of the tombs at night to discreetly infect dwarves in Stoneholme with infernal ghoul fever and slowly swell their own ranks.
Lord Aldarn Starkherk, Infernal Ghoul Lord, Infernal Ghoul-Lord: 24 hours after being entombed, Starkherk rises as an infernal ghoul lord.
Riflim Stilomks, Infernal Ghoul: If the PCs examine the sick dwarf, they may be able to discern his troubles.
Success: If the PCs succeed at a DC 11 check, they identify bite marks on the dwarf ’s arms, as well as festering cuts and welts on his arms, neck, and torso. The marks are shallow, more indicative of torture than any true attack on the life of the dwarf.
If the PCs succeed at the DC 15 check, they can positively identify the disease’s necromantic nature, as if the dwarf was turning into a walking corpse.
If the PCs succeed at the DC 20 Knowledge (Religion) skill check, they can diagnose the disease as being infernal in nature.
If the dwarf, Rifflim Stilomks (NPC commoner, AC 10, 4hp), is healed of his malady, he can relate his tale. He was walking home the night before, taking a shortcut through an alley, when he was beset by cloaked individuals. These individuals gagged him, placed a bag over his head, and in the dark of the alley tortured him, giggling all the while. He fell unconscious and when he awoke he was quite ill. He remembers little after that. He does, however recall a distinct scent of sulfur during the event.
If the dwarf is left untreated, he dies within a few rounds of encountering the PCs, before guards or clerical aid can be summoned. His body is then interred in the tombs, where he rises at midnight as an infernal ghoul.
Olvrin Treskas, Infernal Ghoul: Olvrin is in the last stages of infernal ghoul fever when the PCs visit him, and unless treated, will die soon after the PCs arrive. He rises that midnight as an infernal ghoul.
Lunkmor, Infernal Ghoul Wizard: ?
A creature whose Con or Dex drop to zero from infernal ghoul fever dies from the disease and rises as an infernal ghoul at midnight.
A dread illness begins to manifest among certain dwarves, an illness which ends in death and undeath as the victims rise as infernal ghouls.
Infernal ghouls, under the control of Lord Starkherk, have begun to creep out of the tombs at night to discreetly infect dwarves in Stoneholme with infernal ghoul fever and slowly swell their own ranks.
Lord Aldarn Starkherk, Infernal Ghoul Lord, Infernal Ghoul-Lord: 24 hours after being entombed, Starkherk rises as an infernal ghoul lord.
Riflim Stilomks, Infernal Ghoul: If the PCs examine the sick dwarf, they may be able to discern his troubles.
Success: If the PCs succeed at a DC 11 check, they identify bite marks on the dwarf ’s arms, as well as festering cuts and welts on his arms, neck, and torso. The marks are shallow, more indicative of torture than any true attack on the life of the dwarf.
If the PCs succeed at the DC 15 check, they can positively identify the disease’s necromantic nature, as if the dwarf was turning into a walking corpse.
If the PCs succeed at the DC 20 Knowledge (Religion) skill check, they can diagnose the disease as being infernal in nature.
If the dwarf, Rifflim Stilomks (NPC commoner, AC 10, 4hp), is healed of his malady, he can relate his tale. He was walking home the night before, taking a shortcut through an alley, when he was beset by cloaked individuals. These individuals gagged him, placed a bag over his head, and in the dark of the alley tortured him, giggling all the while. He fell unconscious and when he awoke he was quite ill. He remembers little after that. He does, however recall a distinct scent of sulfur during the event.
If the dwarf is left untreated, he dies within a few rounds of encountering the PCs, before guards or clerical aid can be summoned. His body is then interred in the tombs, where he rises at midnight as an infernal ghoul.
Olvrin Treskas, Infernal Ghoul: Olvrin is in the last stages of infernal ghoul fever when the PCs visit him, and unless treated, will die soon after the PCs arrive. He rises that midnight as an infernal ghoul.
Lunkmor, Infernal Ghoul Wizard: ?
(5e)Savage Company Campaign Setting for 5th Edition
Undead, Undead Monster: ?
Mummy: ?
Mummy: ?
5E Foes: Celtic Bestiary
Abhartach: According to legends, the abhartach was a cruel dwarf possessing powerful magic. After being killed and buried, it returned each time more evil than before, terrorizing the local populace.
Aderyn Y Corph, Corpse Bird: ?
Ankou: ?
Baoban Sith: ?
Bean-Fionn: ?
Bean-Nighe: ?
Bean-Sidhe, Banshee: ?
Canwyll Corph, Spirit of the Dead: ?
Canwyll Corph Small: ?
Canwyll Corph Tiny: ?
Canwyll Corph Small White: ?
Canwyll Corph Small Red: ?
Canwyll Corph Tiny Blue: ?
Fear Gorta: The fear gorta is a phantom born of hunger and despair, often appearing during periods of famine and hardship. It is believed to be the result of dark fairy magic, cursed by the Unseelie Court.
Fetch: ?
Green Lady: Some tales suggest that a noblewoman was murdered while wearing a green dress and has since become a vengeful ghost.
Hag Gwrach: ?
Hogboon: ?
Luideag: ?
Ly Erg: It is said to be born from the souls of dead soldiers, explaining its overwhelming desire to be a warrior.
Mari Lwyd: ?
Moorhound: They are thought to be the manifestations of those who met cruel and untimely deaths, unable to find rest and driven by a sinister compulsion to share their suffering with the living.
Phantom Piper: Phantom pipers are tragic spirits bound to their instruments by dark magic and the anguish of their untimely demise.
Rawhead: ?
Bloody Bones: Bloody bones are the reanimated remains of living creatures that have fallen victim to the rawhead's insatiable hunger.
Rawheads are malevolent undead creatures that haunt dark and desolate places, known for their ability to reanimate the bodies of their victims into headless skeletons under their control.
Once [a rawhead has] claimed a victim, they use their terrifying powers to reanimate the fallen creature, binding it to their will and forcing it to serve in their gruesome army.
Rawhead Extract Skeleton power.
Sluagh, Host of the Dead: Sluagh replenish their ranks through murderous swarms, descending like locusts on those foolhardy enough to travel alone at night. The dead are transformed into tiny winged fey that look vaguely reminiscent of their forms in life.
Sluagh Swarm: ?
Spriggan: They are believed to be ghosts of giants, retaining immense strength even in their smaller forms.
Taghairm, Phantom Cat: Creating taghairms is a vile process that involves slaying several cats and reanimating their collective spirits.
Toili: ?
Yr Hwch Ddu Gwta: ?
Abhartach, Dwarf, Vampire Dwarf, Formidable Combatant, Deadly Adversary: ?
Aderyn Y Corph, Bird, Small Ominous Creature Resembling a Bird, Favorite of Necromancers: ?
Aderyn Y Corph, Familiar: ?
Aderyn Y Corph, Sleepless Guardian: ?
Ankou, Figure Shrouded in a Tattered Black Robe and Wearing a Large Hood that Obscures its Face, Spectral Embodiment of Death, Harbinger of Doom, Omen of Death's Approach, Collector of Souls, Skeletal Figure: ?
Baoban Sith, Mesmerizing Figure, Elusive Creature, Cunning and Patient Hunter: ?
Bean-Fionn, Undead Creature With an Alluring Presence, Angry Woman in a Flowing White Gown: ?
Bean-Nighe, Hideous Decrepit Woman With Long Tangled Hair a Hooked Nose With One Large Nostril and Empty Eye Sockets, Spectral Omen of Death and Misfortune, Messenger From the Otherworld, Omen of Death and Misfortune: ?
Bean-Sidhe, Female Spirit That Heralds the Death of a Family Member Through Her Chilling Cries and Wails: ?
Bean-Sidhe, Small Aged Woman With Long Unbound White Hair: ?
Bean-Sidhe, Small Aged Woman With Long Unbound Grey Hair: ?
Bean-Sidhe, Shrouded Woman: ?
Canwyll Corph, Small Flickering Ball of Light, Floating Skull, Spectral Omen: ?
Fear Gorta, Haunting Emaciated Figure, Phantom Born of Hunger and Despair, Malevolent Being, Unearthly Entity, Manifestation of the Hunger that Gnaws at Body and Soul During Times of Scarcity: ?
Fetch, Shadowy Exact Duplicate of a Living Person, Grey Form, Supernatural Undead Creature, Ominous Double of a Living Person, Rubbery Gray Hairless Humanoid: ?
Green Lady, Mysterious Undead Creature That Resembles a Noblewoman in a Green Flowing Dress, Guardian: ?
Green Lady, Vengeful Ghost: ?
Green Lady, Benevolent Spirit: ?
Hag Gwrach, Horrifying Undead Creature With a Harpy-Like Appearance, Emaciated Hideous Woman With Long Knotted Black Hair Bone-Thin Arms and Legs a Pallid Corpse-Like Complexion and Tattered Leather Wings, Feared Hag: ?
Hogboon, Muscular Human-Like Figure Standing About Six Feet Tall: ?
Luideag, Squalid Corpse With a Ragged Appearance, Sinister Creature: ?
Ly Erg, Small Soldier, Relatively Rare Creature: ?
Mari Lwyd, Skeletal Horse Adorned With Colorful Ribbons and a White Sheet, Horse-Headed Skeleton: ?
Moorhound, Harbinger of Doom, Manifestation of One Who Met a Cruel and Untimely Death, Unpredictable Opponent: ?
Phantom Piper, Translucent Figure Dressed in Tattered Attire Complete With a Kilt and Bagpipes Slung Across its Shoulder, Tragic Spirit Bound to Their Instrument by Dark Magic and the Anguish of Their Untimely Demise, Spirit: ?
Rawhead, Malevolent Undead Creature, Relentless Hunter: ?
Bloody Bones, Reanimated Remains of a Living Creature That Has Fallen Victim to the Rawhead's Insatiable Hunger, Loyal Minion, Headless Skeleton, Undead Minion, Reanimated Minion: ?
Sluagh, Vast Flock of Black Ravens Twined About With Undulating Shadows, Great Birds, Harbingers of the Unseelie Court: ?
Sluagh, Fallen Angel: ?
Sluagh, Soul of the Dead: ?
Sluagh, Minion: ?
Sluagh, Messenger: ?
Spriggan, Notorious Creature, Grotesque Human, Fearsome Giant, Ghost of a Giant: ?
Spriggan, Guardian: ?
Taghairm, Jet-Black Panther, Ethereal-Shifting Predator: ?
Taghairm, Relentless Tracker: ?
Toili, Ghostly Funeral Procession, Harbinger of Impending Death, Ghostly Procession: ?
Yr Hwch Ddu Gwta, Fearsome Creature Resembling a Large Black Sow, Malevolent Spirit That Appears as a Large Black Sow Without a Tail, Soul-Eater: ?
Undead, Undead Creature: ?
Banshee: ?
Ghostly White Lady: ?
Unseelie Wight: ?
Wight: A Humanoid slain by this necrotic damage [from a gyre-calin's necrostaff] rises as a wight at the end of the gyre-calin's turn.
Will-o'-Wisp: ?
Zombie: The mari lwyd party approaches a house and engages in a unique form of musical battle called pwnco. They sing a song requesting admittance, while the inhabitants of the house respond with excuses to deny entry. The back-and-forth continues until the householders run out of ideas, at which point they must allow the mari lwyd party to enter. Once inside, the victims are bitten to death and reanimated as zombies who join the mari lwyd on its nightly roaming, which continues until dawn.
A humanoid slain by [a mari lwyd's bite] attack rises 24 hours later as a zombie under the mari lwyd's control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a yr hwch ddu gwta's soul-eating arua] attack rises 24 hours later as a zombie under the yr hwch ddu gwta's control, unless the humanoid is restored to life or its body is destroyed.
Extract Skeleton. Melee Weapon Attack: +6 to hit, reach 5 ft., one incapacitated humanoid grappled by the rawhead. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the rawhead kills the target by extracting its skeleton, leaving the skull intact. The rawhead animates the corpse, turning it into a bloody bones under the rawhead's control. The bloody bones appears in an unoccupied space within 5 feet of the rawhead and acts immediately after it in the initiative order. The rawhead can have no more than twelve bloody bones under its control at one time.
Aderyn Y Corph, Corpse Bird: ?
Ankou: ?
Baoban Sith: ?
Bean-Fionn: ?
Bean-Nighe: ?
Bean-Sidhe, Banshee: ?
Canwyll Corph, Spirit of the Dead: ?
Canwyll Corph Small: ?
Canwyll Corph Tiny: ?
Canwyll Corph Small White: ?
Canwyll Corph Small Red: ?
Canwyll Corph Tiny Blue: ?
Fear Gorta: The fear gorta is a phantom born of hunger and despair, often appearing during periods of famine and hardship. It is believed to be the result of dark fairy magic, cursed by the Unseelie Court.
Fetch: ?
Green Lady: Some tales suggest that a noblewoman was murdered while wearing a green dress and has since become a vengeful ghost.
Hag Gwrach: ?
Hogboon: ?
Luideag: ?
Ly Erg: It is said to be born from the souls of dead soldiers, explaining its overwhelming desire to be a warrior.
Mari Lwyd: ?
Moorhound: They are thought to be the manifestations of those who met cruel and untimely deaths, unable to find rest and driven by a sinister compulsion to share their suffering with the living.
Phantom Piper: Phantom pipers are tragic spirits bound to their instruments by dark magic and the anguish of their untimely demise.
Rawhead: ?
Bloody Bones: Bloody bones are the reanimated remains of living creatures that have fallen victim to the rawhead's insatiable hunger.
Rawheads are malevolent undead creatures that haunt dark and desolate places, known for their ability to reanimate the bodies of their victims into headless skeletons under their control.
Once [a rawhead has] claimed a victim, they use their terrifying powers to reanimate the fallen creature, binding it to their will and forcing it to serve in their gruesome army.
Rawhead Extract Skeleton power.
Sluagh, Host of the Dead: Sluagh replenish their ranks through murderous swarms, descending like locusts on those foolhardy enough to travel alone at night. The dead are transformed into tiny winged fey that look vaguely reminiscent of their forms in life.
Sluagh Swarm: ?
Spriggan: They are believed to be ghosts of giants, retaining immense strength even in their smaller forms.
Taghairm, Phantom Cat: Creating taghairms is a vile process that involves slaying several cats and reanimating their collective spirits.
Toili: ?
Yr Hwch Ddu Gwta: ?
Abhartach, Dwarf, Vampire Dwarf, Formidable Combatant, Deadly Adversary: ?
Aderyn Y Corph, Bird, Small Ominous Creature Resembling a Bird, Favorite of Necromancers: ?
Aderyn Y Corph, Familiar: ?
Aderyn Y Corph, Sleepless Guardian: ?
Ankou, Figure Shrouded in a Tattered Black Robe and Wearing a Large Hood that Obscures its Face, Spectral Embodiment of Death, Harbinger of Doom, Omen of Death's Approach, Collector of Souls, Skeletal Figure: ?
Baoban Sith, Mesmerizing Figure, Elusive Creature, Cunning and Patient Hunter: ?
Bean-Fionn, Undead Creature With an Alluring Presence, Angry Woman in a Flowing White Gown: ?
Bean-Nighe, Hideous Decrepit Woman With Long Tangled Hair a Hooked Nose With One Large Nostril and Empty Eye Sockets, Spectral Omen of Death and Misfortune, Messenger From the Otherworld, Omen of Death and Misfortune: ?
Bean-Sidhe, Female Spirit That Heralds the Death of a Family Member Through Her Chilling Cries and Wails: ?
Bean-Sidhe, Small Aged Woman With Long Unbound White Hair: ?
Bean-Sidhe, Small Aged Woman With Long Unbound Grey Hair: ?
Bean-Sidhe, Shrouded Woman: ?
Canwyll Corph, Small Flickering Ball of Light, Floating Skull, Spectral Omen: ?
Fear Gorta, Haunting Emaciated Figure, Phantom Born of Hunger and Despair, Malevolent Being, Unearthly Entity, Manifestation of the Hunger that Gnaws at Body and Soul During Times of Scarcity: ?
Fetch, Shadowy Exact Duplicate of a Living Person, Grey Form, Supernatural Undead Creature, Ominous Double of a Living Person, Rubbery Gray Hairless Humanoid: ?
Green Lady, Mysterious Undead Creature That Resembles a Noblewoman in a Green Flowing Dress, Guardian: ?
Green Lady, Vengeful Ghost: ?
Green Lady, Benevolent Spirit: ?
Hag Gwrach, Horrifying Undead Creature With a Harpy-Like Appearance, Emaciated Hideous Woman With Long Knotted Black Hair Bone-Thin Arms and Legs a Pallid Corpse-Like Complexion and Tattered Leather Wings, Feared Hag: ?
Hogboon, Muscular Human-Like Figure Standing About Six Feet Tall: ?
Luideag, Squalid Corpse With a Ragged Appearance, Sinister Creature: ?
Ly Erg, Small Soldier, Relatively Rare Creature: ?
Mari Lwyd, Skeletal Horse Adorned With Colorful Ribbons and a White Sheet, Horse-Headed Skeleton: ?
Moorhound, Harbinger of Doom, Manifestation of One Who Met a Cruel and Untimely Death, Unpredictable Opponent: ?
Phantom Piper, Translucent Figure Dressed in Tattered Attire Complete With a Kilt and Bagpipes Slung Across its Shoulder, Tragic Spirit Bound to Their Instrument by Dark Magic and the Anguish of Their Untimely Demise, Spirit: ?
Rawhead, Malevolent Undead Creature, Relentless Hunter: ?
Bloody Bones, Reanimated Remains of a Living Creature That Has Fallen Victim to the Rawhead's Insatiable Hunger, Loyal Minion, Headless Skeleton, Undead Minion, Reanimated Minion: ?
Sluagh, Vast Flock of Black Ravens Twined About With Undulating Shadows, Great Birds, Harbingers of the Unseelie Court: ?
Sluagh, Fallen Angel: ?
Sluagh, Soul of the Dead: ?
Sluagh, Minion: ?
Sluagh, Messenger: ?
Spriggan, Notorious Creature, Grotesque Human, Fearsome Giant, Ghost of a Giant: ?
Spriggan, Guardian: ?
Taghairm, Jet-Black Panther, Ethereal-Shifting Predator: ?
Taghairm, Relentless Tracker: ?
Toili, Ghostly Funeral Procession, Harbinger of Impending Death, Ghostly Procession: ?
Yr Hwch Ddu Gwta, Fearsome Creature Resembling a Large Black Sow, Malevolent Spirit That Appears as a Large Black Sow Without a Tail, Soul-Eater: ?
Undead, Undead Creature: ?
Banshee: ?
Ghostly White Lady: ?
Unseelie Wight: ?
Wight: A Humanoid slain by this necrotic damage [from a gyre-calin's necrostaff] rises as a wight at the end of the gyre-calin's turn.
Will-o'-Wisp: ?
Zombie: The mari lwyd party approaches a house and engages in a unique form of musical battle called pwnco. They sing a song requesting admittance, while the inhabitants of the house respond with excuses to deny entry. The back-and-forth continues until the householders run out of ideas, at which point they must allow the mari lwyd party to enter. Once inside, the victims are bitten to death and reanimated as zombies who join the mari lwyd on its nightly roaming, which continues until dawn.
A humanoid slain by [a mari lwyd's bite] attack rises 24 hours later as a zombie under the mari lwyd's control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a yr hwch ddu gwta's soul-eating arua] attack rises 24 hours later as a zombie under the yr hwch ddu gwta's control, unless the humanoid is restored to life or its body is destroyed.
Extract Skeleton. Melee Weapon Attack: +6 to hit, reach 5 ft., one incapacitated humanoid grappled by the rawhead. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the rawhead kills the target by extracting its skeleton, leaving the skull intact. The rawhead animates the corpse, turning it into a bloody bones under the rawhead's control. The bloody bones appears in an unoccupied space within 5 feet of the rawhead and acts immediately after it in the initiative order. The rawhead can have no more than twelve bloody bones under its control at one time.
5e Creature Decks: Constructs, Giants, Humanoids, Undead
Ghost: ?
Ghoul: ?
Ghoul Ghast: ?
Lich: ?
Mummy: ?
Mummy Lord: ?
Shadow: If a non-evil humanoid dies from [a shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hrs later.
Skeleton: ?
Skeleton Minotaur: ?
Skeleton Warhorse: ?
Specter: Wraith's Create Specter power.
Vampire: ?
Vampire Spawn: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: A humanoid slain by [a wight's life drain] attack rises 24 hrs later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Zombie Ogre: ?
Create Specter Targets a humanoid within 10 feet of it that has been dead no longer than 1 min & died violently. Target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. Specter is under the wraith's control. Wraith can have no more than seven specters under its control at one time.
Ghoul: ?
Ghoul Ghast: ?
Lich: ?
Mummy: ?
Mummy Lord: ?
Shadow: If a non-evil humanoid dies from [a shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hrs later.
Skeleton: ?
Skeleton Minotaur: ?
Skeleton Warhorse: ?
Specter: Wraith's Create Specter power.
Vampire: ?
Vampire Spawn: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: A humanoid slain by [a wight's life drain] attack rises 24 hrs later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Zombie Ogre: ?
Create Specter Targets a humanoid within 10 feet of it that has been dead no longer than 1 min & died violently. Target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. Specter is under the wraith's control. Wraith can have no more than seven specters under its control at one time.
5e Creature Decks: More Constructs, Giants, Humanoids, & Undead
Berbalang: ?
Bodak: A humanoid slain [by a bodak's death gaze] & then buried in the ground rises as a bodak the following night.
Crypt Thing: ?
Crypt Guardian: ?
Devourer: ?
Draugr: ?
Huecuva: ?
Mohrg: ?
Zombie: Humanoid creatures killed by a mohrg rise immediately as zombies under the mohrg's control.
Penanggalan: ?
Manananggal: When [a penanggalan] slays female humanoid w/bite drain, if foe had 10+ HD, rises as manananggal (penanggalan w/½ the HD & no Hex or Create Spawn) at next sunset. Manananggal is under creator's command, & remains enslaved until creator's destruction. May have enslaved spawn totaling up to 2x its HD; spawn it creates beyond this are free-willed.
Enslaved Spawn: ?
Free-Willed Spawn: ?
Phantom Armor: ?
Shadow Greater: ?
Shadow: If a non-evil humanoid dies from [a greater shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hrs later.
Skeleton Warrior: Transformation into skeleton warrior traps warrior's soul in golden circlet.
Bodak: A humanoid slain [by a bodak's death gaze] & then buried in the ground rises as a bodak the following night.
Crypt Thing: ?
Crypt Guardian: ?
Devourer: ?
Draugr: ?
Huecuva: ?
Mohrg: ?
Zombie: Humanoid creatures killed by a mohrg rise immediately as zombies under the mohrg's control.
Penanggalan: ?
Manananggal: When [a penanggalan] slays female humanoid w/bite drain, if foe had 10+ HD, rises as manananggal (penanggalan w/½ the HD & no Hex or Create Spawn) at next sunset. Manananggal is under creator's command, & remains enslaved until creator's destruction. May have enslaved spawn totaling up to 2x its HD; spawn it creates beyond this are free-willed.
Enslaved Spawn: ?
Free-Willed Spawn: ?
Phantom Armor: ?
Shadow Greater: ?
Shadow: If a non-evil humanoid dies from [a greater shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hrs later.
Skeleton Warrior: Transformation into skeleton warrior traps warrior's soul in golden circlet.
5E Foes: Cults of Hell
Ghoul Sanguine Priest: ?
Vampire Spawn Sanguine Deacon: A humanoid slain in this way [by a vampire sanguine archdeacon's bite attack] and then bathed in muckstuck blood rises the following night as a deacon under the arch-deacon's control.
Muckstuck: The entirety of a Sanguine church hinges on its muckstuck, a damned raised from Infernus that was a flatterer in life.
Vampire Sanguine Archdeacon: ?
Wrathborn: Worshippers of Phlegyas are those who want to murder the world, one soul at a time. To that end they create a wrathborn, a cursed lineage inhabited by thirteen damned souls from the Styx. These wrathful thirteen continue as if they were still in Infernus, murdering every being who comes within a few miles of the body of water where they are born.
The Thirteenth find a young soul and drown him or her. His death and subsequent resurrection creates a wrathborn through which the Thirteenth's wrath may find its expression. The Thirteenth are dedicated to ensuring the wrathborn keeps killing by infusing a body of water with the River Styx. Then, on the thirteenth of every Friday, the wrathborn is born again. The wrathborn is possessed by a wrathful from Infernus, unless the body is so destroyed that it cannot be possessed, in which case the Thirteenth will procure a blood relative for possession.
The Thirteenth use bodies of water—lakes, ponds, and other waterfronts—to create and trap the wrathborn.
Cac: ?
Parent: The parents appear as headless corpses, themselves reanimated by discordant damned.
Ghoul: Worshippers of Cerberus have perverted the sacrifice of Sikkar, often by fire, into a blood ritual in which drinking his blood is seen as a form of redemption. This blood is collected from a muckstuck, itself absorbed from stirges who are squeezed to provide the liquid to worshippers. It is also carved up and baked into bread-like wafers, which are fed to the faithful as the “body” of Sikkar. The worshippers eat Sikkar’s flesh and drink his blood, believing it brings them closer in communion with their deity. Over time, the population is turned into vampire spawn (those who drink Sikkar’s “blood”) and ghouls (those who eat his “body”).
Vampire Spawn: Worshippers of Cerberus have perverted the sacrifice of Sikkar, often by fire, into a blood ritual in which drinking his blood is seen as a form of redemption. This blood is collected from a muckstuck, itself absorbed from stirges who are squeezed to provide the liquid to worshippers. It is also carved up and baked into bread-like wafers, which are fed to the faithful as the “body” of Sikkar. The worshippers eat Sikkar’s flesh and drink his blood, believing it brings them closer in communion with their deity. Over time, the population is turned into vampire spawn (those who drink Sikkar’s “blood”) and ghouls (those who eat his “body”).
Vampire Spawn Sanguine Deacon: A humanoid slain in this way [by a vampire sanguine archdeacon's bite attack] and then bathed in muckstuck blood rises the following night as a deacon under the arch-deacon's control.
Muckstuck: The entirety of a Sanguine church hinges on its muckstuck, a damned raised from Infernus that was a flatterer in life.
Vampire Sanguine Archdeacon: ?
Wrathborn: Worshippers of Phlegyas are those who want to murder the world, one soul at a time. To that end they create a wrathborn, a cursed lineage inhabited by thirteen damned souls from the Styx. These wrathful thirteen continue as if they were still in Infernus, murdering every being who comes within a few miles of the body of water where they are born.
The Thirteenth find a young soul and drown him or her. His death and subsequent resurrection creates a wrathborn through which the Thirteenth's wrath may find its expression. The Thirteenth are dedicated to ensuring the wrathborn keeps killing by infusing a body of water with the River Styx. Then, on the thirteenth of every Friday, the wrathborn is born again. The wrathborn is possessed by a wrathful from Infernus, unless the body is so destroyed that it cannot be possessed, in which case the Thirteenth will procure a blood relative for possession.
The Thirteenth use bodies of water—lakes, ponds, and other waterfronts—to create and trap the wrathborn.
Cac: ?
Parent: The parents appear as headless corpses, themselves reanimated by discordant damned.
Ghoul: Worshippers of Cerberus have perverted the sacrifice of Sikkar, often by fire, into a blood ritual in which drinking his blood is seen as a form of redemption. This blood is collected from a muckstuck, itself absorbed from stirges who are squeezed to provide the liquid to worshippers. It is also carved up and baked into bread-like wafers, which are fed to the faithful as the “body” of Sikkar. The worshippers eat Sikkar’s flesh and drink his blood, believing it brings them closer in communion with their deity. Over time, the population is turned into vampire spawn (those who drink Sikkar’s “blood”) and ghouls (those who eat his “body”).
Vampire Spawn: Worshippers of Cerberus have perverted the sacrifice of Sikkar, often by fire, into a blood ritual in which drinking his blood is seen as a form of redemption. This blood is collected from a muckstuck, itself absorbed from stirges who are squeezed to provide the liquid to worshippers. It is also carved up and baked into bread-like wafers, which are fed to the faithful as the “body” of Sikkar. The worshippers eat Sikkar’s flesh and drink his blood, believing it brings them closer in communion with their deity. Over time, the population is turned into vampire spawn (those who drink Sikkar’s “blood”) and ghouls (those who eat his “body”).
5E Foes: Oz Bestiary
Polar King: Legend has it that the King of Polar Bears was unchallenged until he met man. Brought low by their guns, the men skinned the King but did not realize he was still alive. The polar king, bereft of his fur, was blessed by the gulls with feathers instead.
Polar kings spring up as revenants of sorts where polar bears have been skinned. Nature fights back, and polar kings are the result.
Bear Rug: The Curious Tale of Dyna's Rug. The crooked Sorcerer who invented the magic Powder fell down a precipice and was killed. All his possessions went to a relative—an old woman named Dyna, who lives in the Emerald City. She went to the mountains where the Sorcerer lived and brought away everything she thought of value. Among them was a small bottle of the Powder of Life; but of course Dyna didn't know it was a magic Powder, at all. It happened she had once had a big blue bear for a pet; but the bear choked to death on a fishbone one day, and she loved it so dearly that Dyna made a rug of its skin, leaving the head and four paws on the hide. She kept the rug on the floor of her front parlor. Seeking to keep the rug from getting moldy, she sprinkled the Powder over it, animating the rug.
Preservefolk: They are created by cooky hags.
Cooky Hag Preserve power.
Preservefolk Noble: Cooky Hag Preserve power.
Spirit of Death, Death Spirit: ?
Headfolk: A living creature slain by [a headflok's garrote attack is debodified. Its ears stretch and it rises 24 hours later as a headfolk, unless the creature is restored to life or its head is destroyed.
Headfolk Swarm: ?
Massive Bear-Like Creature: ?
Revenant: ?
Blue Bearskin Rug: ?
Humanoid: ?
Slight Robed Skeleton: ?
Prime Preserve, Preservefolk Noble: ?
Preserva, Preservefolk Noble: ?
Bizarre Being: ?
Dangerous Violent Flying Head: ?
Undead: ?
Preserve. The cooky hag chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is imprisoned in a glass jar. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, at the start of its next turn, the cooky hag reanimates 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 preservefolk. Otherwise, it becomes a preservefolk noble. A cooky hag can preserve only one creature at a time.
Polar kings spring up as revenants of sorts where polar bears have been skinned. Nature fights back, and polar kings are the result.
Bear Rug: The Curious Tale of Dyna's Rug. The crooked Sorcerer who invented the magic Powder fell down a precipice and was killed. All his possessions went to a relative—an old woman named Dyna, who lives in the Emerald City. She went to the mountains where the Sorcerer lived and brought away everything she thought of value. Among them was a small bottle of the Powder of Life; but of course Dyna didn't know it was a magic Powder, at all. It happened she had once had a big blue bear for a pet; but the bear choked to death on a fishbone one day, and she loved it so dearly that Dyna made a rug of its skin, leaving the head and four paws on the hide. She kept the rug on the floor of her front parlor. Seeking to keep the rug from getting moldy, she sprinkled the Powder over it, animating the rug.
Preservefolk: They are created by cooky hags.
Cooky Hag Preserve power.
Preservefolk Noble: Cooky Hag Preserve power.
Spirit of Death, Death Spirit: ?
Headfolk: A living creature slain by [a headflok's garrote attack is debodified. Its ears stretch and it rises 24 hours later as a headfolk, unless the creature is restored to life or its head is destroyed.
Headfolk Swarm: ?
Massive Bear-Like Creature: ?
Revenant: ?
Blue Bearskin Rug: ?
Humanoid: ?
Slight Robed Skeleton: ?
Prime Preserve, Preservefolk Noble: ?
Preserva, Preservefolk Noble: ?
Bizarre Being: ?
Dangerous Violent Flying Head: ?
Undead: ?
Preserve. The cooky hag chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is imprisoned in a glass jar. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, at the start of its next turn, the cooky hag reanimates 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 preservefolk. Otherwise, it becomes a preservefolk noble. A cooky hag can preserve only one creature at a time.
5E Halloween Mini-Dungeon: The Horror of Ochre Grove
Wraith, Invoked Spirit, Restless Spirit of Hammond Gresham: Victor harbors a dark secret unknown even to his family – he’s a murderer.
Hammond Gresham owned the neighboring farm and founded his own distillery, and his product was becoming popular enough to outsell the Cornelius stock. Hammond and his mistress, Margaret Weber (who is also sister of his late wife, Anna), worked feverishly to keep pace with their more experienced neighbors. Their success was something that Victor Cornelius could not stand for.
Falsely accusing Hammond of working land owned by the Cornelius estate, Victor attempted to thwart his competition through legal subversion. However, when the land warrants he presented were discovered to be forgeries, the town council dismissed his claim. A few weeks later Hammond Gresham disappeared.
Margaret accused Victor of foul play, but neither a sign of struggle nor a body were to be discovered. Since Hammond had no wife or heirs, when the Gresham farm inevitably fell into tax debt it was auctioned by the council to settle the balance.
The Cornelius family won the bid. In retribution for the claims of forgery levied against Victor, he evicted Margaret from the property and had the farmhouse razed.
That was ten years ago.
Margaret is actually an evil enchantress (use oni statistics but treat as Medium size) who jealously poisoned her sister and seduced Hammond, with whom she had fallen madly in love.
When Victor murdered Hammond and banished Margaret, she fled into the forest to bide her time, scheming her ultimate revenge. She eventually summoned an incubus named Keuxahl, who swore a pact to do her bidding. Keuxahl carries a rope of entanglement, with which it tries to capture foes for experimentation and manipulation, and a book of profane ritual magic.
Using the fiend’s dark power, Margaret has now summoned the restless spirit of Hammond and commands him to take vengeance upon the Cornelius family. The invoked spirit of Hammond takes the form of a wraith riding a nightmare as a mount.
Hammond Gresham owned the neighboring farm and founded his own distillery, and his product was becoming popular enough to outsell the Cornelius stock. Hammond and his mistress, Margaret Weber (who is also sister of his late wife, Anna), worked feverishly to keep pace with their more experienced neighbors. Their success was something that Victor Cornelius could not stand for.
Falsely accusing Hammond of working land owned by the Cornelius estate, Victor attempted to thwart his competition through legal subversion. However, when the land warrants he presented were discovered to be forgeries, the town council dismissed his claim. A few weeks later Hammond Gresham disappeared.
Margaret accused Victor of foul play, but neither a sign of struggle nor a body were to be discovered. Since Hammond had no wife or heirs, when the Gresham farm inevitably fell into tax debt it was auctioned by the council to settle the balance.
The Cornelius family won the bid. In retribution for the claims of forgery levied against Victor, he evicted Margaret from the property and had the farmhouse razed.
That was ten years ago.
Margaret is actually an evil enchantress (use oni statistics but treat as Medium size) who jealously poisoned her sister and seduced Hammond, with whom she had fallen madly in love.
When Victor murdered Hammond and banished Margaret, she fled into the forest to bide her time, scheming her ultimate revenge. She eventually summoned an incubus named Keuxahl, who swore a pact to do her bidding. Keuxahl carries a rope of entanglement, with which it tries to capture foes for experimentation and manipulation, and a book of profane ritual magic.
Using the fiend’s dark power, Margaret has now summoned the restless spirit of Hammond and commands him to take vengeance upon the Cornelius family. The invoked spirit of Hammond takes the form of a wraith riding a nightmare as a mount.
5e Harn Bestiary
Amorvrus: ?
Gulmorvrus: A humanoid slain by [a gulmorvrus' shadow's embrace] attack rises 1 minute later as a gulmorvrus, unless it is restored to life or its body is destroyed in the meantime.
A humanoid slain by [an amorvrus's life drain] attack rises 1 minute later as a gulmorvrus under the amorvrus' control, unless it is restored to life or its body is destroyed in the meantime.
A humanoid slain by [an amorvrus's] Shadow of Bukrai suffers the same effect as if killed by the amorvrus’ Life Drain.
Gulmorvrus: A humanoid slain by [a gulmorvrus' shadow's embrace] attack rises 1 minute later as a gulmorvrus, unless it is restored to life or its body is destroyed in the meantime.
A humanoid slain by [an amorvrus's life drain] attack rises 1 minute later as a gulmorvrus under the amorvrus' control, unless it is restored to life or its body is destroyed in the meantime.
A humanoid slain by [an amorvrus's] Shadow of Bukrai suffers the same effect as if killed by the amorvrus’ Life Drain.
5e Heaven & Hell
Celestian Bennu: ?
Celestian Blessed: ?
Celestian Saint: Of the souls who go to Celestia, the most militant are the saints.
Celestian Symbol: ?
Celestian Warrior: Although there are many souls who make it to Celestia, not all are cut out for combat. These few, often warriors in life who took up just causes, put their skills to good use in the afterlife on behalf of the divine.
Damned Discordant: ?
Damned Falsifier: These wretches inhabit the Tenth Bolgia of the Eighth Circle, that of falsifiers. As they were a disease on society, they are diseased here, including everything from alchemists to imposters, counterfeiters to perjurers.
Damned Greedy: These souls inhabit the Fourth Circle of Infernus, Avarus, where hoarders and the profligate roll boulders toward each other, each in turn thinking the other is in the wrong. Neither see the futility of their endeavor.
Damned Heated: ?
Damned Heated Blasphemer: Blasphemers committed crimes against the gods, but it also includes sodomites and usurers who committed crimes against nature and art, respectively. Blasphemers suffer eternally in the Plain of Burning Sand in the Seventh Circle, and they can use the shimmering heat to their advantage in combat.
Damned Heated Sodomite: Blasphemers committed crimes against the gods, but the heated also include sodomites and usurers who committed crimes against nature and art, respectively.
Damned Heated Usurer: Blasphemers committed crimes against the gods, but the heated also include sodomites and usurers who committed crimes against nature and art, respectively.
Damned Fraudulent: ?
Damned Heretic: Heretics are punished in flaming tombs on the Sixth Circle, which makes them excellent underground troops.
Damned Hypocrite: ?
Damned Lustful: ?
Damned Muckstuck: ?
Damned Muckstuck Glutton: In the Third Circle, the gluttonous are confined to the muck for their lifestyle of excess; bloated sacs of muds and excrement that can barely move, much less fight.
Damned Muckstuck Flatterer: Flatterers are steeped in excrement in the Second Bolgia of the Eighth Circle.
Damned Muckstuck Barrator: Barrators are steeped in pitch in the Fifth Bolgia of the Eighth Circle.
Damned Profligate: Profligates are runners confined to the Suicide Wood of the Seventh Circle. Their disregard in life for all things drives them ceaselessly forward, running from infernal mastiffs who tear them apart.
Damned Soul: Not all of the damned are combatants ready to fight. Most are simply in the place they hoped they would never be, and have resigned themselves to their fate. These poor souls are bereft of hope and submit to whatever punishments await them.
Damned Suicide Tree: There are many piteous beings residing in Infernus, but none more so than the suicide trees. Created from the souls of those who killed themselves, they land like seeds in the Seventh Circle, growing into humanoid-shaped trees that cannot move. They can only scream, and cannot verbalize their agony unless something brushes against them.
Damned Traitor: Of all the damned souls in the pits of Infernus, the worst sit with the biggest traitor of all, Innominatam. Here, they are frozen forever in rigid poses.
Damned Verme: Damned that have been destroyed, be it through misadventure or torture, collapse into a vile-smelling goo from which crawls a small verme with the face of the damned that died after 1d10 hours.
Damned Vespa: Certain souls are so aggressive that they do not form as verme, but rather as demonic wasps. These wasps, known as vespa, form 1d10 hours out of the goo of a collapsed damned. They are more actively malicious than the verme and created from the more aggressive damned souls: the heated, lustful, profligate, and wrathful.
Damned Warlock: Not all casters are bidden to Infernus; after all, magic is common and considered part of the natural universe. But those who make pacts with the infernal Dukes eventually end up here. When not employed in an infernal battlefield or on some other task for one of the Dukes, they reside in the Fourth Bolgia of the Eighth Circle, Malebolges, walking forward even as their heads are twisted around and weeping.
Damned Wrathful: ?
Purgatorian Pilgrim: ?
Undead: The damned can be summoned into corpses in the Prime Plane to animate them, and indeed this is why the majority of undead are evil.
Elemental Undead: These are beings that are tied to the elements. They return to the elemental planes rather than proceed to any form of afterlife. This afterlife often envisions a grander life of the one than their mortal realm, and it is a life held in abeyance until they are called back again. Reincarnation and resurrection are equally possible. Dwarves, gnomes, genasi, goliaths, and tritons are included in this category. Elementals are more sah than khet. Their corpses tend to decay faster as a result, and the instances of undeath are rarer due to their tenuous connection.
Fey Undead: The fey include a wide range of seelie and unseelie creatures. They experience death quite differently in that their souls stay attached to their corpse. It doesn't "go anywhere" and therefore undeath is a particularly brutal and painful experience. Fey are more khet than sah, which means that their spirits do not move on to an afterlife at all; it stays with the body until the khet is completely destroyed. Many fey use cremation to release the soul. Fey include bugbears, changelings, eladrin, elves, firbolg, gnomes, goblins, hobgoblins, and orcs.
Corporeal Undead: Corporeal undead retain their khet but their sah is replaced by a fiend from Infernus, or more rarely, a celestial from Celestia.
Vampire: Sah Replacement Damned, Lustful Circle (Bolgia) 2nd.
Ghoul: Sah Replacement Damned, Gluttonous Circle (Bolgia) 3rd.
Epikoros's Entomb Soul power.
Wight: Sah Replacement Damned, Greedy Circle (Bolgia) 4th.
Epikoros's Entomb Soul power.
Skeleton: Sah Replacement Damned, Wrathful Circle (Bolgia) 5th.
Flameskull: Sah Replacement Damned, Heretic Circle (Bolgia) 6th.
Mummy: Sah Replacement Damned, Heated Circle (Bolgia) 7th.
Bodak: Sah Replacement Damned, Warlock Circle (Bolgia) 8th (B4).
Bone Naga: Sah Replacement Infernal, Cianfa Circle (Bolgia) 8th (B7).
Death Knight: Sah Replacement Damned, Heated Circle (Bolgia) 8th (B8).
Zombie: Sah Replacement Circle Damned, Discordant (Bolgia) 8th (B9).
The wrathful are used to create zombies in the Prime Material Plane.
Epikoros's Entomb Soul power.
Ghast: Sah Replacement Circle Damned, Falsifier (Bolgia) 8th (B10).
Nightwalker: Sah Replacement Infernal, Giant Circle (Bolgia) 9th.
Ghost: Ghosts and revenants are the exception, souls who have escaped Purgaturus.
Revenant: Ghosts and revenants are the exception, souls who have escaped Purgaturus.
Non-Corporeal Undead: Non-corporeal undead are all sah, an evil soul that escaped Infernus.
Banshee: Sah Replacement Damned, Lustful Circle (Bolgia) 2nd.
The damned souls of the lustful are used to create banshees in the Prime Material Plane.
Will-o’-Wisp: Sah Replacement Damned, Greedy Circle (Bolgia) 4th.
Greedy souls are used to create will-'o-wisps in the Prime Material Plane.
Wraith: Sah Replacement Damned, Wrathful Circle (Bolgia) 5th.
Specter: Sah Replacement Damned, Muckstuck Circle (Bolgia) 7th.
Shadow: Sah Replacement Infernal, Cianfa Circle (Bolgia) 8th (B7).
Entomb Soul. Epikoros chooses a living humanoid with 0 hit points that he can see within 30 feet. That creature is teleported inside a burning tomb and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. The target is blinded and restrained, it has total cover against attacks and other effects outside the tomb, and it takes 10 (3d6) fire damage at the start of each of Epikoros' turns. There is no limit to how many targets Epikoros can entomb in this fashion. If the tomb is destroyed (AC 17, damage threshold 8, 27 hit points, immune to fire, poison, and psychic damage) an entombed creature is no longer restrained by and can escape from the tomb by using 20 feet of movement, exiting prone. If it dies while imprisoned, Epikoros regains 25 hit points, immediately recharges Soul Burn, and gains an additional action on his next turn. Additionally, at the start of his next turn, the tomb 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.
Celestian Blessed: ?
Celestian Saint: Of the souls who go to Celestia, the most militant are the saints.
Celestian Symbol: ?
Celestian Warrior: Although there are many souls who make it to Celestia, not all are cut out for combat. These few, often warriors in life who took up just causes, put their skills to good use in the afterlife on behalf of the divine.
Damned Discordant: ?
Damned Falsifier: These wretches inhabit the Tenth Bolgia of the Eighth Circle, that of falsifiers. As they were a disease on society, they are diseased here, including everything from alchemists to imposters, counterfeiters to perjurers.
Damned Greedy: These souls inhabit the Fourth Circle of Infernus, Avarus, where hoarders and the profligate roll boulders toward each other, each in turn thinking the other is in the wrong. Neither see the futility of their endeavor.
Damned Heated: ?
Damned Heated Blasphemer: Blasphemers committed crimes against the gods, but it also includes sodomites and usurers who committed crimes against nature and art, respectively. Blasphemers suffer eternally in the Plain of Burning Sand in the Seventh Circle, and they can use the shimmering heat to their advantage in combat.
Damned Heated Sodomite: Blasphemers committed crimes against the gods, but the heated also include sodomites and usurers who committed crimes against nature and art, respectively.
Damned Heated Usurer: Blasphemers committed crimes against the gods, but the heated also include sodomites and usurers who committed crimes against nature and art, respectively.
Damned Fraudulent: ?
Damned Heretic: Heretics are punished in flaming tombs on the Sixth Circle, which makes them excellent underground troops.
Damned Hypocrite: ?
Damned Lustful: ?
Damned Muckstuck: ?
Damned Muckstuck Glutton: In the Third Circle, the gluttonous are confined to the muck for their lifestyle of excess; bloated sacs of muds and excrement that can barely move, much less fight.
Damned Muckstuck Flatterer: Flatterers are steeped in excrement in the Second Bolgia of the Eighth Circle.
Damned Muckstuck Barrator: Barrators are steeped in pitch in the Fifth Bolgia of the Eighth Circle.
Damned Profligate: Profligates are runners confined to the Suicide Wood of the Seventh Circle. Their disregard in life for all things drives them ceaselessly forward, running from infernal mastiffs who tear them apart.
Damned Soul: Not all of the damned are combatants ready to fight. Most are simply in the place they hoped they would never be, and have resigned themselves to their fate. These poor souls are bereft of hope and submit to whatever punishments await them.
Damned Suicide Tree: There are many piteous beings residing in Infernus, but none more so than the suicide trees. Created from the souls of those who killed themselves, they land like seeds in the Seventh Circle, growing into humanoid-shaped trees that cannot move. They can only scream, and cannot verbalize their agony unless something brushes against them.
Damned Traitor: Of all the damned souls in the pits of Infernus, the worst sit with the biggest traitor of all, Innominatam. Here, they are frozen forever in rigid poses.
Damned Verme: Damned that have been destroyed, be it through misadventure or torture, collapse into a vile-smelling goo from which crawls a small verme with the face of the damned that died after 1d10 hours.
Damned Vespa: Certain souls are so aggressive that they do not form as verme, but rather as demonic wasps. These wasps, known as vespa, form 1d10 hours out of the goo of a collapsed damned. They are more actively malicious than the verme and created from the more aggressive damned souls: the heated, lustful, profligate, and wrathful.
Damned Warlock: Not all casters are bidden to Infernus; after all, magic is common and considered part of the natural universe. But those who make pacts with the infernal Dukes eventually end up here. When not employed in an infernal battlefield or on some other task for one of the Dukes, they reside in the Fourth Bolgia of the Eighth Circle, Malebolges, walking forward even as their heads are twisted around and weeping.
Damned Wrathful: ?
Purgatorian Pilgrim: ?
Undead: The damned can be summoned into corpses in the Prime Plane to animate them, and indeed this is why the majority of undead are evil.
Elemental Undead: These are beings that are tied to the elements. They return to the elemental planes rather than proceed to any form of afterlife. This afterlife often envisions a grander life of the one than their mortal realm, and it is a life held in abeyance until they are called back again. Reincarnation and resurrection are equally possible. Dwarves, gnomes, genasi, goliaths, and tritons are included in this category. Elementals are more sah than khet. Their corpses tend to decay faster as a result, and the instances of undeath are rarer due to their tenuous connection.
Fey Undead: The fey include a wide range of seelie and unseelie creatures. They experience death quite differently in that their souls stay attached to their corpse. It doesn't "go anywhere" and therefore undeath is a particularly brutal and painful experience. Fey are more khet than sah, which means that their spirits do not move on to an afterlife at all; it stays with the body until the khet is completely destroyed. Many fey use cremation to release the soul. Fey include bugbears, changelings, eladrin, elves, firbolg, gnomes, goblins, hobgoblins, and orcs.
Corporeal Undead: Corporeal undead retain their khet but their sah is replaced by a fiend from Infernus, or more rarely, a celestial from Celestia.
Vampire: Sah Replacement Damned, Lustful Circle (Bolgia) 2nd.
Ghoul: Sah Replacement Damned, Gluttonous Circle (Bolgia) 3rd.
Epikoros's Entomb Soul power.
Wight: Sah Replacement Damned, Greedy Circle (Bolgia) 4th.
Epikoros's Entomb Soul power.
Skeleton: Sah Replacement Damned, Wrathful Circle (Bolgia) 5th.
Flameskull: Sah Replacement Damned, Heretic Circle (Bolgia) 6th.
Mummy: Sah Replacement Damned, Heated Circle (Bolgia) 7th.
Bodak: Sah Replacement Damned, Warlock Circle (Bolgia) 8th (B4).
Bone Naga: Sah Replacement Infernal, Cianfa Circle (Bolgia) 8th (B7).
Death Knight: Sah Replacement Damned, Heated Circle (Bolgia) 8th (B8).
Zombie: Sah Replacement Circle Damned, Discordant (Bolgia) 8th (B9).
The wrathful are used to create zombies in the Prime Material Plane.
Epikoros's Entomb Soul power.
Ghast: Sah Replacement Circle Damned, Falsifier (Bolgia) 8th (B10).
Nightwalker: Sah Replacement Infernal, Giant Circle (Bolgia) 9th.
Ghost: Ghosts and revenants are the exception, souls who have escaped Purgaturus.
Revenant: Ghosts and revenants are the exception, souls who have escaped Purgaturus.
Non-Corporeal Undead: Non-corporeal undead are all sah, an evil soul that escaped Infernus.
Banshee: Sah Replacement Damned, Lustful Circle (Bolgia) 2nd.
The damned souls of the lustful are used to create banshees in the Prime Material Plane.
Will-o’-Wisp: Sah Replacement Damned, Greedy Circle (Bolgia) 4th.
Greedy souls are used to create will-'o-wisps in the Prime Material Plane.
Wraith: Sah Replacement Damned, Wrathful Circle (Bolgia) 5th.
Specter: Sah Replacement Damned, Muckstuck Circle (Bolgia) 7th.
Shadow: Sah Replacement Infernal, Cianfa Circle (Bolgia) 8th (B7).
Entomb Soul. Epikoros chooses a living humanoid with 0 hit points that he can see within 30 feet. That creature is teleported inside a burning tomb and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. The target is blinded and restrained, it has total cover against attacks and other effects outside the tomb, and it takes 10 (3d6) fire damage at the start of each of Epikoros' turns. There is no limit to how many targets Epikoros can entomb in this fashion. If the tomb is destroyed (AC 17, damage threshold 8, 27 hit points, immune to fire, poison, and psychic damage) an entombed creature is no longer restrained by and can escape from the tomb by using 20 feet of movement, exiting prone. If it dies while imprisoned, Epikoros regains 25 hit points, immediately recharges Soul Burn, and gains an additional action on his next turn. Additionally, at the start of his next turn, the tomb 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.
5e Holiday Mini-Dungeon Bundle
Wraith, Invoked Spirit, Restless Spirit, Hammond: When Victor murdered Hammond and banished Margaret, she fled into the forest to bide her time, scheming her ultimate revenge. She eventually summoned an incubus named Keuxahl, who swore a pact to do her bidding. Keuxahl carries a rope of entanglement, with which it tries to capture foes for experimentation and manipulation, and a book of profane ritual magic.
Using the fiend’s dark power, Margaret has now summoned the restless spirit of Hammond and commands him to take vengeance upon the Cornelius family. The invoked spirit of Hammond takes the form of a wraith riding a nightmare as a mount.
Shadow Wight: A beast, humanoid, giant, or monstrosity can become a shadow wight.
Using the fiend’s dark power, Margaret has now summoned the restless spirit of Hammond and commands him to take vengeance upon the Cornelius family. The invoked spirit of Hammond takes the form of a wraith riding a nightmare as a mount.
Shadow Wight: A beast, humanoid, giant, or monstrosity can become a shadow wight.
5E Ice Kingdoms: Lair of the White Wyvern
Skeleton Ogre, Large Skeleton: Skeleton ogres are the reanimated skeletal remains of ogres, reinforced with negative energy. They bear no flesh, musculature, or ligaments, and are instead held together through magical force. A Skeleton ogres is an animated undead ogre comprised of bones.
If there are more characters of good alignment than evil, the evil contained in the haunted shrine room will raise a wraith warrior and two large skeletons (the former orc champion and his two ogre followers).
Wraith Warrior: Warrior Wraiths are a type of undead created from warriors killed [in] battle, and kept from the dissolution of death by their desire to fight.
If there are more characters of good alignment than evil, the evil contained in the haunted shrine room will raise a wraith warrior and two large skeletons (the former orc champion and his two ogre followers).
If there are more evil-aligned than good alignments, the good contained in the haunted shrine room will summon the ghost of the heroic paladin that was defeated defending this shrine and the ghost of his faithful friend.
Animated Skeleton: ?
Animated Undead Ogre: ?
If there are more characters of good alignment than evil, the evil contained in the haunted shrine room will raise a wraith warrior and two large skeletons (the former orc champion and his two ogre followers).
Wraith Warrior: Warrior Wraiths are a type of undead created from warriors killed [in] battle, and kept from the dissolution of death by their desire to fight.
If there are more characters of good alignment than evil, the evil contained in the haunted shrine room will raise a wraith warrior and two large skeletons (the former orc champion and his two ogre followers).
If there are more evil-aligned than good alignments, the good contained in the haunted shrine room will summon the ghost of the heroic paladin that was defeated defending this shrine and the ghost of his faithful friend.
Animated Skeleton: ?
Animated Undead Ogre: ?
5E Ice Kingdoms: The Temple of Drawoh Rock
Ghost of the Dead: ?
5e Lovecraftian Monsters
Watchman: When a lonely person drowns, Hastur might replace the corpse’s heart with a slasher worm, animating it as a watchman.
If the watchman is destroyed, the slasher worm finds another humanoid host. It then tracks down the nearest blood relative of the original corpse – only by inhabiting a blood relative can the slasher worm turn it into another watchman.
Slasher Worm's Body Thief power.
Ghost of Ib, Ghost Ibian: Although they hail from the Astral Plane, ibians have a strong tether to their cities that not even death can break. When the men of Sarnath slew the Ibians, they returned in ghostly hordes to continue their dances to Bokrug, emptying the city completely.
Y'm-Bhi: The k’n-yanites torture and mutilate their criminals and any other humanoids who cross their path, reanimating them without their heads as a final indignity to serve as guards.
Nyarlathotep Servitor Hunting-Horror: ?
Yig Servitor Animating Spirit: When serpentfolk priests die, Yig blesses a select few with an Amulet that allows them to continue as spirits.
Yig Servitor Medusa Coil: A medusa coil is the serpent-haired remains of a particularly powerful medusa, reanimated as a form of vengeance from beyond the grave. Medusa coils traditionally reanimated along with the medusa in revenant form, but the medusa itself is bald because its coil takes on a life of its own.
Revenant: A medusa coil is the serpent-haired remains of a particularly powerful medusa, reanimated as a form of vengeance from beyond the grave. Medusa coils traditionally reanimated along with the medusa in revenant form, but the medusa itself is bald because its coil takes on a life of its own.
Body Thief. The slasher worm initiates a Dexterity contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the slasher worm enters the humanoid's body through an orifice and takes control of the target’s body. While inside a creature, the slasher worm has total cover against attacks and other effects originating outside its host. The slasher worm retains its Intelligence, Wisdom, and Charisma scores and its traits. It otherwise adopts the target’s statistics. It knows everything the creature knew, including spells and languages. If the host body drops to 0 hit points, the slasher worm must leave it. A protection from evil and good spell cast on the body drives the slasher worm out. The slasher worm is also forced out by means of a wish. By spending 5 feet of its movement, the slasher worm can voluntarily leave the body, squirming to the nearest unoccupied space within 5 feet of it. The body then dissolves within 1 round. If the slasher worm inhabits a blood relative of its original host, it transforms into a watchman instead.
If the watchman is destroyed, the slasher worm finds another humanoid host. It then tracks down the nearest blood relative of the original corpse – only by inhabiting a blood relative can the slasher worm turn it into another watchman.
Slasher Worm's Body Thief power.
Ghost of Ib, Ghost Ibian: Although they hail from the Astral Plane, ibians have a strong tether to their cities that not even death can break. When the men of Sarnath slew the Ibians, they returned in ghostly hordes to continue their dances to Bokrug, emptying the city completely.
Y'm-Bhi: The k’n-yanites torture and mutilate their criminals and any other humanoids who cross their path, reanimating them without their heads as a final indignity to serve as guards.
Nyarlathotep Servitor Hunting-Horror: ?
Yig Servitor Animating Spirit: When serpentfolk priests die, Yig blesses a select few with an Amulet that allows them to continue as spirits.
Yig Servitor Medusa Coil: A medusa coil is the serpent-haired remains of a particularly powerful medusa, reanimated as a form of vengeance from beyond the grave. Medusa coils traditionally reanimated along with the medusa in revenant form, but the medusa itself is bald because its coil takes on a life of its own.
Revenant: A medusa coil is the serpent-haired remains of a particularly powerful medusa, reanimated as a form of vengeance from beyond the grave. Medusa coils traditionally reanimated along with the medusa in revenant form, but the medusa itself is bald because its coil takes on a life of its own.
Body Thief. The slasher worm initiates a Dexterity contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the slasher worm enters the humanoid's body through an orifice and takes control of the target’s body. While inside a creature, the slasher worm has total cover against attacks and other effects originating outside its host. The slasher worm retains its Intelligence, Wisdom, and Charisma scores and its traits. It otherwise adopts the target’s statistics. It knows everything the creature knew, including spells and languages. If the host body drops to 0 hit points, the slasher worm must leave it. A protection from evil and good spell cast on the body drives the slasher worm out. The slasher worm is also forced out by means of a wish. By spending 5 feet of its movement, the slasher worm can voluntarily leave the body, squirming to the nearest unoccupied space within 5 feet of it. The body then dissolves within 1 round. If the slasher worm inhabits a blood relative of its original host, it transforms into a watchman instead.
5e Menagerie: Horrors of the Aboleth
Muculent Husk: Muculent husks are believed to have been an aboleth’s botched attempt at immortality. The resulting creature is dangerously insane, hateful, and sees itself as lord of the sea. Some rare aboleth actively pursue the rites to become a muculent husk in the same way demented humans research the dark path of lichdom.
Lich: Some rare aboleth actively pursue the rites to become a muculent husk in the same way demented humans research the dark path of lichdom.
Undead Aboleth: ?
Undead Scum: ?
Undead Kraken: ?
Lich: Some rare aboleth actively pursue the rites to become a muculent husk in the same way demented humans research the dark path of lichdom.
Undead Aboleth: ?
Undead Scum: ?
Undead Kraken: ?
5e Menagerie: Oceans of Blood
Toothwraith: Toothwraiths are apex predators that refused to release their grip on life. Originally massive sharks (or more rarely great crocodiles or dragon turtles), a toothwraith has willed itself into existence, and it is equipped with a malign intelligence it might not have possessed in life.
Lacedon, Aquatic Ghoul: Creatures reduced to 0 hit point maximum by a toothwraith’s draining bite or as a result of being swallowed rise as lacedons (aquatic ghouls) at the next high tide.
Toothwraiths attack in a frenzy, attempting to swallow as many creatures as possible. The withered corpses of its victims fall through its “belly,” and they eventually reanimate as the starving dead.
Lacedon, Aquatic Ghoul: Creatures reduced to 0 hit point maximum by a toothwraith’s draining bite or as a result of being swallowed rise as lacedons (aquatic ghouls) at the next high tide.
Toothwraiths attack in a frenzy, attempting to swallow as many creatures as possible. The withered corpses of its victims fall through its “belly,” and they eventually reanimate as the starving dead.
5E Mini-Dungeon #140: Arachne Errant
Vampire Spawn: ?
Zombie: ?
Argentum, Vampire: In the bosom of the great mountains rests the long-forgotten tomb of Argentum, drow heroine of yore, interred here by surface elves with all honors during a time when the races were not yet fully divided. Her surface elf lover refused to lose her and, through the purposeful acquisition of vampirism combined with ancient necrotheurgy, transferred his undead essence into what was left of her being, merging so they could remain together forevermore in undeath.
Undead Servitor: ?
Zombie: ?
Argentum, Vampire: In the bosom of the great mountains rests the long-forgotten tomb of Argentum, drow heroine of yore, interred here by surface elves with all honors during a time when the races were not yet fully divided. Her surface elf lover refused to lose her and, through the purposeful acquisition of vampirism combined with ancient necrotheurgy, transferred his undead essence into what was left of her being, merging so they could remain together forevermore in undeath.
Undead Servitor: ?
5E Mini-Dungeon #144: Wreck of the Windfall
Specter: Caught in a sudden storm not far from port, the merchant ship Windfall went down with all hands. As if to make matters worse, stowed below deck were the last remnants of the necromancer Vorphanos. The fear and anger of the dying sailors mixed with the power of these accursed relics, causing their spirits to stay tethered to the ship as incorporeal undead, even though their bodies were taken by the sea.
Once brought to his senses, the captain realizes that the relic below deck is the cause of their undeath and asks the characters to destroy it.
Wraith: Caught in a sudden storm not far from port, the merchant ship Windfall went down with all hands. As if to make matters worse, stowed below deck were the last remnants of the necromancer Vorphanos. The fear and anger of the dying sailors mixed with the power of these accursed relics, causing their spirits to stay tethered to the ship as incorporeal undead, even though their bodies were taken by the sea.
Once brought to his senses, the captain realizes that the relic below deck is the cause of their undeath and asks the characters to destroy it.
Incorporeal Undead: Caught in a sudden storm not far from port, the merchant ship Windfall went down with all hands. As if to make matters worse, stowed below deck were the last remnants of the necromancer Vorphanos. The fear and anger of the dying sailors mixed with the power of these accursed relics, causing their spirits to stay tethered to the ship as incorporeal undead, even though their bodies were taken by the sea.
Undead: ?
Undead Officer: ?
Undead Sailor: ?
Once brought to his senses, the captain realizes that the relic below deck is the cause of their undeath and asks the characters to destroy it.
Wraith: Caught in a sudden storm not far from port, the merchant ship Windfall went down with all hands. As if to make matters worse, stowed below deck were the last remnants of the necromancer Vorphanos. The fear and anger of the dying sailors mixed with the power of these accursed relics, causing their spirits to stay tethered to the ship as incorporeal undead, even though their bodies were taken by the sea.
Once brought to his senses, the captain realizes that the relic below deck is the cause of their undeath and asks the characters to destroy it.
Incorporeal Undead: Caught in a sudden storm not far from port, the merchant ship Windfall went down with all hands. As if to make matters worse, stowed below deck were the last remnants of the necromancer Vorphanos. The fear and anger of the dying sailors mixed with the power of these accursed relics, causing their spirits to stay tethered to the ship as incorporeal undead, even though their bodies were taken by the sea.
Undead: ?
Undead Officer: ?
Undead Sailor: ?
5E Mini-Dungeon #156: Bloodsuckers
Vampire: ?
Undead: ?
Undead: ?
5e Nightmares Before Christmas
Heimchen, Large Cricket-Like Ghost: Heimchen are the spirits of children killed by Perchta and transformed into large, cricket-like ghosts.
Mari Lwyd, Horse-Headed Skeleton: ?
Pere Foettard, Animated Corpse: Pere is the animated corpse of a butcher who murdered children on Christmas. He captured three wealthy boys with the intent to rob them and ended up slitting their throats. When officials began to investigate what happened, Pere panicked and chopped the children up, turning them into sausage to cover up any evidence of his crimes. He was eventually discovered and his body was burned in effigy.
The extent of Pere Fouettard’s crimes were such that even good deities took notice. Now he is forced to roam towns on the first week of Christmas, punishing wicked children with a whip.
Zombie: The mari lwyd uses its luring song to convince residents to let it in. Those who do are bitten to death and reanimated as zombies who join the mari lwyd on its nightly roaming, which continues until dawn.
A humanoid slain by [a Mari Lwyd's bite] attack rises 24 hours later as a zombie under the mari lwyd's control, unless the humanoid is restored to life or its body is destroyed.
Mari Lwyd, Horse-Headed Skeleton: ?
Pere Foettard, Animated Corpse: Pere is the animated corpse of a butcher who murdered children on Christmas. He captured three wealthy boys with the intent to rob them and ended up slitting their throats. When officials began to investigate what happened, Pere panicked and chopped the children up, turning them into sausage to cover up any evidence of his crimes. He was eventually discovered and his body was burned in effigy.
The extent of Pere Fouettard’s crimes were such that even good deities took notice. Now he is forced to roam towns on the first week of Christmas, punishing wicked children with a whip.
Zombie: The mari lwyd uses its luring song to convince residents to let it in. Those who do are bitten to death and reanimated as zombies who join the mari lwyd on its nightly roaming, which continues until dawn.
A humanoid slain by [a Mari Lwyd's bite] attack rises 24 hours later as a zombie under the mari lwyd's control, unless the humanoid is restored to life or its body is destroyed.
5e NPCs: Goblins! Goblins! Goblins!
Crawling Claw: Fargrakle can create crawling claws by expending a spell slot. To do so, Fargrakle must have the required humanoid hands and must spend one uninterrupted minute focusing his will and desire upon them. At the end of this period of focus, a number of hands equal to double the level of the spell slot expended animate as crawling claws under Fargrakle’s control.
5E RPG: Oz Adventures
Undead: ?
Shadow Hydra: ?
Being: ?
Great Twisting Mass: ?
Nasht, Lawful Neutral Mummy Lord, Priest: ?
Kaman-Thah, Lawful Neutral Mummy Lord, Priest: ?
Vampire: ?
Shadow Hydra: ?
Being: ?
Great Twisting Mass: ?
Nasht, Lawful Neutral Mummy Lord, Priest: ?
Kaman-Thah, Lawful Neutral Mummy Lord, Priest: ?
Vampire: ?
5E RPG: Viking Adventures
Gast: ?
Geganger: ?
Sending: ?
Spoke: ?
Svipa: ?
Draugr: The draugr is an animated corpse that bursts from its grave. Worse, the corpse can grow in enormous size and is incredibly heavy. It is animated out of sheer jealousy. The draugr misses its old life and envies the living.
Animated Corpse: ?
Land Draugr: ?
Draugr Spawn: A humanoid slain in this way [by a land draugr's bite] and then buried in the ground rises the following night as a draugr spawn under the draugr's control.
Sea Draugr: The spirits of those who drowned at sea, sea-draugr are the size of bulls, dressed in oilskin coats, and have only seaweed for a head.
Spirit: ?
Fylgja Template: Only a beast can be a fylgja.
Haugbui: The ketta (she-cat) is considered the "mother" of haugbui in the sense that the creature can create such spawn by inhabiting mounds.
Haugbui are stirred to undead life by a ketta's presence. They are extraterrestrial demonic forces that animate corpses for their own dark purposes.
Rotting Corpse: ?
Helhest: Helhests are the mounts of Hel, who rules over Helheim. Horses who are sacrificed are sent to Helheim, and she puts them to good use as mounts of terror and death. Knowing that a helhest can return from the dead if it is the first sacrifice, Vikings cut off one leg so that the corpse cannot easily climb out of the earth. This doesn't stop Hel from using them however, and the sound of their awkward three-legged canter is a sure sign of death and pestilence.
Kyrkogrim: It is believed that the first being placed in a grave is doomed to guard it. This effectively condemns the humanoid to a ghostly half-life, so to avoid that fate the kyrkogrim was born. Rather than risk a human soul, the kyrkogrim is that of a boar that is buried alive in the graveyard. This burial ensures that it rises as a ghostly guardian, patrolling its chosen graveyard.
Spectral Boar: ?
Undead: ?
Hostile Undead: ?
Angry Dead: ?
Ghost: ?
Ghostly Guardian: ?
Mummy: If this effect [an eikthyrnir's nightmare haunting] reduces the target's hit point maximum to 0, the target dies, and if the target was evil, it rises as a mummy under the eikthyrnir's control.
Poltergeist: ?
Skeletal Horse: ?
Specter: ?
Zombie: ?
Zombie That Can Speak, Undead Servant: Tolf spell.
Tolf
6th level necromancy
Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Wizard
This spell creates an undead servant from up to six Medium or Small humanoid corpses within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a zombie that can speak. You can [ask]the zombie up to five questions. The zombie knows only what it knew in life, including the languages it knew. Answers are usually brief but truthful. On each of your turns, you can use a bonus action to mentally command any zombie you made with this spell if the zombie is within 60 feet of you (if you control multiple zombies, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the zombie 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 zombie only defends itself against hostile zombies. Once given an order, the zombie continues to follow it until its task is complete. The zombie is under your control for 24 hours, after which it stops obeying any command you’ve given it.
Geganger: ?
Sending: ?
Spoke: ?
Svipa: ?
Draugr: The draugr is an animated corpse that bursts from its grave. Worse, the corpse can grow in enormous size and is incredibly heavy. It is animated out of sheer jealousy. The draugr misses its old life and envies the living.
Animated Corpse: ?
Land Draugr: ?
Draugr Spawn: A humanoid slain in this way [by a land draugr's bite] and then buried in the ground rises the following night as a draugr spawn under the draugr's control.
Sea Draugr: The spirits of those who drowned at sea, sea-draugr are the size of bulls, dressed in oilskin coats, and have only seaweed for a head.
Spirit: ?
Fylgja Template: Only a beast can be a fylgja.
Haugbui: The ketta (she-cat) is considered the "mother" of haugbui in the sense that the creature can create such spawn by inhabiting mounds.
Haugbui are stirred to undead life by a ketta's presence. They are extraterrestrial demonic forces that animate corpses for their own dark purposes.
Rotting Corpse: ?
Helhest: Helhests are the mounts of Hel, who rules over Helheim. Horses who are sacrificed are sent to Helheim, and she puts them to good use as mounts of terror and death. Knowing that a helhest can return from the dead if it is the first sacrifice, Vikings cut off one leg so that the corpse cannot easily climb out of the earth. This doesn't stop Hel from using them however, and the sound of their awkward three-legged canter is a sure sign of death and pestilence.
Kyrkogrim: It is believed that the first being placed in a grave is doomed to guard it. This effectively condemns the humanoid to a ghostly half-life, so to avoid that fate the kyrkogrim was born. Rather than risk a human soul, the kyrkogrim is that of a boar that is buried alive in the graveyard. This burial ensures that it rises as a ghostly guardian, patrolling its chosen graveyard.
Spectral Boar: ?
Undead: ?
Hostile Undead: ?
Angry Dead: ?
Ghost: ?
Ghostly Guardian: ?
Mummy: If this effect [an eikthyrnir's nightmare haunting] reduces the target's hit point maximum to 0, the target dies, and if the target was evil, it rises as a mummy under the eikthyrnir's control.
Poltergeist: ?
Skeletal Horse: ?
Specter: ?
Zombie: ?
Zombie That Can Speak, Undead Servant: Tolf spell.
Tolf
6th level necromancy
Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Wizard
This spell creates an undead servant from up to six Medium or Small humanoid corpses within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a zombie that can speak. You can [ask]the zombie up to five questions. The zombie knows only what it knew in life, including the languages it knew. Answers are usually brief but truthful. On each of your turns, you can use a bonus action to mentally command any zombie you made with this spell if the zombie is within 60 feet of you (if you control multiple zombies, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the zombie 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 zombie only defends itself against hostile zombies. Once given an order, the zombie continues to follow it until its task is complete. The zombie is under your control for 24 hours, after which it stops obeying any command you’ve given it.
5e Tomb of the Iron God
Undead Tomb-Cat: Undead tomb-cats are created as the guardians of tombs, often being interred with the body of a person of note.
Older Undead Tomb-Cat: ?
Crocodile Zombie: ?
Undead: ?
Ghoul: Anyone killed by the Eater of the Dead rises as a ghoul on the Eater’s next turn.
Lich: ?
Skeleton: ?
Zombie: ?
Older Undead Tomb-Cat: ?
Crocodile Zombie: ?
Undead: ?
Ghoul: Anyone killed by the Eater of the Dead rises as a ghoul on the Eater’s next turn.
Lich: ?
Skeleton: ?
Zombie: ?
5th Edition -- Giants Rapture
Feliul Stone: Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant or goblin (far more commonly a dwarf). Usually the victim has died some horrible death, through torture or the like. Some feliul stones are possessed of the spirits of those that have died before some great task was completed. Whatever the case, the spirit lingers in the living world and takes up residence in the stone about it.
Feliul Stone, Stone That Has Been Possessed By the Spirit of a Fallen Dwarf: ?
Feliul Stone, Stone That Has Been Possessed By the Spirit of a Fallen Gnome: ?
Feliul Stone, Stone That Has Been Possessed By the Spirit of a Fallen Giant: ?
Feliul Stone, Stone That Has Been Possessed By the Spirit of a Fallen Goblin: ?
Feliul Stone, Great Boulder, Large Block of Stone, Stone Possessed by the Spirit of a Fallen Dwarf: ?
Evil Feliul Stone: ?
Banshee: ?
Feliul Stone, Stone That Has Been Possessed By the Spirit of a Fallen Dwarf: ?
Feliul Stone, Stone That Has Been Possessed By the Spirit of a Fallen Gnome: ?
Feliul Stone, Stone That Has Been Possessed By the Spirit of a Fallen Giant: ?
Feliul Stone, Stone That Has Been Possessed By the Spirit of a Fallen Goblin: ?
Feliul Stone, Great Boulder, Large Block of Stone, Stone Possessed by the Spirit of a Fallen Dwarf: ?
Evil Feliul Stone: ?
Banshee: ?
5th Edition -- Bones of the Companion
Powerful Undead: The glabrezu carries with it a powerful and ancient relic of evil, the Staff of the First Necromancer, a magic item that allows it to create powerful undead—a power it has put to use within the crypt in pursuit of amusement and because it can.
Undead: ?
Wandering Undead: ?
Wraith: There are two wraiths in here as well, animated by the glabrezu with its Staff of the First Necromancer.
Staff of the First Necromancer magic item.
Specter: Staff of the First Necromancer magic item.
Mummy: The glabrezu came to this room and used the Staff of the First Necromancer to animate one of the knights interred here as a mummy.
Staff of the First Necromancer magic item.
Zombie: The chaplain referred to this area as the Hall of the Damned and intended to use it as an area to exact spiritual torture on enemies of the Companions. The chaplain was animating the corpses of enemies and turning them into zombies or skeletons. The intent was for them to reside here forever.
Skeleton: The chaplain referred to this area as the Hall of the Damned and intended to use it as an area to exact spiritual torture on enemies of the Companions. The chaplain was animating the corpses of enemies and turning them into zombies or skeletons. The intent was for them to reside here forever.
STAFF OF THE FIRST NECROMANCER
Staff, legendary
This twisted, gnarled staff was fashioned over a thousand years ago from a variety of mismatched bones connected to a large creature’s spinal column. This staff allows the wielder to create undead from corpses. As an action, when the wielder speaks the command word and touches the staff to an intact corpse, the corpse rises 10 minutes later as the wielder’s
choice of a wraith, a specter, or a mummy. The staff grants no control over the newly risen undead, and that creature may well attack the wielder if given the chance.
Each use of the staff forever corrupts and stains the wielder’s soul. After using the staff nine times, the wielder dies and their accursed soul becomes bound to the staff for eternity.
Undead: ?
Wandering Undead: ?
Wraith: There are two wraiths in here as well, animated by the glabrezu with its Staff of the First Necromancer.
Staff of the First Necromancer magic item.
Specter: Staff of the First Necromancer magic item.
Mummy: The glabrezu came to this room and used the Staff of the First Necromancer to animate one of the knights interred here as a mummy.
Staff of the First Necromancer magic item.
Zombie: The chaplain referred to this area as the Hall of the Damned and intended to use it as an area to exact spiritual torture on enemies of the Companions. The chaplain was animating the corpses of enemies and turning them into zombies or skeletons. The intent was for them to reside here forever.
Skeleton: The chaplain referred to this area as the Hall of the Damned and intended to use it as an area to exact spiritual torture on enemies of the Companions. The chaplain was animating the corpses of enemies and turning them into zombies or skeletons. The intent was for them to reside here forever.
STAFF OF THE FIRST NECROMANCER
Staff, legendary
This twisted, gnarled staff was fashioned over a thousand years ago from a variety of mismatched bones connected to a large creature’s spinal column. This staff allows the wielder to create undead from corpses. As an action, when the wielder speaks the command word and touches the staff to an intact corpse, the corpse rises 10 minutes later as the wielder’s
choice of a wraith, a specter, or a mummy. The staff grants no control over the newly risen undead, and that creature may well attack the wielder if given the chance.
Each use of the staff forever corrupts and stains the wielder’s soul. After using the staff nine times, the wielder dies and their accursed soul becomes bound to the staff for eternity.
5th Edition -- C2 Shades of Mist
Mist Banshee: The river is, as the locals attest, haunted. For to the north, just below the river’s headwater, in the lands known as the Shelves of the Mist, the elves once gathered in great numbers. They built refuges from the Winter Dark in the many hidden valleys and dell But a long war, the Seven Years War, with orcs from the east, left many homeless and or dead. Amongst these was their beloved Princess. She lies buried upon the banks of the river amidst a field of winter lilies. From there, her spirit rose and traveled the full course of the meandering river to the Beaches of Lawn. A thick fog often covers the Fields of Winter Lilies, for here the dead gather (the spirits of the fallen elves) both of the great wars and those who lived in more modern times. The scars of the Winter Dark still haunt the elves of Aihrde and their fallen cannot come back to life. When they die, their spirits perish with them or wander as lost souls throughout the world.
Zombie Snake: Nodjmet has animated a dead snake and placed it by the entrance to the cave.
Allip: ?
Will-o'-Wisp: ?
Banshee: ?
Ghost: ?
Skeleton: ?
Shadow: ?
Wraith: ?
Wight: ?
Zombie Snake: Nodjmet has animated a dead snake and placed it by the entrance to the cave.
Allip: ?
Will-o'-Wisp: ?
Banshee: ?
Ghost: ?
Skeleton: ?
Shadow: ?
Wraith: ?
Wight: ?
5th Edition -- C3 Upon the Powder River
Athul, Allip: The creature is an allip, the undead spirit of the wizard Athul who killed himself by throwing himself into the river after his traveling companion Crel was slain by the Luvandgaurn. The current swept his body into the foundation of the bridge where it remains, crumbled, torn, and wrapped in his magical cloak. Athul’s unburied and unmourned spirit clings to the world of men.
Undead Spirit: ?
Unburied and Unmourned Spirit: ?
Undead Spirit: ?
Unburied and Unmourned Spirit: ?
5th Edition -- C4 Harvest of Oaths
Will-o'-Wisp: ?
Wight: But more than this, the green hag Merovina loved to lure people to her home, lull them into senselessness with charms or poultices, and devour their souls. She buried their lifeless bodies in the mossy ground around her house, calling on them when and if she desired, for amusement or protection.
Allip: ?
Banshee: ?
Ghost: ?
Skeleton: ?
Shadow: ?
Wraith: ?
Wight: But more than this, the green hag Merovina loved to lure people to her home, lull them into senselessness with charms or poultices, and devour their souls. She buried their lifeless bodies in the mossy ground around her house, calling on them when and if she desired, for amusement or protection.
Allip: ?
Banshee: ?
Ghost: ?
Skeleton: ?
Shadow: ?
Wraith: ?
5th Edition -- C5 Falls the Divide
Shadow: The priest has survived, if in a form that he did not desire. He has assumed the form of a shadow of his own hate and he lingers in the room, lusting for revenge.
Monstrous Skeleton: The rangers piled 68 bodies here. The soldiers were not given a proper burial, and the power of the temple has cursed these fallen men; if disturbed they begin to rise as a monstrous skeleton comprised of a great mound of interconnected, mismatched bones.
Monstrous Skeleton: The rangers piled 68 bodies here. The soldiers were not given a proper burial, and the power of the temple has cursed these fallen men; if disturbed they begin to rise as a monstrous skeleton comprised of a great mound of interconnected, mismatched bones.
5th Edition -- C6 Ends Meet
Ghost of Willep Olthorp, Spirit: Olthorp died mad and in pain with few to cast blessings upon him. When it came time to judge him his broken spirit could not find its way to the Arc of Time and Heth did not judge him one way or the other. Trapped in the material world, his spirit lingers, haunting the mill.
Besnik, Vampire Spawn: ?
Vampire: ?
Meta, Vampire: In time, Meta wasted away until there was nothing left but the mean exhaustion of grief. Thus, it was that a vampire found her. Slaying her guardians, he took her in his arms and drained the goodness, leaving only a shell of evil and spite, rage and guilt. Meta met her end and fled into the wilds, passing from the story.
Geoffrey, Vampire Lesser: In time, Meta wasted away until there was nothing left but the mean exhaustion of grief. Thus, it was that a vampire found her. Slaying her guardians, he took her in his arms and drained the goodness, leaving only a shell of evil and spite, rage and guilt. Meta met her end and fled into the wilds, passing from the story.
Soon after, Geoffrey learned of Meta’s fate, and his vengeance knew no bounds. He hunted the vampire as he hunted the fey, finding its minions and slaying them until at last he unearthed its tomb. They fought, and Geoffrey slew the beast but not before he became infected with the creature’s very disease.
So it was that little Petal’s parents became vampires and came to haunt the land far and wide. One, mad with loss, the other, mad with hate.
Anselina, Vampire Spawn: ?
Skeleton: This room was originally set aside for the lord and lady’s fallen retainers. Their bones were laid here on several biers; there are 12 of them in all. Upon his command, Geoffrey can raise them all from the dead.
Wight: ?
Mummy: ?
Besnik, Vampire Spawn: ?
Vampire: ?
Meta, Vampire: In time, Meta wasted away until there was nothing left but the mean exhaustion of grief. Thus, it was that a vampire found her. Slaying her guardians, he took her in his arms and drained the goodness, leaving only a shell of evil and spite, rage and guilt. Meta met her end and fled into the wilds, passing from the story.
Geoffrey, Vampire Lesser: In time, Meta wasted away until there was nothing left but the mean exhaustion of grief. Thus, it was that a vampire found her. Slaying her guardians, he took her in his arms and drained the goodness, leaving only a shell of evil and spite, rage and guilt. Meta met her end and fled into the wilds, passing from the story.
Soon after, Geoffrey learned of Meta’s fate, and his vengeance knew no bounds. He hunted the vampire as he hunted the fey, finding its minions and slaying them until at last he unearthed its tomb. They fought, and Geoffrey slew the beast but not before he became infected with the creature’s very disease.
So it was that little Petal’s parents became vampires and came to haunt the land far and wide. One, mad with loss, the other, mad with hate.
Anselina, Vampire Spawn: ?
Skeleton: This room was originally set aside for the lord and lady’s fallen retainers. Their bones were laid here on several biers; there are 12 of them in all. Upon his command, Geoffrey can raise them all from the dead.
Wight: ?
Mummy: ?
5th Edition: Druid's Lament
Evil Oculus of Ice and Fire: ?
Skeletal Warrior: In this room is a skeletal warrior created centuries ago by the priests that lived here. The clerics have long since died, yet the warrior still remains. Its soul was trapped in the crown found in room 3.
Shade: ?
Shadow: ?
Viahla, Spectre: ?
Shelkerow: ?
Skeletal Warrior: In this room is a skeletal warrior created centuries ago by the priests that lived here. The clerics have long since died, yet the warrior still remains. Its soul was trapped in the crown found in room 3.
Shade: ?
Shadow: ?
Viahla, Spectre: ?
Shelkerow: ?
5th Edition Horror
Begrudged Soul: Though little is known about begrudged souls, many rumors abound of their origin. Some say they are ghosts of powerful and influential people that refused to fade into obscurity. Others say that they form from a coagulation of lesser ghosts when the stars are right.
Lesser Ghost: ?
Boneseeker: ?
Corpse Reaver: Wizards and warlocks are often trucking with forces beyond their power, and the corpse reaver is one such unfortunate byproduct. Crafted by debased cabal of necromancers, the first corpse reaver was an attempt at creating a loyal undead champion; a tireless servitor that could serve as a stalwart tomb guardian, a relentless hunter, or even provide the muscle necessary to guard frail spellcasters. The cabal succeeded in crafting an impressive creature capable of great feats of savagery. The failure came in the creature’s ability to follow directions. A glimmer of chaos remained within the “mind” of the first corpse reaver, and it quietly waited and plotted, eventually murdering every member of the cabal under the auspice of a misunderstood order. Eventually, the undead champion received a dark inspiration, and began to seek out other necromancers, tempting them with the dark secrets of the construction of other corpse reavers, each time adding to its dark army of potent undead warriors.
Loyal Undead Champion: ?
Tireless Servitor: ?
Stalwart Tomb Guardian: ?
Relentless Hunter: ?
Undead Champion: ?
Undead Warrior: ?
Lesser Lich: This pitiable creature was unfortunate enough to find only half of the necessary rituals and instructions for becoming a lich.
Barrow Skeleton: A barrow skeleton is created through a special ritual meant to create a tomb guardian, and is more capable than most servile undead.
Burning Skeleton: Created from the bones of murder victims, burning skeletons are consumed by an unending blue flame that reflects their hopeless rage.
Burning Minotaur Skeleton: ?
Plagued Skeleton: These disgusting skeletons are either created supernaturally through the mass deaths by cause of plague, or purposefully by a necromancer that wishes to spread disease.
Bone Muck disease.
Plagued Warhorse Skeleton's Hooves attack.
Plagued Warhorse Skeleton: ?
Zombie Marshall: The zombie marshall manifests from especially strong sentient creatures. Though much of their personality is lost in the transformation, their strength of will creates in them a leader for the otherwise uncoordinated zombie hordes.
While the zombie marshall can be created by necromancers from the corpses of heroes and scions of the world, they can also manifest spontaneously when such scions suffer an unholy end at the hands of dark forces.
Zombie Beacon magic item.
Doombringer Undying: The doombringer is either a nihilist that would see the world undone, or a tyrant bent on using death and terror to rule as much as they can grasp. Whether through promises to dark powers, or some personal ability, the doombringer can tap into thanatotic powers that help them to see their plans to vile fruition.
The doombringer is effectively undead through their connection to the forces of entropy.
Graveborn: In fact, that they are generated from the remains of all the other races, they retain some glimpses and memories of a warm-blooded life.
Wretched: Some undead are created by chance; dark energies conspire with fate to wrest unfortunate souls into a dreary unlife. Yet some undead are crafted by mortal hands. These unfortunates are usually imperfect beasts, sewn together and given the spark of life by either focused magics or strange science. The result of these unholy efforts are known as wretched.
Risen Dead: ?
Walking Dead: ?
Shambling Undead: Deathly Form spell.
Walking Corpse: Risen Sickness disease.
Haunt: A haunt is a ghostly resonance that can affect a creature that triggers it. Such haunts are very likely to occur in places of death and psychic distress, such as torture chambers, mass graveyards, and battlefields.
Haunt Spectral Knife: A young couple once attempted to travel to a neighboring town to consult a sage regarding the bride’s sudden illness. The highwaymen sought to take the money that the couple had for the sage’s fee. The highwaymen killed the couple and took the money, and were never brought to justice. The husband’s survival knife drew the blood of one of the thugs, and still haunts the site.
Haunt Chilling Darkness: A house servant was once brought to this room and brutally murdered for attempting to steal wine.
Haunt The Painting: ?
Restless Undead: Some war zones can create restless undead in mass numbers, while charnel houses may create a portal into a realm of death and dread.
Undead: Some undead are created by chance; dark energies conspire with fate to wrest unfortunate souls into a dreary unlife. Yet some undead are crafted by mortal hands.
Ghost:
Ghoul: ?
Ghast: ?
Lich: ?
Shadow: Shadowed Typhus disease.
Vampire: ?
Vampire Lord: ?
Vampire Spawn: ?
Wight: ?
Zombie: Zombie Beacon magic item.
Zombie Powder magic item.
Corpse Oak's Wandering Body power.
Deathly Form
3rd-level transmutation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: self
Components: V, S, M (cured bone)
Duration: Concentration, up to 1 hour
You transform yourself into a shambling undead.
When this spell is cast, your type changes to undead, and you no longer have to eat, sleep, or breathe. Any exhaustion levels you have gained are removed but resume once this spell has lapsed. Additionally, you are immune to poison damage and the poisoned condition.
At Higher Levels. When you cast this spell using a slot of 4th level or higher, you can augment your new form with new abilities. If you use a 4th level slot, you become immune to the frightened condition. If you use a 5th level slot, you also become immune to the charmed condition and gain resistance to necrotic damage. If you use a 6th level slot, you also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. If you use a 7th level slot or higher, you no longer have to concentrate on the spell, and it lasts up to an hour or until dispelled. All benefits are cumulative as you cast the spell at higher levels.
Zombie Beacon
Wondrous item, legendary (requires attunement)
This strange monolith is small enough to be moved by cart and horse. Those who come across it feel a strange draw to own the monolith. If someone claims the monolith, they can attune to it by keeping it near them for 3 days. On the sunset of the third day, all dead creatures within 100 miles rise as zombies and begin to move towards the monolith.
Curse. If attuned for more than 1 day, you must make a DC 20 Constitution saving throw at the end of that day, and each month thereafter. On a failure, you become a zombie marshall, and the beacon is destroyed. The beacon cannot be unattuned or separated from you unless you are subject to a remove curse. The beacon can be destroyed otherwise by impaling a zombie marshall against it and reciting a holy scripture.
Zombie Powder
Wondrous item, uncommon
When spread on a corpse that has been dead for no more than 24 hours, it becomes a docile zombie servant under your control. The zombie exists for a ten-day. If the Zombie comes into contact with fresh human blood at any point, it goes berserk in the same manner as a flesh golem.
Bone Muck. A creature that takes damage from a plague skeleton’s weapon attack must make a DC 12 Constitution saving throw. On a failure, the creatures becomes diseased, and gains the poisoned condition. Every 24 hours that elapse, the infected creature must make a DC 12 Constitution saving throw, ending the disease on a success. On a failure, its maximum hit point total is reduced by 5. If the creature’s hit point maximum reaches 0, it dies. Creatures slain in this way have a 5% chance of rising at the next sunset as another plagued skeleton, and automatically become a plagued skeleton if targeted with the animate dead spell. The reduction to the target’s hit point maximum lasts until the disease is cured.
Risen Sickness
Among all disease, few are as feared as risen sickness.
Fabled to have toppled empires, this sickness creates undead with staggering efficiency, and at the least ensures a culture of fear and paranoia. Even the rumor of risen sickness is enough to rally mobs to stamp it out, and kings have been known to wipe out entire communities as a safety measure, whether it was merited or not.
What is not certain is how the disease starts, but when it does, corpses begin to rise and hunger for flesh. This disease often spreads to long-dead corpses who have no resistance to the disease whatsoever, and swell the ranks of the risen.
Walking corpses are considered zombies, replacing their slam attack with a bite attack that imparts the infection (+3 to hit, 5 ft reach, one target, 1d4+1 piercing damage). These corpses infect their victims with a disease that kills and raises even more walking corpses. An individual exposed to a bite must make a DC 17 Constitution saving throw. Failure means the victim is infected. After every hour of infection, the infected creature loses 2d6 hit points from their maximum. If this maximum reaches zero, the infected creature dies and rises as a zombie within 1 minute of death.
There is no simple cure for this disease outside of magic, though there are special herbs that can remove the infection before death. An infected victim that is cured is also restored to their normal hit point maximum. There are rumors of random individuals that are naturally immune to the disease,
Shadowed Typhus
This magical illness infects a victim’s shadow, causing the victim to slowly become a dark shade. This diseases may be contracted if an infected creature stands in your shadow, or by lurking in the same shadow as an infected creature. Creatures of the outsider and aberration type are immune to the effects of the disease, but may still carry and transmit the disease to others.
Symptoms develop the sunset after contraction. At that time, the victim begins feeling weak, and their shadow appears darker than usual. The victim begins to fear any light and feels pain and anguish if exposed to sunlight (this exposure does not cause any physical harm). The creature must make a DC 15 Constitution check to willingly step into any bright light.
If allowed to linger in the shadows, the disease worsens, and the infected creature begins to look as though they are in the shadows even when in the light. After three days without exposure to any bright light, the creature begins a transformation into shadow that takes place from sunset to dawn after the third day of prolonged darkness. The infected creature becomes a shadow that is able to create other shadows through disease rather than by its strength drain ability (which otherwise remains unchanged).
The only cure for this disease is prolonged exposure to sunlight (1 uninterrupted hour), radiant damage (equal to half of maximum hit points), or a lesser restoration. Spells and abilities that remove curses or diseases will also end this disease.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and the target must make a DC 12 Constitution saving throw. On a failure, the creatures becomes diseased, and gains the poisoned condition. Every 24 hours that elapse, the infected creature must make a DC 12 Constitution saving throw, ending the disease on a success. On a failure, its maximum hit point total is reduced by 5. If the creature’s hit point maximum reaches 0, it dies. Creatures slain in this way have a 5% chance of rising at the next sunset as another plagued skeleton, and automatically become a plagued skeleton if targeted with the animate dead spell. The reduction to the target’s hit point maximum lasts until the disease is cured.
Wandering Body. Though the corpse oak is stationary, it can release its corpses, as many as 3 per turn as a bonus action. Each corpse uses the statistics of a zombie.
Lesser Ghost: ?
Boneseeker: ?
Corpse Reaver: Wizards and warlocks are often trucking with forces beyond their power, and the corpse reaver is one such unfortunate byproduct. Crafted by debased cabal of necromancers, the first corpse reaver was an attempt at creating a loyal undead champion; a tireless servitor that could serve as a stalwart tomb guardian, a relentless hunter, or even provide the muscle necessary to guard frail spellcasters. The cabal succeeded in crafting an impressive creature capable of great feats of savagery. The failure came in the creature’s ability to follow directions. A glimmer of chaos remained within the “mind” of the first corpse reaver, and it quietly waited and plotted, eventually murdering every member of the cabal under the auspice of a misunderstood order. Eventually, the undead champion received a dark inspiration, and began to seek out other necromancers, tempting them with the dark secrets of the construction of other corpse reavers, each time adding to its dark army of potent undead warriors.
Loyal Undead Champion: ?
Tireless Servitor: ?
Stalwart Tomb Guardian: ?
Relentless Hunter: ?
Undead Champion: ?
Undead Warrior: ?
Lesser Lich: This pitiable creature was unfortunate enough to find only half of the necessary rituals and instructions for becoming a lich.
Barrow Skeleton: A barrow skeleton is created through a special ritual meant to create a tomb guardian, and is more capable than most servile undead.
Burning Skeleton: Created from the bones of murder victims, burning skeletons are consumed by an unending blue flame that reflects their hopeless rage.
Burning Minotaur Skeleton: ?
Plagued Skeleton: These disgusting skeletons are either created supernaturally through the mass deaths by cause of plague, or purposefully by a necromancer that wishes to spread disease.
Bone Muck disease.
Plagued Warhorse Skeleton's Hooves attack.
Plagued Warhorse Skeleton: ?
Zombie Marshall: The zombie marshall manifests from especially strong sentient creatures. Though much of their personality is lost in the transformation, their strength of will creates in them a leader for the otherwise uncoordinated zombie hordes.
While the zombie marshall can be created by necromancers from the corpses of heroes and scions of the world, they can also manifest spontaneously when such scions suffer an unholy end at the hands of dark forces.
Zombie Beacon magic item.
Doombringer Undying: The doombringer is either a nihilist that would see the world undone, or a tyrant bent on using death and terror to rule as much as they can grasp. Whether through promises to dark powers, or some personal ability, the doombringer can tap into thanatotic powers that help them to see their plans to vile fruition.
The doombringer is effectively undead through their connection to the forces of entropy.
Graveborn: In fact, that they are generated from the remains of all the other races, they retain some glimpses and memories of a warm-blooded life.
Wretched: Some undead are created by chance; dark energies conspire with fate to wrest unfortunate souls into a dreary unlife. Yet some undead are crafted by mortal hands. These unfortunates are usually imperfect beasts, sewn together and given the spark of life by either focused magics or strange science. The result of these unholy efforts are known as wretched.
Risen Dead: ?
Walking Dead: ?
Shambling Undead: Deathly Form spell.
Walking Corpse: Risen Sickness disease.
Haunt: A haunt is a ghostly resonance that can affect a creature that triggers it. Such haunts are very likely to occur in places of death and psychic distress, such as torture chambers, mass graveyards, and battlefields.
Haunt Spectral Knife: A young couple once attempted to travel to a neighboring town to consult a sage regarding the bride’s sudden illness. The highwaymen sought to take the money that the couple had for the sage’s fee. The highwaymen killed the couple and took the money, and were never brought to justice. The husband’s survival knife drew the blood of one of the thugs, and still haunts the site.
Haunt Chilling Darkness: A house servant was once brought to this room and brutally murdered for attempting to steal wine.
Haunt The Painting: ?
Restless Undead: Some war zones can create restless undead in mass numbers, while charnel houses may create a portal into a realm of death and dread.
Undead: Some undead are created by chance; dark energies conspire with fate to wrest unfortunate souls into a dreary unlife. Yet some undead are crafted by mortal hands.
Ghost:
Ghoul: ?
Ghast: ?
Lich: ?
Shadow: Shadowed Typhus disease.
Vampire: ?
Vampire Lord: ?
Vampire Spawn: ?
Wight: ?
Zombie: Zombie Beacon magic item.
Zombie Powder magic item.
Corpse Oak's Wandering Body power.
Deathly Form
3rd-level transmutation
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: self
Components: V, S, M (cured bone)
Duration: Concentration, up to 1 hour
You transform yourself into a shambling undead.
When this spell is cast, your type changes to undead, and you no longer have to eat, sleep, or breathe. Any exhaustion levels you have gained are removed but resume once this spell has lapsed. Additionally, you are immune to poison damage and the poisoned condition.
At Higher Levels. When you cast this spell using a slot of 4th level or higher, you can augment your new form with new abilities. If you use a 4th level slot, you become immune to the frightened condition. If you use a 5th level slot, you also become immune to the charmed condition and gain resistance to necrotic damage. If you use a 6th level slot, you also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. If you use a 7th level slot or higher, you no longer have to concentrate on the spell, and it lasts up to an hour or until dispelled. All benefits are cumulative as you cast the spell at higher levels.
Zombie Beacon
Wondrous item, legendary (requires attunement)
This strange monolith is small enough to be moved by cart and horse. Those who come across it feel a strange draw to own the monolith. If someone claims the monolith, they can attune to it by keeping it near them for 3 days. On the sunset of the third day, all dead creatures within 100 miles rise as zombies and begin to move towards the monolith.
Curse. If attuned for more than 1 day, you must make a DC 20 Constitution saving throw at the end of that day, and each month thereafter. On a failure, you become a zombie marshall, and the beacon is destroyed. The beacon cannot be unattuned or separated from you unless you are subject to a remove curse. The beacon can be destroyed otherwise by impaling a zombie marshall against it and reciting a holy scripture.
Zombie Powder
Wondrous item, uncommon
When spread on a corpse that has been dead for no more than 24 hours, it becomes a docile zombie servant under your control. The zombie exists for a ten-day. If the Zombie comes into contact with fresh human blood at any point, it goes berserk in the same manner as a flesh golem.
Bone Muck. A creature that takes damage from a plague skeleton’s weapon attack must make a DC 12 Constitution saving throw. On a failure, the creatures becomes diseased, and gains the poisoned condition. Every 24 hours that elapse, the infected creature must make a DC 12 Constitution saving throw, ending the disease on a success. On a failure, its maximum hit point total is reduced by 5. If the creature’s hit point maximum reaches 0, it dies. Creatures slain in this way have a 5% chance of rising at the next sunset as another plagued skeleton, and automatically become a plagued skeleton if targeted with the animate dead spell. The reduction to the target’s hit point maximum lasts until the disease is cured.
Risen Sickness
Among all disease, few are as feared as risen sickness.
Fabled to have toppled empires, this sickness creates undead with staggering efficiency, and at the least ensures a culture of fear and paranoia. Even the rumor of risen sickness is enough to rally mobs to stamp it out, and kings have been known to wipe out entire communities as a safety measure, whether it was merited or not.
What is not certain is how the disease starts, but when it does, corpses begin to rise and hunger for flesh. This disease often spreads to long-dead corpses who have no resistance to the disease whatsoever, and swell the ranks of the risen.
Walking corpses are considered zombies, replacing their slam attack with a bite attack that imparts the infection (+3 to hit, 5 ft reach, one target, 1d4+1 piercing damage). These corpses infect their victims with a disease that kills and raises even more walking corpses. An individual exposed to a bite must make a DC 17 Constitution saving throw. Failure means the victim is infected. After every hour of infection, the infected creature loses 2d6 hit points from their maximum. If this maximum reaches zero, the infected creature dies and rises as a zombie within 1 minute of death.
There is no simple cure for this disease outside of magic, though there are special herbs that can remove the infection before death. An infected victim that is cured is also restored to their normal hit point maximum. There are rumors of random individuals that are naturally immune to the disease,
Shadowed Typhus
This magical illness infects a victim’s shadow, causing the victim to slowly become a dark shade. This diseases may be contracted if an infected creature stands in your shadow, or by lurking in the same shadow as an infected creature. Creatures of the outsider and aberration type are immune to the effects of the disease, but may still carry and transmit the disease to others.
Symptoms develop the sunset after contraction. At that time, the victim begins feeling weak, and their shadow appears darker than usual. The victim begins to fear any light and feels pain and anguish if exposed to sunlight (this exposure does not cause any physical harm). The creature must make a DC 15 Constitution check to willingly step into any bright light.
If allowed to linger in the shadows, the disease worsens, and the infected creature begins to look as though they are in the shadows even when in the light. After three days without exposure to any bright light, the creature begins a transformation into shadow that takes place from sunset to dawn after the third day of prolonged darkness. The infected creature becomes a shadow that is able to create other shadows through disease rather than by its strength drain ability (which otherwise remains unchanged).
The only cure for this disease is prolonged exposure to sunlight (1 uninterrupted hour), radiant damage (equal to half of maximum hit points), or a lesser restoration. Spells and abilities that remove curses or diseases will also end this disease.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and the target must make a DC 12 Constitution saving throw. On a failure, the creatures becomes diseased, and gains the poisoned condition. Every 24 hours that elapse, the infected creature must make a DC 12 Constitution saving throw, ending the disease on a success. On a failure, its maximum hit point total is reduced by 5. If the creature’s hit point maximum reaches 0, it dies. Creatures slain in this way have a 5% chance of rising at the next sunset as another plagued skeleton, and automatically become a plagued skeleton if targeted with the animate dead spell. The reduction to the target’s hit point maximum lasts until the disease is cured.
Wandering Body. Though the corpse oak is stationary, it can release its corpses, as many as 3 per turn as a bonus action. Each corpse uses the statistics of a zombie.
5th Edition -- Lost City of Gaxmoor
Undead: Where the graveyard was once the protected resting place of the honored deceased it is now the home of the evil cleric Lamesh Ryholden. He is bringing the deceased citizens of Gaxmoor back to some semblance of life as members of his undead army.
Undead Beast: This foul creature has escaped from the control of his creator in Gaxmoor. The evil half-orc Lamesh, discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations.
Undead Bar Tangi: ?
Undead Servant: ?
Non-Intelligent Undead: ?
Intelligent Undead: ?
Apparition: ?
Ghost: ?
Real Ghost: ?
Abomination: This foul creature has escaped from the control of his creator in Gaxmoor. The evil half-orc Lamesh, discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations.
Ogre-Ghoul, Dreaded Ogre-Ghoul: This foul creature has escaped from the control of his creator in Gaxmoor. The evil half-orc Lamesh, discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations.
He also possesses the Necromantic Crown of Quentis (Evil): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls.
Foul Creature: ?
Large Heavy Creature: ?
Ghoul: He also possesses the Necromantic Crown of Quentis (Evil): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly Wisdom save (DC 15) or lose a point of Constitution. Upon reaching zero Constitution, the character is completely transformed into a ghoul! This curse remains in effect even if the crown is removed; only a remove curse can end it.
Necromantic Crown of Quentis magic item.
Lucius Maximus Mageris, Powerful Lich: ?
Lich: ?
Powerful Lich: ?
Mummy: ?
Shadow: Necromantic Crown of Quentis magic item.
Shade: ?
Creature With Clawed Feet: ?
Skeleton: ?
Skeleton Guard: ?
Skeletal Remains: ?
Daedelus Antonius, Advanced Skeletal Warrior, Special Undead Creature: ?
Skeleton, Skeleton Warrior: ?
Skeletal Warrior: ?
Spectre, Spirit: These are the spirits of three people that tried to teleport into the laboratory to steal some magical items. The protective wards directed them into the walls; one in the south wall, and two into the center of the north wall.
Xerxes Diccus, Vampire: ?
Zombie, Normal Zombie: ?
Gnoll Zombie: ?
Necromantic Crown of Quentis (Evil)
Wondrous item, rare (requires attunement by a cleric)
This simple circlet of golden snakes provides an evil cleric with the ability to command twice the normal number of undead using their channel divinity, or doubles the number created and controlled when the cleric casts animate dead. The crown also bestows the ability to create undead as per the spell once per week as though using a 9th-level spell slot. Anyone wearing the Crown for more than an hour must make a weekly Wisdom save (DC 20) or lose a point of Constitution. Upon reaching zero constitution the character is completely transformed into a ghoul. Any neutral character who wears this crown must succeed at a DC 20 Wisdom saving throw every round or suffer 4 (1d8) points of necrotic damage. Any good character who wears this crown must succeed at a DC 20 Wisdom saving throw every round or suffer 8 (2d8) points of necrotic damage. If a good or neutral character dies while wearing the crown, they are completely transformed into a shadow.
Undead Beast: This foul creature has escaped from the control of his creator in Gaxmoor. The evil half-orc Lamesh, discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations.
Undead Bar Tangi: ?
Undead Servant: ?
Non-Intelligent Undead: ?
Intelligent Undead: ?
Apparition: ?
Ghost: ?
Real Ghost: ?
Abomination: This foul creature has escaped from the control of his creator in Gaxmoor. The evil half-orc Lamesh, discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations.
Ogre-Ghoul, Dreaded Ogre-Ghoul: This foul creature has escaped from the control of his creator in Gaxmoor. The evil half-orc Lamesh, discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations.
He also possesses the Necromantic Crown of Quentis (Evil): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls.
Foul Creature: ?
Large Heavy Creature: ?
Ghoul: He also possesses the Necromantic Crown of Quentis (Evil): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly Wisdom save (DC 15) or lose a point of Constitution. Upon reaching zero Constitution, the character is completely transformed into a ghoul! This curse remains in effect even if the crown is removed; only a remove curse can end it.
Necromantic Crown of Quentis magic item.
Lucius Maximus Mageris, Powerful Lich: ?
Lich: ?
Powerful Lich: ?
Mummy: ?
Shadow: Necromantic Crown of Quentis magic item.
Shade: ?
Creature With Clawed Feet: ?
Skeleton: ?
Skeleton Guard: ?
Skeletal Remains: ?
Daedelus Antonius, Advanced Skeletal Warrior, Special Undead Creature: ?
Skeleton, Skeleton Warrior: ?
Skeletal Warrior: ?
Spectre, Spirit: These are the spirits of three people that tried to teleport into the laboratory to steal some magical items. The protective wards directed them into the walls; one in the south wall, and two into the center of the north wall.
Xerxes Diccus, Vampire: ?
Zombie, Normal Zombie: ?
Gnoll Zombie: ?
Necromantic Crown of Quentis (Evil)
Wondrous item, rare (requires attunement by a cleric)
This simple circlet of golden snakes provides an evil cleric with the ability to command twice the normal number of undead using their channel divinity, or doubles the number created and controlled when the cleric casts animate dead. The crown also bestows the ability to create undead as per the spell once per week as though using a 9th-level spell slot. Anyone wearing the Crown for more than an hour must make a weekly Wisdom save (DC 20) or lose a point of Constitution. Upon reaching zero constitution the character is completely transformed into a ghoul. Any neutral character who wears this crown must succeed at a DC 20 Wisdom saving throw every round or suffer 4 (1d8) points of necrotic damage. Any good character who wears this crown must succeed at a DC 20 Wisdom saving throw every round or suffer 8 (2d8) points of necrotic damage. If a good or neutral character dies while wearing the crown, they are completely transformed into a shadow.
5th Edition Monsters & Treasure of Aihrde
Bag O' Bones: The creation of such a monster requires expensive ingredients (at least 10,000 gp), months of preparation equal to that of a stone golem, and it requires the magical coordination of both a high-level cleric and a master wizard.
The bag o’ bones is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation.
The Black Breath, Unklar's Breath, Breath of Despair: Created by dark magic, the black breath is a creature of necrotic energy. When created, the black breath contains a drop of its creator’s blood and appears as a small, invisible gel. The creature remains inert until it is rubbed on a location or object it is meant to guard. It can then assume its air form and attack.
Arch-Mage Nulak-Kiz-Din created the black breath to guard his many treasure holds, towers, and places of power.
Feliul Stone, Magical Stone That Has Been Possessed by the Spirit of a Fallen Dwarf Gnome Giant or Goblin: Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant, or goblin (far more commonly a dwarf). Usually, the victim has died some horrible death, through torture or the like. Some feliul stones are possessed of the spirits of those that have died before some great task was completed. Whatever the case, the spirit lingers in the living world and takes up residence in the stone about it. These spirits live within the rock and stone, trying to fulfill their spent lives’ lingering needs.
Forsaken: They bear the signs of their origins and chains and leather straps hang upon them, some attached, others not.
The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon them, their minds and bodies. His slave masters tortured them, his wizards experimented upon them and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and they fled the Pit when they could.
Laumeun: The laumeun were once humans whose bodies have wasted away, mutating into abominations through a lifetime of misspent sorceries. They are shells of themselves; their flesh largely rotted away, their innards, blackened with corruption, hanging on to their slowly mutating bones. Their muscle has long since decayed and only their sorcery holds them upright, giving them the appearance of floating.
The laumeun are aware of what has happened to them. They well remember the transformation and understand that the sorcery they practiced in life somehow went awry and corrupted them.
The laumeun first appeared during the Age of Men when the sorcerers ruled. Lau is the dwarven word for sorcery [and] is a derogatory word at best. Mastery of the Language of Creation lies beyond many men’s capabilities and some succumb to the power of it before they cast it aside. These are the laumeun. The language, corrupted beyond its scope lingers with the laumeun, burning away their flesh and corrupting the mind.
The creatures are considered great abominations by wizards in Aihrde for they failed at their craft, but continue to hound those more successful. It is the fear of all wizards that at some point they too shall become corrupted by their magic and mutate into a laumeun.
Mison Man, Ancient Mountain Warrior Who Has Returned to the World by the Magic Bound in the Bones of a Dead Dragon: Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale.
The mison men’s origins lie in the early history of men. When men first wandered the high planes beyond the confines of the Dwarven Realms, they encountered creatures both amazing and terrifying, not least of which were the dragons. Many paid homage to these beasts and the monsters took them as servants. And though they still plundered the men of their wealth, or devoured them in flame and acid, the men paid them homage. These ancient tribes found their futures interwove with that of the great beasts. In later days, Cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one.
Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise.
Naerlulthut: The naerlulthut are the spawn of the [naerluth], that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies did the beast devour and whose souls were bound to it.
The naerlulthut’s natural form is one of dust, the spirit of the devoured creature lingering in the refuse left behind by the naerluth.
These creatures are very uncommon, only found where the [naerluth] have dwelt for some time. They have no real connection to the Winter Dark or the Horned God, being entirely creations of the [naerluth].
Shelkerow: The shelkerow are priests of a banished god, evil and tormented souls who had nowhere to go after death, so they coalesced into a morass of etheric ectoplasm, a twisted nightmare that exists only to drain the life from the world.
Anywhere that dark priests were put to death en masse a shelkerow can manifest. In years past when the city was sacked, the priests of Unklar gathered here in the tower in a last-ditch attempt to save themselves. They failed, as knights and paladins broke through the door and put them all to the sword.
As priests of a banished god, their souls had no house to which they could flee. So they lingered, evolving into a morass of twisted nightmare known as a shelkerow.
Soul Thief, Rottenshuf: These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.
Terralip Tree: In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirits, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole, and branches, there to poison the ground, the very air, that once gave it life.
The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hard barked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow.
others, druids and the like, use them as guardians, for powerful druids can bind a tree’s spirit to the bole and keep it there until released or turned.
Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some, this is all there is and they take no heed of the fruit that is the earth, the wind, the sky, and cool waters. For others, they are awake and take notice, for what it is worth, of the world around them, and these love or hate the joy of it as is their wont. Of these, the terralip is born. An evil limb in life turns worse in death. Or happenstance twists a happy spirit into a malevolent force. In either case, the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite.
They are found in any environment and locale, sometimes along on a dusty plain, at others in the deeps of a wild forest.
Undead: Any creature slain by a naerluth arises again as a random type of undead within 1d10 rounds.
Undead Crow: ?
Undead Hound: ?
Undead Spirit: ?
Banshee: Noxmurus, Night of the Dead, artifact.
Ghost of a Priest Who Lived in the Tower: ?
Ghost: ?
Ghoul: ?
Skeleton: Knoglen Blade magic item.
Skeletal Colossus of Various Animal and Human Bones Grafted Together in Odd Patterns: ?
Gaunt Skeletal Creature: ?
Gaunt Orc: ?
Skeletal Orc: ?
Gaunt Skeletal Manticore: ?
Wight: ?
Malhavok, Wraith Who is Not Affected by Sunlight: In the Age of Heroes, Malhavok was reputed to be the greatest thief in the entire west. In his travels, he took up with the holy paladin Saint Luther who tolerated his malfeasance for he proved useful in his struggles with the evil that had arisen in the east. But eventually, Malhavok betrayed the paladin and when Luther discovered Malhavok’s misdeed, the paladin’s knight laid hands on the rogue and slew him; they gave his body no rest, but burned it to ash. But Malhavok’s spirit proved powerful and refused to enter the Shadow Realms and fled the Gates of Tiamat. Naked, it returned to the world of the living as a houseless shadow, seeking it knew not what. At last, it found a home in the very blade the rogue carried in life. This blade, borne of the magic of Rhealth, one of the Og-Aust of old, consumed the fire of Malhavok so that the rogue became entwined with the blade and the blade became a cursed thing.
Zombie: Knoglen Blade magic item.
Terrible Yellow-Boned Figure of Grotesque Proportions: ?
Alchemical Abomination: ?
Simple-Minded Guardian: ?
Relentless Guardian: ?
Solitary Guardian: ?
Ravenous Hunter: ?
Abomination: ?
Fallen Sorcerer: ?
Ancient Blight: ?
Silent Killer: ?
Great Abomination: ?
Guardian of a Mountain: ?
Clever Stalker: ?
Incorporeal Creature: ?
Tormented Spirit: ?
Lingering Essence: ?
Relentless Attacker: ?
Swirling Cloud of Dust: ?
Vaguely Corporeal Form: ?
Morass of Etheric Ectoplasm: ?
Twisted Nightmare: ?
Echo of Darkness: ?
Eater of Souls: ?
Mass of Black Smoke: ?
Morass of Twisted Nightmare: ?
Shadowy Transparent Figure of Smoky Black: ?
Shepherd of the Damned: ?
Special Servant of the Lords of the Netherworlds: ?
Guide of Sorts: ?
Hunter of Souls: ?
Shadow: ?
Old Dead Tree: ?
Angry Remnant: ?
Echo of a Tree's Spirit: ?
Twisted Spirit: ?
Mindless Killer: ?
Malevolent Force: ?
Knoglen Blade: This weapon is a pole-arm, fashioned from the living bones of the aghul’s victims. Ranging about 8 feet long, it serves as a +2 weapon in both hit and damage. The blade(s) are razor-sharp, self-replicating bones. When the blade strikes a successful hit with a 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. If not treated, the wound begins to rot and the surrounding flesh begins to fall off. A creature that dies from the rotting returns as an undead. Unless buried in holy or consecrated ground, they reanimate as a zombie or skeleton in 1d8 days. The Knoglen loses all magic when its owner dies.
Noxmurus, “Night of the Dead”
Weapon (longsword), Artifact
When Unklar came to the world of Aihrde, the greater host of the elves fled the world to the hidden realm of Seven-Rivers, Shindolay. Only a few possessed so great a love for the lands of the All Father that they remained. They hated Unklar and fought him at every turn. But defeat followed defeat and their powers proved too slight in the face of the Horned God. Their losses mounted, culminating in the battles for those lands that came to bear the name The Shelves of the Mist. With frustrated rage their thoughts turned ever to their kin who had fled, in their thoughts were visions of all the gathered strength of the elven hosts and the utter defeat of Unklar. Though they did not know it, even those hosts could not have stood against the Horned God in his prime; not even were all his minions stripped of him. But their thoughts did not know reason, only defeat and in time they turned on their kin, hating them, and cursing those who fled the fate of the world.
The Elf Prince Meltowg Lothian, brother to Daladon Half-Elven Lord of Darkenfold, was one of these elves. As is told in the Lay of the Lothian Princes, he forged the sword Noxmurus and bound within it the spirit of his rage and hate; this raging spirit took a name, Bodach, which in the elven tongue means “darkness.” Meltowg died in the Winter Dark Wars and his brother, Daladon Lothian, took up the blade for a space of years. Since those days Daladon has drifted from the halls of the Val-Tulmiph and the blade has been lost to history.
Noxmurus is a +3 greatsword, whose deep green blade is unbreakable. Its grip is of black wire wrapped tightly around an iron base, the pommel a dark green opal, and the great cross guard is speckled black as if colored with coal dust. The sword wastes with time or use, for the spirit of the elves lies within it. It is always sharp, immune to notches and scratches. Within the blade lurks the corporal manifestation of Meltowg’s madness, Bodach the imp. This imp is possessed of all the rage of its creator and bears a deep, abiding hatred for the High Elves of Aihrde. When held by any elf, but a high elf (or half-elf who is not the offspring of a high elf) or human, the sword becomes a living thing and will talk to its “master,” trying to influence the wielder. Bodach’s goals are always twofold, to kill servants of the enemy or the High Elves. It will attempt to drive its master to war on these creatures. Noxmurus is a sentient artifact and has an Intelligence of 12, Wisdom of 15 and Charisma of 17. While Bodach is within the blade, the blade can communicate telepathically with its wielder. If Bodach is outside of the blade, the blade can only transmit emotion.
Its greater and lesser abilities are listed below.
When unsheathed, the sword grants the wielder advantage on all stealth checks, and if in a forest environment, the bearer can become invisible at will. Also, elves and half-elves wielding the blade may summon and command Bodach the Imp upon command. Bodach acts as an imp-familiar in all respects.
The blade imparts a resistance to poison as well as darkvision up to 120 feet. It can detect magic within a 20-foot radius. When borne by any elf but a high elf (or half-elf who is not the offspring of a high elf), the sword bestows a glamour upon the wielder, allowing the wielder to make himself seem greater than he is. The glamour unsettles creatures within 120 feet if they have fewer than 12 HD or levels. A potentially affected creature that succeeds at a Wisdom save (DC 15) remains immune to the Glamour for one day. On a failure, creatures with 4 or fewer HD or levels suffer the frightened condition for 2d4 rounds, fleeing from the wielder and those with 5-12 HD become shaken for 4d4 rounds, suffering a -2 on all attack rolls and attribute checks. The wielder can also detect any type of scrying.
The sword has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elf or fey, the blade has a malevolent effect. On a roll of natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee.
The bag o’ bones is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation.
The Black Breath, Unklar's Breath, Breath of Despair: Created by dark magic, the black breath is a creature of necrotic energy. When created, the black breath contains a drop of its creator’s blood and appears as a small, invisible gel. The creature remains inert until it is rubbed on a location or object it is meant to guard. It can then assume its air form and attack.
Arch-Mage Nulak-Kiz-Din created the black breath to guard his many treasure holds, towers, and places of power.
Feliul Stone, Magical Stone That Has Been Possessed by the Spirit of a Fallen Dwarf Gnome Giant or Goblin: Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant, or goblin (far more commonly a dwarf). Usually, the victim has died some horrible death, through torture or the like. Some feliul stones are possessed of the spirits of those that have died before some great task was completed. Whatever the case, the spirit lingers in the living world and takes up residence in the stone about it. These spirits live within the rock and stone, trying to fulfill their spent lives’ lingering needs.
Forsaken: They bear the signs of their origins and chains and leather straps hang upon them, some attached, others not.
The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon them, their minds and bodies. His slave masters tortured them, his wizards experimented upon them and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and they fled the Pit when they could.
Laumeun: The laumeun were once humans whose bodies have wasted away, mutating into abominations through a lifetime of misspent sorceries. They are shells of themselves; their flesh largely rotted away, their innards, blackened with corruption, hanging on to their slowly mutating bones. Their muscle has long since decayed and only their sorcery holds them upright, giving them the appearance of floating.
The laumeun are aware of what has happened to them. They well remember the transformation and understand that the sorcery they practiced in life somehow went awry and corrupted them.
The laumeun first appeared during the Age of Men when the sorcerers ruled. Lau is the dwarven word for sorcery [and] is a derogatory word at best. Mastery of the Language of Creation lies beyond many men’s capabilities and some succumb to the power of it before they cast it aside. These are the laumeun. The language, corrupted beyond its scope lingers with the laumeun, burning away their flesh and corrupting the mind.
The creatures are considered great abominations by wizards in Aihrde for they failed at their craft, but continue to hound those more successful. It is the fear of all wizards that at some point they too shall become corrupted by their magic and mutate into a laumeun.
Mison Man, Ancient Mountain Warrior Who Has Returned to the World by the Magic Bound in the Bones of a Dead Dragon: Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale.
The mison men’s origins lie in the early history of men. When men first wandered the high planes beyond the confines of the Dwarven Realms, they encountered creatures both amazing and terrifying, not least of which were the dragons. Many paid homage to these beasts and the monsters took them as servants. And though they still plundered the men of their wealth, or devoured them in flame and acid, the men paid them homage. These ancient tribes found their futures interwove with that of the great beasts. In later days, Cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one.
Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise.
Naerlulthut: The naerlulthut are the spawn of the [naerluth], that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies did the beast devour and whose souls were bound to it.
The naerlulthut’s natural form is one of dust, the spirit of the devoured creature lingering in the refuse left behind by the naerluth.
These creatures are very uncommon, only found where the [naerluth] have dwelt for some time. They have no real connection to the Winter Dark or the Horned God, being entirely creations of the [naerluth].
Shelkerow: The shelkerow are priests of a banished god, evil and tormented souls who had nowhere to go after death, so they coalesced into a morass of etheric ectoplasm, a twisted nightmare that exists only to drain the life from the world.
Anywhere that dark priests were put to death en masse a shelkerow can manifest. In years past when the city was sacked, the priests of Unklar gathered here in the tower in a last-ditch attempt to save themselves. They failed, as knights and paladins broke through the door and put them all to the sword.
As priests of a banished god, their souls had no house to which they could flee. So they lingered, evolving into a morass of twisted nightmare known as a shelkerow.
Soul Thief, Rottenshuf: These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.
Terralip Tree: In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirits, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole, and branches, there to poison the ground, the very air, that once gave it life.
The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hard barked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow.
others, druids and the like, use them as guardians, for powerful druids can bind a tree’s spirit to the bole and keep it there until released or turned.
Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some, this is all there is and they take no heed of the fruit that is the earth, the wind, the sky, and cool waters. For others, they are awake and take notice, for what it is worth, of the world around them, and these love or hate the joy of it as is their wont. Of these, the terralip is born. An evil limb in life turns worse in death. Or happenstance twists a happy spirit into a malevolent force. In either case, the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite.
They are found in any environment and locale, sometimes along on a dusty plain, at others in the deeps of a wild forest.
Undead: Any creature slain by a naerluth arises again as a random type of undead within 1d10 rounds.
Undead Crow: ?
Undead Hound: ?
Undead Spirit: ?
Banshee: Noxmurus, Night of the Dead, artifact.
Ghost of a Priest Who Lived in the Tower: ?
Ghost: ?
Ghoul: ?
Skeleton: Knoglen Blade magic item.
Skeletal Colossus of Various Animal and Human Bones Grafted Together in Odd Patterns: ?
Gaunt Skeletal Creature: ?
Gaunt Orc: ?
Skeletal Orc: ?
Gaunt Skeletal Manticore: ?
Wight: ?
Malhavok, Wraith Who is Not Affected by Sunlight: In the Age of Heroes, Malhavok was reputed to be the greatest thief in the entire west. In his travels, he took up with the holy paladin Saint Luther who tolerated his malfeasance for he proved useful in his struggles with the evil that had arisen in the east. But eventually, Malhavok betrayed the paladin and when Luther discovered Malhavok’s misdeed, the paladin’s knight laid hands on the rogue and slew him; they gave his body no rest, but burned it to ash. But Malhavok’s spirit proved powerful and refused to enter the Shadow Realms and fled the Gates of Tiamat. Naked, it returned to the world of the living as a houseless shadow, seeking it knew not what. At last, it found a home in the very blade the rogue carried in life. This blade, borne of the magic of Rhealth, one of the Og-Aust of old, consumed the fire of Malhavok so that the rogue became entwined with the blade and the blade became a cursed thing.
Zombie: Knoglen Blade magic item.
Terrible Yellow-Boned Figure of Grotesque Proportions: ?
Alchemical Abomination: ?
Simple-Minded Guardian: ?
Relentless Guardian: ?
Solitary Guardian: ?
Ravenous Hunter: ?
Abomination: ?
Fallen Sorcerer: ?
Ancient Blight: ?
Silent Killer: ?
Great Abomination: ?
Guardian of a Mountain: ?
Clever Stalker: ?
Incorporeal Creature: ?
Tormented Spirit: ?
Lingering Essence: ?
Relentless Attacker: ?
Swirling Cloud of Dust: ?
Vaguely Corporeal Form: ?
Morass of Etheric Ectoplasm: ?
Twisted Nightmare: ?
Echo of Darkness: ?
Eater of Souls: ?
Mass of Black Smoke: ?
Morass of Twisted Nightmare: ?
Shadowy Transparent Figure of Smoky Black: ?
Shepherd of the Damned: ?
Special Servant of the Lords of the Netherworlds: ?
Guide of Sorts: ?
Hunter of Souls: ?
Shadow: ?
Old Dead Tree: ?
Angry Remnant: ?
Echo of a Tree's Spirit: ?
Twisted Spirit: ?
Mindless Killer: ?
Malevolent Force: ?
Knoglen Blade: This weapon is a pole-arm, fashioned from the living bones of the aghul’s victims. Ranging about 8 feet long, it serves as a +2 weapon in both hit and damage. The blade(s) are razor-sharp, self-replicating bones. When the blade strikes a successful hit with a 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. If not treated, the wound begins to rot and the surrounding flesh begins to fall off. A creature that dies from the rotting returns as an undead. Unless buried in holy or consecrated ground, they reanimate as a zombie or skeleton in 1d8 days. The Knoglen loses all magic when its owner dies.
Noxmurus, “Night of the Dead”
Weapon (longsword), Artifact
When Unklar came to the world of Aihrde, the greater host of the elves fled the world to the hidden realm of Seven-Rivers, Shindolay. Only a few possessed so great a love for the lands of the All Father that they remained. They hated Unklar and fought him at every turn. But defeat followed defeat and their powers proved too slight in the face of the Horned God. Their losses mounted, culminating in the battles for those lands that came to bear the name The Shelves of the Mist. With frustrated rage their thoughts turned ever to their kin who had fled, in their thoughts were visions of all the gathered strength of the elven hosts and the utter defeat of Unklar. Though they did not know it, even those hosts could not have stood against the Horned God in his prime; not even were all his minions stripped of him. But their thoughts did not know reason, only defeat and in time they turned on their kin, hating them, and cursing those who fled the fate of the world.
The Elf Prince Meltowg Lothian, brother to Daladon Half-Elven Lord of Darkenfold, was one of these elves. As is told in the Lay of the Lothian Princes, he forged the sword Noxmurus and bound within it the spirit of his rage and hate; this raging spirit took a name, Bodach, which in the elven tongue means “darkness.” Meltowg died in the Winter Dark Wars and his brother, Daladon Lothian, took up the blade for a space of years. Since those days Daladon has drifted from the halls of the Val-Tulmiph and the blade has been lost to history.
Noxmurus is a +3 greatsword, whose deep green blade is unbreakable. Its grip is of black wire wrapped tightly around an iron base, the pommel a dark green opal, and the great cross guard is speckled black as if colored with coal dust. The sword wastes with time or use, for the spirit of the elves lies within it. It is always sharp, immune to notches and scratches. Within the blade lurks the corporal manifestation of Meltowg’s madness, Bodach the imp. This imp is possessed of all the rage of its creator and bears a deep, abiding hatred for the High Elves of Aihrde. When held by any elf, but a high elf (or half-elf who is not the offspring of a high elf) or human, the sword becomes a living thing and will talk to its “master,” trying to influence the wielder. Bodach’s goals are always twofold, to kill servants of the enemy or the High Elves. It will attempt to drive its master to war on these creatures. Noxmurus is a sentient artifact and has an Intelligence of 12, Wisdom of 15 and Charisma of 17. While Bodach is within the blade, the blade can communicate telepathically with its wielder. If Bodach is outside of the blade, the blade can only transmit emotion.
Its greater and lesser abilities are listed below.
When unsheathed, the sword grants the wielder advantage on all stealth checks, and if in a forest environment, the bearer can become invisible at will. Also, elves and half-elves wielding the blade may summon and command Bodach the Imp upon command. Bodach acts as an imp-familiar in all respects.
The blade imparts a resistance to poison as well as darkvision up to 120 feet. It can detect magic within a 20-foot radius. When borne by any elf but a high elf (or half-elf who is not the offspring of a high elf), the sword bestows a glamour upon the wielder, allowing the wielder to make himself seem greater than he is. The glamour unsettles creatures within 120 feet if they have fewer than 12 HD or levels. A potentially affected creature that succeeds at a Wisdom save (DC 15) remains immune to the Glamour for one day. On a failure, creatures with 4 or fewer HD or levels suffer the frightened condition for 2d4 rounds, fleeing from the wielder and those with 5-12 HD become shaken for 4d4 rounds, suffering a -2 on all attack rolls and attribute checks. The wielder can also detect any type of scrying.
The sword has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elf or fey, the blade has a malevolent effect. On a roll of natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee.
5th Edition -- Players Guide to Aihrde
Undead: Their burial customs vary, but they generally prefer to burn their dead, leaving no trace of what came after. This custom arose during the Winter Dark, when it was best to consign the corpse to the flame, for to bury them left the body to be plundered, raised as an undead, or eaten by the enemy.
Intelligent Undead: ?
Incorporeal Undead: ?
King Innocent III, Prince Innocent III: ?
Undead Death Knight: ?
Foul Ghost: ?
Ghost of the Dead: ?
Ghost of the Fallen: ?
Lich: ?
Haunted Morass: ?
Evil Spirit: ?
Spirit of the Dead: ?
Goodly Spirit of the Dead: ?
Spirit: ?
Intelligent Undead: ?
Incorporeal Undead: ?
King Innocent III, Prince Innocent III: ?
Undead Death Knight: ?
Foul Ghost: ?
Ghost of the Dead: ?
Ghost of the Fallen: ?
Lich: ?
Haunted Morass: ?
Evil Spirit: ?
Spirit of the Dead: ?
Goodly Spirit of the Dead: ?
Spirit: ?
5th Edition -- Quick Threats and Side Treks
Shelkerow: ?
Zombie: The contagion was not of natural origin. A necromancer, Baleful One Eye, caused the contagion to spread through Little Rock. In the months since that time, Baleful has been raising the dead in Little Rock and created a horde of zombies.
Death if max HP = 0 [from a wight's attack], and rises 24 hours later as a zombie.
Wight: ?
Mummy: ?
Zombie: The contagion was not of natural origin. A necromancer, Baleful One Eye, caused the contagion to spread through Little Rock. In the months since that time, Baleful has been raising the dead in Little Rock and created a horde of zombies.
Death if max HP = 0 [from a wight's attack], and rises 24 hours later as a zombie.
Wight: ?
Mummy: ?
5th Edition Roleplaying – Mystical Companions
Undead: In certain situations, such as the special attack of the shadow or other creatures, having an ability reduced to zero can kill a character outright, often causing them to rise as an undead thereafter.
Dark Familiar: The dark familiar is an intelligent, undead, incorporeal familiar. It typically serves evil masters who kill and bestow undeath to the familiars of other casters (or if the CK chooses, any character master that has a living familiar).
Create Dark Familiar spell.
Intelligent Undead Incorporeal Familiar: ?
Shadow: ?
CREATE DARK FAMILIAR
Level 3 Necromancy (Wizard)
CT 1 R: Touch D: Instantaneous
Sv: None SR: No Comp: V, S, M
This spell requires the body of a dead familiar and a 1,000 gp black pearl, both of which are consumed by the casting. Once cast, you create an obedient dark familiar. Further castings create additional dark familiars who follow your commands (assuming you can have multiple familiars). Aside from gaining multiple servants, the primary benefit you gain from additional dark familiars is the increase of your effective level for purposes of rebuking or commanding undead (see below for details).
A dark familiar is treated for all intents and purposes as a familiar, so this spell automatically fails if cast while you currently already have a familiar (unless you have a feat such as Summon Familiar or Improved Familiar that allows you to have multiple familiars, and even then, you’d still need to have the additional familiar slot unfulfilled – see Chapter 1 for details). The dark familiar gains all the abilities that any ordinary familiar you possessed would have, and it progresses in power as you do, though it also has special abilities inherent to dark familiars.
As the dark familiar’s master, you also gain the ability to Channel Divinity as an evil cleric of your arcane spellcaster level (through which you cast the spell). The only purpose for which you can use this Channel Divinity is to rebuke or command undead. For every additional dark familiar you command, your effective level for rebuking or commanding undead increases by three (this is the immediate benefit if this spell was cast as a Death spell). Because of this supernatural ability, necromantic mages with one or more dark familiars are often mistaken for clerics, a ruse such mages often foster, as enemies who believe they’re facing a cleric may employ different tactics than they would if they knew they were facing a mage.
Dark Familiar: The dark familiar is an intelligent, undead, incorporeal familiar. It typically serves evil masters who kill and bestow undeath to the familiars of other casters (or if the CK chooses, any character master that has a living familiar).
Create Dark Familiar spell.
Intelligent Undead Incorporeal Familiar: ?
Shadow: ?
CREATE DARK FAMILIAR
Level 3 Necromancy (Wizard)
CT 1 R: Touch D: Instantaneous
Sv: None SR: No Comp: V, S, M
This spell requires the body of a dead familiar and a 1,000 gp black pearl, both of which are consumed by the casting. Once cast, you create an obedient dark familiar. Further castings create additional dark familiars who follow your commands (assuming you can have multiple familiars). Aside from gaining multiple servants, the primary benefit you gain from additional dark familiars is the increase of your effective level for purposes of rebuking or commanding undead (see below for details).
A dark familiar is treated for all intents and purposes as a familiar, so this spell automatically fails if cast while you currently already have a familiar (unless you have a feat such as Summon Familiar or Improved Familiar that allows you to have multiple familiars, and even then, you’d still need to have the additional familiar slot unfulfilled – see Chapter 1 for details). The dark familiar gains all the abilities that any ordinary familiar you possessed would have, and it progresses in power as you do, though it also has special abilities inherent to dark familiars.
As the dark familiar’s master, you also gain the ability to Channel Divinity as an evil cleric of your arcane spellcaster level (through which you cast the spell). The only purpose for which you can use this Channel Divinity is to rebuke or command undead. For every additional dark familiar you command, your effective level for rebuking or commanding undead increases by three (this is the immediate benefit if this spell was cast as a Death spell). Because of this supernatural ability, necromantic mages with one or more dark familiars are often mistaken for clerics, a ruse such mages often foster, as enemies who believe they’re facing a cleric may employ different tactics than they would if they knew they were facing a mage.
5th Edition Role Playing A Lion in the Ropes
Orinsu: If the orinsu animates the earthly remains of its former host, it is treated as undead.
The orinsu are common creatures in Aihrde as the long and bitter Winter Dark and the brutal 20 year Winter Dark War left countless dead, whose bodies were never properly laid to rest. And though these all are not subject to becoming the orinsu, enough of them were cursed or placed under some banishment to keep their souls bound to the world where their fallen bodies lay in rot.
Many poor souls lost their lives in suffering and pain in the pits of the prison’s dungeon. So great the suffering in the pits that some stayed, even beyond death, in tortured agony, searching for peace.
Upon discovering the dungeon, they filled the entrance with dirt and timber and promptly forgot about it. In doing so, they inadvertently created the orinsu which now haunt the whole area.
Within the dungeon, however, buried in circular pits, were six men condemned to die. Forgotten by the legionaries and never found by the villagers, the dead failed to find the peace that comes with burial or cremation. So their souls, racked with the uncertainty of their own deaths, became lost, doomed to haunt the regions underneath the ground and above it.
The orinsu are men whose souls were never given proper burial.
Eventually, however, an acolyte tore loose some of the stones of the dungeon wall, discovering the forgotten rooms. The Curate decided that the new rooms could serve as a burial catacomb for fallen clergy. (In 1051 md the Conclave of Bishops in Avignon ruled that all clergy must be buried, not in the common cemetery, but rather within the walls of the religious house wherein they served). This act of consecrating the burial chamber created the orinsu. Left to die in the deep cold pits, unburied and forgotten, the souls of the men hovered in a purgatory between life and death. The spells of the clergy laying their own to rest wrenched the souls back to the world of the living. Lost and in the pain of terror, the unknowing orinsu began to haunt the church and villages, hunting for something, though they knew not what.
The Orinsu have indeed risen from the crypts.
Unklar's Breath: ?
Zombie: When desiring to affect the living world, orinsu manifest themselves by animating objects. The bodiless spirits worm their ways inside a statue, a figure in a painting, or their former bodies (treat as zombie, lesser zombie, or skeleton).
Lesser Zombie: When desiring to affect the living world, orinsu manifest themselves by animating objects. The bodiless spirits worm their ways inside a statue, a figure in a painting, or their former bodies (treat as zombie, lesser zombie, or skeleton).
Skeleton: When desiring to affect the living world, orinsu manifest themselves by animating objects. The bodiless spirits worm their ways inside a statue, a figure in a painting, or their former bodies (treat as zombie, lesser zombie, or skeleton).
The orinsu are common creatures in Aihrde as the long and bitter Winter Dark and the brutal 20 year Winter Dark War left countless dead, whose bodies were never properly laid to rest. And though these all are not subject to becoming the orinsu, enough of them were cursed or placed under some banishment to keep their souls bound to the world where their fallen bodies lay in rot.
Many poor souls lost their lives in suffering and pain in the pits of the prison’s dungeon. So great the suffering in the pits that some stayed, even beyond death, in tortured agony, searching for peace.
Upon discovering the dungeon, they filled the entrance with dirt and timber and promptly forgot about it. In doing so, they inadvertently created the orinsu which now haunt the whole area.
Within the dungeon, however, buried in circular pits, were six men condemned to die. Forgotten by the legionaries and never found by the villagers, the dead failed to find the peace that comes with burial or cremation. So their souls, racked with the uncertainty of their own deaths, became lost, doomed to haunt the regions underneath the ground and above it.
The orinsu are men whose souls were never given proper burial.
Eventually, however, an acolyte tore loose some of the stones of the dungeon wall, discovering the forgotten rooms. The Curate decided that the new rooms could serve as a burial catacomb for fallen clergy. (In 1051 md the Conclave of Bishops in Avignon ruled that all clergy must be buried, not in the common cemetery, but rather within the walls of the religious house wherein they served). This act of consecrating the burial chamber created the orinsu. Left to die in the deep cold pits, unburied and forgotten, the souls of the men hovered in a purgatory between life and death. The spells of the clergy laying their own to rest wrenched the souls back to the world of the living. Lost and in the pain of terror, the unknowing orinsu began to haunt the church and villages, hunting for something, though they knew not what.
The Orinsu have indeed risen from the crypts.
Unklar's Breath: ?
Zombie: When desiring to affect the living world, orinsu manifest themselves by animating objects. The bodiless spirits worm their ways inside a statue, a figure in a painting, or their former bodies (treat as zombie, lesser zombie, or skeleton).
Lesser Zombie: When desiring to affect the living world, orinsu manifest themselves by animating objects. The bodiless spirits worm their ways inside a statue, a figure in a painting, or their former bodies (treat as zombie, lesser zombie, or skeleton).
Skeleton: When desiring to affect the living world, orinsu manifest themselves by animating objects. The bodiless spirits worm their ways inside a statue, a figure in a painting, or their former bodies (treat as zombie, lesser zombie, or skeleton).
5th Edition Role Playing Reaping Bones
Ghoul: ?
Will O' Wisp: ?
Zombie: Regardless, if anyone gets near his hiding place he begins casting animate dead on the fallen mercenaries.
He begins his attack by animating six of the corpses.
Skeleton: As the characters approach, passing through the field of bones, the hydra casts animate dead from the Cave of Nunt below.
When about half the skeletons are dead, he animates [a] second wave of 10. When that wave is driven back he animates a third wave of 10.
Will O' Wisp: ?
Zombie: Regardless, if anyone gets near his hiding place he begins casting animate dead on the fallen mercenaries.
He begins his attack by animating six of the corpses.
Skeleton: As the characters approach, passing through the field of bones, the hydra casts animate dead from the Cave of Nunt below.
When about half the skeletons are dead, he animates [a] second wave of 10. When that wave is driven back he animates a third wave of 10.
5th Edition – S1 Lure of Delusion
Allip: ?
Undead: ?
Banshee: ?
Ghost: ?
Skeleton: ?
Shadow: ?
Wraith: ?
Wight: ?
Will-O'-Wisp: ?
Undead: ?
Banshee: ?
Ghost: ?
Skeleton: ?
Shadow: ?
Wraith: ?
Wight: ?
Will-O'-Wisp: ?
5th Edition – S2 Malady of Kings
Queen Vivienne of Pendegrantz, Ghost: ?
Banshee: ?
Ghost: ?
Banshee: ?
Ghost: ?
5th Edition – S5 Dwarven Glory
Feliul Stone: Ages ago, the Jar’ed, a battle lord commanded a troop of a hundred shields (as the dwarves style their soldiers) and met his end fighting a great horde of goblins in the Stone Wars. His body was laid to rest upon a slab of granite overlooking a deep crevice through which an old dwarven road ran and before the mouth of a lavish, if long abandoned bath house. “Ish-eth e althip Onu” as the dwarves say. His body returned to stone. But his spirit, filled with rage and hatred for all things, remained and he became a feliul spirit. In time he shaped the stone slab into a great boulder, 25 feet in diameter with the likeness of his face upon the rock. There he lingered, brooding on the evil of the world and the wrongs done to him and his kin. The feliul stone did not only brood however, but haunted the road as well. He took great sport in rolling down on passing creatures big or small, man, monster or dwarf, and crushing them to a boney pulp. There he sits even to this day.
Skeleton: ?
Animate Bones: ?
Bone Naga: ?
Foul Creature of Great Evil: ?
Bael, Ghost of a Fallen Dwarven Hero, Ghost of the Dwarf Lord: So it was that long ago a dwarf lord by the name of Bael came to the Smoking Giants. He brought with him a small troop of dwarves, heavily armed and armored. He sought to escape the intrigues of the Uthkin court and build for himself a home, far removed from the babble squalor that are the halls of government. He carried into those mountains a great axe, an heirloom of sorts, given to him during one of his many adventures, by one of the Val-Eahrakun, long ago. Crafted in the deeps of the Void the axe was possessed of an amazing power; when held by the righteous for the oppressed it could see into men’s souls and read their thoughts. Bael loved this axe and cherished it; but he feared it too, for he feared that if it fell into the wrong hands that some would bend its power and use it for ill intent. So Bael came to the mountains to build a fastness where he could live in peace and guard his axe from the prying eyes of those who did not deserve to wield it.
Upon the slopes of a tall mountain he found a narrow cave that wound down into the earth. He hollowed the tunnel and made a passageway and stairs. These led to the natural caverns beyond below. These he turned into his quarters; built a feast hall and barracks; a room for his hounds, storage chambers and the like. In time he built a door that led to a stone wall. This door he ensorcelled so that when it opened it opened into the Void. His magic was subtle and used the runes that later men would call the Winter Runes; these were not uncommon in Bael’s long ago day. The door he opened and beyond it he built a stair that led high into the Great Empty.
Where the stair ended he built a room and more chambers beside and in the final he built a platform. He he sought to hide the Axe.
He built a pool of water and cast more spells of misdirection and protection upon the water. The axe, and his other treasures he laid beneath the water in the pool. Safe from prying eyes he settled into his life’s retirement.
But the Void is a hollow place and his sorcery brought his tragedy. It came to pass that a creature from the Void, one of the Ordag, found his treasury and sought to make it her own. When he discovered her he called his men and they battled in the dark platform around the pool. He died there as did all his folk and the Ordag took possession of his halls. Though her power was limited for she could never match the sorcery of the inner door and she remained in the Void where the pool lay, dining on the eternity of her greed.
The halls fell into disuse and in time they were forgotten as was Bael and his axe. But Bael’s soul lingered there in the world of the living tormented by the Ordag all these long years.
Skeleton: ?
Animate Bones: ?
Bone Naga: ?
Foul Creature of Great Evil: ?
Bael, Ghost of a Fallen Dwarven Hero, Ghost of the Dwarf Lord: So it was that long ago a dwarf lord by the name of Bael came to the Smoking Giants. He brought with him a small troop of dwarves, heavily armed and armored. He sought to escape the intrigues of the Uthkin court and build for himself a home, far removed from the babble squalor that are the halls of government. He carried into those mountains a great axe, an heirloom of sorts, given to him during one of his many adventures, by one of the Val-Eahrakun, long ago. Crafted in the deeps of the Void the axe was possessed of an amazing power; when held by the righteous for the oppressed it could see into men’s souls and read their thoughts. Bael loved this axe and cherished it; but he feared it too, for he feared that if it fell into the wrong hands that some would bend its power and use it for ill intent. So Bael came to the mountains to build a fastness where he could live in peace and guard his axe from the prying eyes of those who did not deserve to wield it.
Upon the slopes of a tall mountain he found a narrow cave that wound down into the earth. He hollowed the tunnel and made a passageway and stairs. These led to the natural caverns beyond below. These he turned into his quarters; built a feast hall and barracks; a room for his hounds, storage chambers and the like. In time he built a door that led to a stone wall. This door he ensorcelled so that when it opened it opened into the Void. His magic was subtle and used the runes that later men would call the Winter Runes; these were not uncommon in Bael’s long ago day. The door he opened and beyond it he built a stair that led high into the Great Empty.
Where the stair ended he built a room and more chambers beside and in the final he built a platform. He he sought to hide the Axe.
He built a pool of water and cast more spells of misdirection and protection upon the water. The axe, and his other treasures he laid beneath the water in the pool. Safe from prying eyes he settled into his life’s retirement.
But the Void is a hollow place and his sorcery brought his tragedy. It came to pass that a creature from the Void, one of the Ordag, found his treasury and sought to make it her own. When he discovered her he called his men and they battled in the dark platform around the pool. He died there as did all his folk and the Ordag took possession of his halls. Though her power was limited for she could never match the sorcery of the inner door and she remained in the Void where the pool lay, dining on the eternity of her greed.
The halls fell into disuse and in time they were forgotten as was Bael and his axe. But Bael’s soul lingered there in the world of the living tormented by the Ordag all these long years.
5th Edition: Stains Upon The Green
Wight: ?
Mindless Allip: The room is home to a mindless allip, the hollowed soul of a second one of Corilyn’s men. This unfortunate soul did not die as his companions did, but rather suffered the torment of the barghest, who drew his soul from his living body. So the man fled in torment, bolting himself in the well room. As his body died, it became the hollow form of an allip.
Hollowed Soul: ?
Ghost: But the third of Corilyn’s men found his way here. After being mortally wounded, he fled up the circular stair and collapsed. Here he cut off the remainder of his leg and drug himself to the bed. He pulled himself up on it, but fell off, dying in a heap on the floor.
The body is lifeless, but anyone approaching the leg feels a significant drop in temperature, and if they are within a few feet, they can see their breath in the air.
Though the body is dead, the spirit of the man remains. It is not attached to the body however, only the leg. In death the spirit did not know which way to turn and wandered to the leg, where it has hung ever since, looking down upon it, wondering what happened.
Zombie: Wight life drain attack power.
Life Drain +4 (1d6+2 necrotic, plus DC 13 Con save or HP maximum reduced by damage taken until victim finishes long rest. Death if max HP = 0, and rises 24 hours later as a zombie)
Mindless Allip: The room is home to a mindless allip, the hollowed soul of a second one of Corilyn’s men. This unfortunate soul did not die as his companions did, but rather suffered the torment of the barghest, who drew his soul from his living body. So the man fled in torment, bolting himself in the well room. As his body died, it became the hollow form of an allip.
Hollowed Soul: ?
Ghost: But the third of Corilyn’s men found his way here. After being mortally wounded, he fled up the circular stair and collapsed. Here he cut off the remainder of his leg and drug himself to the bed. He pulled himself up on it, but fell off, dying in a heap on the floor.
The body is lifeless, but anyone approaching the leg feels a significant drop in temperature, and if they are within a few feet, they can see their breath in the air.
Though the body is dead, the spirit of the man remains. It is not attached to the body however, only the leg. In death the spirit did not know which way to turn and wandered to the leg, where it has hung ever since, looking down upon it, wondering what happened.
Zombie: Wight life drain attack power.
Life Drain +4 (1d6+2 necrotic, plus DC 13 Con save or HP maximum reduced by damage taken until victim finishes long rest. Death if max HP = 0, and rises 24 hours later as a zombie)
5th Edition: Sword of Rami
Zombie: ?
Ghoul: ?
Ghoul: ?
5th Edition -- The Hallowed Ring
Undead: ?
Will-O-Wisp: ?
Will-O-Wisp: ?
5th Edition -- The Long Valley
Bag o' Bones: The creation of such a monster requires expensive ingredients (at least 10,000 gp), months of preparation equal to a stone golem, and requires the assistance of both a high level cleric and a master wizard coordinating their powers.
The bag o’ bones is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation.
Skeletal Colossus of Various Human and Animal Bones Grafted Together in Odd Patterns: ?
Yellowed Bone Figure of Grotesque Proportions and Terrible Aspect: ?
Alchemical Abomination: ?
Guardian: ?
Simple Minded Guardian: ?
Skeleton: ?
Zombie: ?
Bag o' Bones, Heap of Bones, Monstrous Bag o' Bones, Monstrous Heap of Bones: ?
Zombie Infected With Rot Grubs, Undead Acolyte: The priest cast his own soul into a magic jar and the jar was set in a small shelf beneath his head in the bier of the barrow. His body was laid upon the bier and allowed to rise once a month, during the full moon, so that he might wander the valley and see the stars and moon from time to time. His acolytes joined him in death, slaying themselves around him and lying upon smaller mounds of earth.
A lamp set in the ceiling above the main crypt magically lights upon each full moon. As soon as the light touches the exposed corpse of the priest he animates. He then takes up a torch and passes around the room, the light having the same affect on his undead acolytes as it had on him. They each animate in turn.
Wight: The priest cast his own soul into a magic jar and the jar was set in a small shelf beneath his head in the bier of the barrow. His body was laid upon the bier and allowed to rise once a month, during the full moon, so that he might wander the valley and see the stars and moon from time to time. His acolytes joined him in death, slaying themselves around him and lying upon smaller mounds of earth.
A lamp set in the ceiling above the main crypt magically lights upon each full moon. As soon as the light touches the exposed corpse of the priest he animates. He then takes up a torch and passes around the room, the light having the same affect on his undead acolytes as it had on him. They each animate in turn.
Shadow: ?
Ealuta, Twisted Creature of Evil and Spite: So Ealuta found her, kneeling in the snow over her brother’s grave, and she sought to make a fresh kill and eat her there and then while the meat was still warm. Her clawed hand grasped the child’s throat to choke the life from it, but far faster and more agile, the child spun and struck Ealuta across the brow with a rock. The witch fell back into the snow, and the girl leapt upon her and stove her head in with the rock. With the last of her strength she took the witch by the hair and dragged her to her gorge and cast her mangled body to the floor far below. With that she left her brother and the valley to the east and came in time to the Massif and the people there where it is said she prospered, but would never speak of those dark days but to her own children.
The tale did not end there, however, for Ealuta rose from the gorge, a twisted creature of evil and spite.
Variant Vampire Spawn: ?
Normal Vampire Spawn: ?
Ghost of a Boy: Before Gaxmoor was returned to Aihrde, the god Narrheit found a boy hunting in the valley, he learned of the city’s whereabouts from the boy. The boy treated him guardedly, but shared food and clean water with him. For whatever reason this pleased the god of chaos an evil and he took a liking to the boy. He knew that he was about to unleash Gaxmoor from its tether and set his minions upon it. He knew too that they would bring chaos to all who dwelt in the region; so to repay the boy’s kindness he set a guardian upon the Lost Valley. He slew the boy and set his ghost in the valley, tasking it with driving out all evil from the region. In this way, the boy’s people were protected from the horrors and wicked evil done to Narrheit’s own minions.
The ghost of the boy lingers now as spirit, haunting the valley’s length from one end to the other.
The bag o’ bones is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation.
Skeletal Colossus of Various Human and Animal Bones Grafted Together in Odd Patterns: ?
Yellowed Bone Figure of Grotesque Proportions and Terrible Aspect: ?
Alchemical Abomination: ?
Guardian: ?
Simple Minded Guardian: ?
Skeleton: ?
Zombie: ?
Bag o' Bones, Heap of Bones, Monstrous Bag o' Bones, Monstrous Heap of Bones: ?
Zombie Infected With Rot Grubs, Undead Acolyte: The priest cast his own soul into a magic jar and the jar was set in a small shelf beneath his head in the bier of the barrow. His body was laid upon the bier and allowed to rise once a month, during the full moon, so that he might wander the valley and see the stars and moon from time to time. His acolytes joined him in death, slaying themselves around him and lying upon smaller mounds of earth.
A lamp set in the ceiling above the main crypt magically lights upon each full moon. As soon as the light touches the exposed corpse of the priest he animates. He then takes up a torch and passes around the room, the light having the same affect on his undead acolytes as it had on him. They each animate in turn.
Wight: The priest cast his own soul into a magic jar and the jar was set in a small shelf beneath his head in the bier of the barrow. His body was laid upon the bier and allowed to rise once a month, during the full moon, so that he might wander the valley and see the stars and moon from time to time. His acolytes joined him in death, slaying themselves around him and lying upon smaller mounds of earth.
A lamp set in the ceiling above the main crypt magically lights upon each full moon. As soon as the light touches the exposed corpse of the priest he animates. He then takes up a torch and passes around the room, the light having the same affect on his undead acolytes as it had on him. They each animate in turn.
Shadow: ?
Ealuta, Twisted Creature of Evil and Spite: So Ealuta found her, kneeling in the snow over her brother’s grave, and she sought to make a fresh kill and eat her there and then while the meat was still warm. Her clawed hand grasped the child’s throat to choke the life from it, but far faster and more agile, the child spun and struck Ealuta across the brow with a rock. The witch fell back into the snow, and the girl leapt upon her and stove her head in with the rock. With the last of her strength she took the witch by the hair and dragged her to her gorge and cast her mangled body to the floor far below. With that she left her brother and the valley to the east and came in time to the Massif and the people there where it is said she prospered, but would never speak of those dark days but to her own children.
The tale did not end there, however, for Ealuta rose from the gorge, a twisted creature of evil and spite.
Variant Vampire Spawn: ?
Normal Vampire Spawn: ?
Ghost of a Boy: Before Gaxmoor was returned to Aihrde, the god Narrheit found a boy hunting in the valley, he learned of the city’s whereabouts from the boy. The boy treated him guardedly, but shared food and clean water with him. For whatever reason this pleased the god of chaos an evil and he took a liking to the boy. He knew that he was about to unleash Gaxmoor from its tether and set his minions upon it. He knew too that they would bring chaos to all who dwelt in the region; so to repay the boy’s kindness he set a guardian upon the Lost Valley. He slew the boy and set his ghost in the valley, tasking it with driving out all evil from the region. In this way, the boy’s people were protected from the horrors and wicked evil done to Narrheit’s own minions.
The ghost of the boy lingers now as spirit, haunting the valley’s length from one end to the other.
8-Bit Fantasy: Fungal Kingdom Adventures
Scaredy Ghost, Traditional Scaredy Ghost: ?
Scaredy Ghost, Bizarrely Round Spirit, Strange Ghost-Like Creature, Well-Known Menace, Generally Cautious Spirit, Ghostly Creature: ?
Variant Scaredy Ghost: ?
Aggressive Scaredy Ghost: ?
Giant Scaredy Ghost: ?
Undead Turtle: The origins of these creatures is shrouded in mystery, but the common story is that they were created by the Turtle King himself to allow him access to what he assumed had to be vast treasure troves hidden in the various haunted mansions of the Fungal Kingdom.
At first the Turtle King was frustrated at the ease with which the unquiet spirits of the Fungal Kingdom rebuffed his attempts to explore the old and decrepit houses that dotted the landscape, casting out his Turtle Legion and preventing access to what must be the best treasures and resources. To combat this, he delved into some necromancy of his own, creating the nigh-indestructible undead soldiers that serve him today. With his new skeletal servitors at his disposal he quickly explored these haunted sites, learning that they held little of interest.
It can be created by an animate dead spell cast with a 6th level spell slot, and only if the subject was originally a turtle soldier.
Undead Turtle, Skeletal Remains of a Turtle the Size of a Pony, Shambling Servitor, Nigh-Indestructible Undead Soldier, Skeletal Servitor: ?
Unquiet Spirit: ?
Undead, Undead Creature: ?
Ghost of a Servant Murdered Where They Stood: ?
Scaredy Ghost, Little Round Translucent Creature: ?
Scaredy Ghost, Bizarrely Round Spirit, Strange Ghost-Like Creature, Well-Known Menace, Generally Cautious Spirit, Ghostly Creature: ?
Variant Scaredy Ghost: ?
Aggressive Scaredy Ghost: ?
Giant Scaredy Ghost: ?
Undead Turtle: The origins of these creatures is shrouded in mystery, but the common story is that they were created by the Turtle King himself to allow him access to what he assumed had to be vast treasure troves hidden in the various haunted mansions of the Fungal Kingdom.
At first the Turtle King was frustrated at the ease with which the unquiet spirits of the Fungal Kingdom rebuffed his attempts to explore the old and decrepit houses that dotted the landscape, casting out his Turtle Legion and preventing access to what must be the best treasures and resources. To combat this, he delved into some necromancy of his own, creating the nigh-indestructible undead soldiers that serve him today. With his new skeletal servitors at his disposal he quickly explored these haunted sites, learning that they held little of interest.
It can be created by an animate dead spell cast with a 6th level spell slot, and only if the subject was originally a turtle soldier.
Undead Turtle, Skeletal Remains of a Turtle the Size of a Pony, Shambling Servitor, Nigh-Indestructible Undead Soldier, Skeletal Servitor: ?
Unquiet Spirit: ?
Undead, Undead Creature: ?
Ghost of a Servant Murdered Where They Stood: ?
Scaredy Ghost, Little Round Translucent Creature: ?
13 Weird One-Shots
Aether Eel: ?
Aether Eel, Ethereal White Serpent: ?
Coral Crone, Dead Coral Crone, Undead Coral Crone: ?
Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths: ?
Captain Skarlet Vane, Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass: ?
Mummy Warrior, Mummified Warrior: ?
Mummy Warrior, Corpse Soldier: ?
Mummy Warrior, Decaying Mummy: ?
Mummified King: ?
Sojin Kurudai, Revenant, Undead Hero, Beautiful Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Noble Corpse, Handsome Corpse, Undead Relative, Undead Noble: ?
Mujin Kurudai, Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Vorta Kurudai, Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Altis Kurudai, Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Gedai Kurudai, Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Thresher Eagle, Undead Thresher Eagle: ?
Thresher Eagle, Undead Raptor With a Flesh-Less Skull and Long Bone Blades on its Wings: ?
Undead, Undead Creature: Mystwood Knife magic item.
Undead Mouse, Mycotic Critter: ?
Spore Folk: MYCOTIC SPRAWL
Three monstrous folds of orange fungal flesh cover the walls like corpulent tongues. A haze of spores fills the air. The Sprawl whispers, “Join me and live forever. No struggle, no fear. Only spores. Only the Sprawl.”
NEGOTIATE. If you accept the spores, then the Sprawl grants you autonomy as Spore Folk. You become undead plants able to regrow limbs and revive from death, and can communicate telepathically with other Spore Folk, but you are covered in mushrooms, surrounded by spores, and hated by most people and creatures.
Spore Folk, Undead Plant: ?
Queen Sigrun, Ghost: ?
Holy Ghost: ?
Ghost: ?
Cassius Jonas the Brute, Ghost: ?
Skeleton, Legless Skeleton: ?
Taiven the Falconer, Skeleton: ?
Vampire: ?
Huge Red Hairless Zombie Kitten With Golden Eyes: ?
Mystwood Knife 1,000 GP
Plunge this ancient gray wooden knife into a dead creature to reanimate it in undead form. It obeys your commands. After 10 minutes, it returns to death. Once per day, you can leave the knife in starlight for one hour to regain 1d6 charges (maximum 6).
Aether Eel, Ethereal White Serpent: ?
Coral Crone, Dead Coral Crone, Undead Coral Crone: ?
Coral Crone, Vicious Legless Corpse Covered in Gnarled Coral Growths: ?
Captain Skarlet Vane, Ghost, Incorporeal Pirate Captain Ghost With Red Hair and a Magic Cutlass: ?
Mummy Warrior, Mummified Warrior: ?
Mummy Warrior, Corpse Soldier: ?
Mummy Warrior, Decaying Mummy: ?
Mummified King: ?
Sojin Kurudai, Revenant, Undead Hero, Beautiful Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Noble Corpse, Handsome Corpse, Undead Relative, Undead Noble: ?
Mujin Kurudai, Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Vorta Kurudai, Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Altis Kurudai, Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Gedai Kurudai, Noble Corpse: The Kurudai were blessed with so much vigor that they remain active in death.
Thresher Eagle, Undead Thresher Eagle: ?
Thresher Eagle, Undead Raptor With a Flesh-Less Skull and Long Bone Blades on its Wings: ?
Undead, Undead Creature: Mystwood Knife magic item.
Undead Mouse, Mycotic Critter: ?
Spore Folk: MYCOTIC SPRAWL
Three monstrous folds of orange fungal flesh cover the walls like corpulent tongues. A haze of spores fills the air. The Sprawl whispers, “Join me and live forever. No struggle, no fear. Only spores. Only the Sprawl.”
NEGOTIATE. If you accept the spores, then the Sprawl grants you autonomy as Spore Folk. You become undead plants able to regrow limbs and revive from death, and can communicate telepathically with other Spore Folk, but you are covered in mushrooms, surrounded by spores, and hated by most people and creatures.
Spore Folk, Undead Plant: ?
Queen Sigrun, Ghost: ?
Holy Ghost: ?
Ghost: ?
Cassius Jonas the Brute, Ghost: ?
Skeleton, Legless Skeleton: ?
Taiven the Falconer, Skeleton: ?
Vampire: ?
Huge Red Hairless Zombie Kitten With Golden Eyes: ?
Mystwood Knife 1,000 GP
Plunge this ancient gray wooden knife into a dead creature to reanimate it in undead form. It obeys your commands. After 10 minutes, it returns to death. Once per day, you can leave the knife in starlight for one hour to regain 1d6 charges (maximum 6).
101 1st Level Spells (5E)
Skeleton: Animate Skeleton spell.
Lesser Undead: ?
Incorporeal Undead: ?
Wraith: ?
Animate Skeleton
1st-level necromancy
As animate undead, except you may only animate one creature, cannot control multiple creatures, you must remain within 30 feet of the skeleton or it becomes a wild skeleton and attacks you and your allies, and you must [use] your action to dictate the creature’s action and your move to cause the creature to move.
Lesser Undead: ?
Incorporeal Undead: ?
Wraith: ?
Animate Skeleton
1st-level necromancy
As animate undead, except you may only animate one creature, cannot control multiple creatures, you must remain within 30 feet of the skeleton or it becomes a wild skeleton and attacks you and your allies, and you must [use] your action to dictate the creature’s action and your move to cause the creature to move.
101 2nd Level Spells (5E)
Undead: ?
101 3rd Level Spells (5E)
Undead: ?
Corporeal Undead: ?
Mindless Undead: ?
Vampire: ?
Mummy: ?
Corporeal Undead: ?
Mindless Undead: ?
Vampire: ?
Mummy: ?
101 4th Level Spells (5E)
Undead: ?
Zombie: ?
Skeleton: Escape the Bonds of Flesh spell.
Ghost: ?
Escape the Bonds of Flesh
4th-level necromancy
Casting Time: 1 action
Range: 50 feet
Components: V, S, M (piece of bone)
Duration: Until dispelled
The victim’s skeleton writhes and twists within his body, tearing muscles and rupturing flesh. The victim suffers 4d8 necrotic damage. If the damage dealt by this spell brings the target to 0 hit points, his skeleton tears from its body and becomes an animated skeleton. This skeleton is under the caster’s control in all respects; as if it had been created by the animate dead spell. If the target succeeds at a Constitution saving throw, the damage is halved, and the skeleton will not emerge even if the target is has 0 hit points. Creatures without a skeleton or those that are undead are immune to this spell.
Zombie: ?
Skeleton: Escape the Bonds of Flesh spell.
Ghost: ?
Escape the Bonds of Flesh
4th-level necromancy
Casting Time: 1 action
Range: 50 feet
Components: V, S, M (piece of bone)
Duration: Until dispelled
The victim’s skeleton writhes and twists within his body, tearing muscles and rupturing flesh. The victim suffers 4d8 necrotic damage. If the damage dealt by this spell brings the target to 0 hit points, his skeleton tears from its body and becomes an animated skeleton. This skeleton is under the caster’s control in all respects; as if it had been created by the animate dead spell. If the target succeeds at a Constitution saving throw, the damage is halved, and the skeleton will not emerge even if the target is has 0 hit points. Creatures without a skeleton or those that are undead are immune to this spell.
101 5th Level Spells (5E)
Undead: ?
Flying Undead: ?
Incorporeal Undead: ?
Lich: ?
Wight: ?
Flying Undead: ?
Incorporeal Undead: ?
Lich: ?
Wight: ?
250 Best Magic Items: Curios, Oddities, and Trinkets
Hungry Monkey: ?
Mummified Vampire Bat: ?
Undead: However, there may be a reason the weapon failed and was abandoned–one that is not obvious to the new owner. Maybe the weapon was cursed (and restoring it to full power also restores its curse), or perhaps the former owner is tied to the weapon–either psychically or physically. What if restoring the weapon resurrects the former owner or brings them back as an undead to reclaim their stolen property? The GM can have all sorts of sneaky fun with this…
The best curses shouldn’t kill but utterly transform the character in undesirable ways (like slowly turn them undead or into a monster) if not removed in time.
Intelligent Undead: ?
Ghast: If you die before dawn while using the skull [of the grim feast]'s power, you rise as a ghoul (MM) in a number of rounds equal to 1 + your Constitution modifier. However, if you are attuned to the skull, you rise as a ghast (MM) instead.
Casting remove curse or greater restoration on you before you die dispels the curse. Casting either spell on you after you die prevents you from rising as undead. Casting either spell on you after you have risen as undead has no effect.
Ghost: ?
Ghoul: If you die before dawn while using the skull [of the grim feast]'s power, you rise as a ghoul (MM) in a number of rounds equal to 1 + your Constitution modifier. However, if you are attuned to the skull, you rise as a ghast (MM) instead.
Casting remove curse or greater restoration on you before you die dispels the curse. Casting either spell on you after you die prevents you from rising as undead. Casting either spell on you after you have risen as undead has no effect.
Skeleton: Bone Bludgeon magic item.
Skeleton Servant: Book of False Life magic item.
Vampire Lord: ?
Vampire Spawn: ?
Zombie Servant: Book of False Life magic item.
Bone Bludgeon
Oddity, weapon (any bludgeoning), common (does not require attunement)
This is a bludgeoning weapon made from a single bone or many bones that may be humanoid or monster in origin. The weapon includes scrimshaw art of dancing skeletons along its ivory shaft.
Radiates: Necromancy magic (unstable).
Power: You deal 1 extra point of necrotic damage with this weapon.
Special: If you attune to this weapon, you can use it to tap on a tombstone or on the skull of any nonanimated skeleton; the corpse then animates as a skeleton under your control for 24 hours before collapsing into dust. When the duration ends, or your skeleton is reduced to 0 hit points, you suffer 1 level of exhaustion. You cannot have more than a single skeleton under your control with this item at a time.
Note: If buried in a normal six foot deep grave, a skeleton takes 10 minutes to reanimate and dig itself out. Otherwise, it could be faster or slower depending on how deeply it is buried. An unburied skeleton reanimates and is ready to command on the round after you tap its skull.
Book of False Life
Curio, common (does not require attunement)
This leather-bound book details how to bring the dead back to a semblance of false life. It is inked in the blood of the undead.
Radiates: Necromancy magic.
Power: If you spend a short rest reading and contemplating this book, you can animate a single Tiny to Medium-size skeleton or zombie servant within 5 feet as a 10 minute ritual. The ritual can only be conducted at night, in dim light or darkness, or anytime while underground. Skeletons and zombies created in this way are exactly as described in the MM, except they only have 1 hit point and they cannot attack. Each time you use this item's power, you suffer 1 level of exhaustion. You can only create and control 1 skeleton or zombie at a time with this book.
Special: If you choose to attune to this item, you no longer suffer exhaustion from using it the first time each day.
Special: If you are attuned and an undead, or a cleric of a god of death or undeath, a necromancer, a sorcerer with a necromantic or shadow sorcerous origin, or a warlock of a patron of death or undeath, you do not suffer exhaustion when you use this item's power. In addition, you can create and control a number of skeletons and zombies with this book equal to your proficiency bonus.
Mummified Vampire Bat: ?
Undead: However, there may be a reason the weapon failed and was abandoned–one that is not obvious to the new owner. Maybe the weapon was cursed (and restoring it to full power also restores its curse), or perhaps the former owner is tied to the weapon–either psychically or physically. What if restoring the weapon resurrects the former owner or brings them back as an undead to reclaim their stolen property? The GM can have all sorts of sneaky fun with this…
The best curses shouldn’t kill but utterly transform the character in undesirable ways (like slowly turn them undead or into a monster) if not removed in time.
Intelligent Undead: ?
Ghast: If you die before dawn while using the skull [of the grim feast]'s power, you rise as a ghoul (MM) in a number of rounds equal to 1 + your Constitution modifier. However, if you are attuned to the skull, you rise as a ghast (MM) instead.
Casting remove curse or greater restoration on you before you die dispels the curse. Casting either spell on you after you die prevents you from rising as undead. Casting either spell on you after you have risen as undead has no effect.
Ghost: ?
Ghoul: If you die before dawn while using the skull [of the grim feast]'s power, you rise as a ghoul (MM) in a number of rounds equal to 1 + your Constitution modifier. However, if you are attuned to the skull, you rise as a ghast (MM) instead.
Casting remove curse or greater restoration on you before you die dispels the curse. Casting either spell on you after you die prevents you from rising as undead. Casting either spell on you after you have risen as undead has no effect.
Skeleton: Bone Bludgeon magic item.
Skeleton Servant: Book of False Life magic item.
Vampire Lord: ?
Vampire Spawn: ?
Zombie Servant: Book of False Life magic item.
Bone Bludgeon
Oddity, weapon (any bludgeoning), common (does not require attunement)
This is a bludgeoning weapon made from a single bone or many bones that may be humanoid or monster in origin. The weapon includes scrimshaw art of dancing skeletons along its ivory shaft.
Radiates: Necromancy magic (unstable).
Power: You deal 1 extra point of necrotic damage with this weapon.
Special: If you attune to this weapon, you can use it to tap on a tombstone or on the skull of any nonanimated skeleton; the corpse then animates as a skeleton under your control for 24 hours before collapsing into dust. When the duration ends, or your skeleton is reduced to 0 hit points, you suffer 1 level of exhaustion. You cannot have more than a single skeleton under your control with this item at a time.
Note: If buried in a normal six foot deep grave, a skeleton takes 10 minutes to reanimate and dig itself out. Otherwise, it could be faster or slower depending on how deeply it is buried. An unburied skeleton reanimates and is ready to command on the round after you tap its skull.
Book of False Life
Curio, common (does not require attunement)
This leather-bound book details how to bring the dead back to a semblance of false life. It is inked in the blood of the undead.
Radiates: Necromancy magic.
Power: If you spend a short rest reading and contemplating this book, you can animate a single Tiny to Medium-size skeleton or zombie servant within 5 feet as a 10 minute ritual. The ritual can only be conducted at night, in dim light or darkness, or anytime while underground. Skeletons and zombies created in this way are exactly as described in the MM, except they only have 1 hit point and they cannot attack. Each time you use this item's power, you suffer 1 level of exhaustion. You can only create and control 1 skeleton or zombie at a time with this book.
Special: If you choose to attune to this item, you no longer suffer exhaustion from using it the first time each day.
Special: If you are attuned and an undead, or a cleric of a god of death or undeath, a necromancer, a sorcerer with a necromantic or shadow sorcerous origin, or a warlock of a patron of death or undeath, you do not suffer exhaustion when you use this item's power. In addition, you can create and control a number of skeletons and zombies with this book equal to your proficiency bonus.
250 Best Magic Items for Barbarians, Druids, and Rangers
Undead, Undead Creature: The best curses shouldn’t kill but utterly transform the character in undesirable ways (like slowly turn them undead or into a monster) if not removed in time.
Ghost: If you die while attuned to [a mask of the ancestor magic item], you become a ghost immediately after death if you are of any non-evil alignment.
Bone of the Betrayer magic item.
Lich: ?
Vampire: ?
Wight: If you die while attuned to [a mask of the ancestor magic item], you become a ghost immediately after death if you are of any non-evil alignment. If you are of evil alignment, you instead rise as a wight a number of rounds after death equal to 6 minus your Constitution modifier.
Zombie: If you die while attuned to [a mask of the ancestor magic item], you become a ghost immediately after death if you are of any non-evil alignment. If you are of evil alignment, you instead rise as a wight a number of rounds after death equal to 6 minus your Constitution modifier. Your life drain ability turns the humanoids you slay into zombies that rise 1 round after they die, not 24 hours later as stated for wights in the MM.
Bone of the Betrayer
Wondrous item, unique (requires attunement by a barbarian)
This is a small, bone-bladed +1 dagger. It gives an unsettling feeling to anyone not of evil alignment who holds it. There is an old barbarian legend about a powerful warrior who betrayed his people and was cursed with this weapon to wander forever alone.
Radiates: Enchantment and necromancy magic.
Power: Your attacks with this weapon deal an extra 1d6 psychic damage.
Power: You may cast hold person on any creature you hit with this weapon in melee or ranged combat. You may use this power a number of times per day equal to your proficiency bonus.
Power: You always know this weapon's exact location and may cast clairvoyance on it a number of times per day equal to your proficiency bonus.
Curse. If you die while attuned to this weapon, your spirit hops into the body of a random humanoid that has just died and whose body is intact within a 100 mile radius. You return to life at 1 hit point. You retain your memories, including Intelligence, Wisdom, and Charisma, as well as your class, level, hit points, and alignment. Your Strength, Dexterity, and Constitution are those of your new body which may be a different race, tribe, clan, gender, age, or size than you are used to. You have no access to the memories of the new body your spirit now inhabits.
If you don't like your new body, you can make a DC 17 Wisdom saving throw. If you fail, you remain trapped in your new body. If you succeed, you can switch to a different body that you hope will be more compatible. However, you have no way of knowing if it will be, and you will be stuck in it with no way back if you do decide to body hop. The only thing you will know in advance is that it is one or more steps closer to your old body in some way, whether age, race, tribe/clan, gender, size, or one or more ability scores.
Note: Regardless of which body you end up in, you remain attuned to the weapon. No one else may attune to it unless remove curse is cast on it. Doing so breaks your attunement and turns you into a ghost (MM) unless you are already safely living in a new body.
Ghost: If you die while attuned to [a mask of the ancestor magic item], you become a ghost immediately after death if you are of any non-evil alignment.
Bone of the Betrayer magic item.
Lich: ?
Vampire: ?
Wight: If you die while attuned to [a mask of the ancestor magic item], you become a ghost immediately after death if you are of any non-evil alignment. If you are of evil alignment, you instead rise as a wight a number of rounds after death equal to 6 minus your Constitution modifier.
Zombie: If you die while attuned to [a mask of the ancestor magic item], you become a ghost immediately after death if you are of any non-evil alignment. If you are of evil alignment, you instead rise as a wight a number of rounds after death equal to 6 minus your Constitution modifier. Your life drain ability turns the humanoids you slay into zombies that rise 1 round after they die, not 24 hours later as stated for wights in the MM.
Bone of the Betrayer
Wondrous item, unique (requires attunement by a barbarian)
This is a small, bone-bladed +1 dagger. It gives an unsettling feeling to anyone not of evil alignment who holds it. There is an old barbarian legend about a powerful warrior who betrayed his people and was cursed with this weapon to wander forever alone.
Radiates: Enchantment and necromancy magic.
Power: Your attacks with this weapon deal an extra 1d6 psychic damage.
Power: You may cast hold person on any creature you hit with this weapon in melee or ranged combat. You may use this power a number of times per day equal to your proficiency bonus.
Power: You always know this weapon's exact location and may cast clairvoyance on it a number of times per day equal to your proficiency bonus.
Curse. If you die while attuned to this weapon, your spirit hops into the body of a random humanoid that has just died and whose body is intact within a 100 mile radius. You return to life at 1 hit point. You retain your memories, including Intelligence, Wisdom, and Charisma, as well as your class, level, hit points, and alignment. Your Strength, Dexterity, and Constitution are those of your new body which may be a different race, tribe, clan, gender, age, or size than you are used to. You have no access to the memories of the new body your spirit now inhabits.
If you don't like your new body, you can make a DC 17 Wisdom saving throw. If you fail, you remain trapped in your new body. If you succeed, you can switch to a different body that you hope will be more compatible. However, you have no way of knowing if it will be, and you will be stuck in it with no way back if you do decide to body hop. The only thing you will know in advance is that it is one or more steps closer to your old body in some way, whether age, race, tribe/clan, gender, size, or one or more ability scores.
Note: Regardless of which body you end up in, you remain attuned to the weapon. No one else may attune to it unless remove curse is cast on it. Doing so breaks your attunement and turns you into a ghost (MM) unless you are already safely living in a new body.
250 Best Magic Items for Bards, Sorcerers, Warlocks, and Wizards
Undead: The best curses shouldn’t kill but utterly transform the character in undesirable ways (like slowly turn them undead or into a monster) if not removed in time.
Incorporeal Undead: ?
Ghost: ?
Lich: ?
Corporeal Undead: ?
Ghast: If you die while attuned to [a jar of jellied eyeballs magic item], you become a ghoul (MM) 1d6 rounds after you die if you were 2nd level or less, or a ghast in 1d4 rounds if you were 3rd level or higher.
Ghost: Locket of Life magic item.
Phantom Mirror magic item.
Soul Jar magic item.
Vengeful Ghost: ?
Ghoul: If you die while attuned to [a jar of jellied eyeballs magic item], you become a ghoul (MM) 1d6 rounds after you die if you were 2nd level or less, or a ghast in 1d4 rounds if you were 3rd level or higher.
Lich: ?
The Hand of Evil, Fearsome Lich: ?
Mummy: ?
Mummy Lord: ?
Shadow: ?
Skeleton: Bag of Bones magic item.
Grave Dancer Shoes magic item.
Large and Horribly Disturbing Mismatched Skeleton of Random Beast and Humanoid Bones: Bag of Bones magic item.
Minotaur Skeleton: ?
Specter: ?
Spirit: ?
Vampire: ?
Wight, Regular Wight: If you die while attuned to this ring [of the frost witch], you rise as a wight (MM) under Azulari’s control.
Grave Dancer Shoes magic item.
Wraith: If you die while attuned to the orb [of purple shadows], you rise as a wraith (MM) in 1d4 rounds and the only physical item you can still manipulate is the orb.
Zombie: Any humanoid slain by the [magical grim harvester] scythe rises as a zombie (MM) under your control in 1 round.
Bag of Bones magic item.
Grave Dancer Shoes magic item.
Uncontrolled Zombie: ?
Bag of Bones (Set)
Wondrous item, unique (requires attunement by a necromancer)
This appears to be an ordinary, patched burlap sack. It weighs 5 pounds.
Radiates: Necromancy magic.
Power: Any dead creature of Medium size or smaller that is placed in this bag immediately becomes a skeleton or zombie (depending on if it was bones or a corpse) as if you had cast animate dead. The dead creature is under your control until destroyed. At any one time, you may only have a number of undead animated by this bag equal to your arcane spellcasting levels + your proficiency bonus.
Note: These undead are in addition to any you control through animate dead or other means.
Bag of Mutant Bones (Set)
Wondrous item, unique (requires attunement by a necromancer)
This patched and stained burlap sack is full of human and animal bones. It weighs ten pounds.
Radiates: Necromancy magic.
Power: When you dump the bones inside this bag out, they magically reassemble themselves into a large and horribly disturbing mismatched skeleton of random beast and humanoid bones. The mutant skeleton is the equivalent of a minotaur skeleton (MM) and obeys you for a number of rounds equal to your arcane spellcaster levels + your proficiency bonus. If it is killed or the duration ends, the skeleton explodes, causing 2d6 slashing, 2d6 piercing, and 2d6 necrotic damage to everyone in a 20 foot radius.
Special: To create another skeleton, you need to collect another 10 pounds of animal and humanoid bones and place them in the sack. They must remain sealed in the sack for one full day (without being exposed to light of any kind) in order for them to be ready for animation.
Set Bonus: If you are attuned to both the bag of bones and bag of mutant bones, the number of undead animated by the bag of bones you can control equals double your arcane spellcasting levels + your proficiency bonus. In addition, all undead animated by these bags have maximum hit points for creatures of their type + a number of temporary hit points equal to your arcane spellcasting levels + your proficiency bonus.
Grave Dancer Shoes
Wondrous item, very rare (requires attunement by a non-good arcane spellcaster)
These awful flesh-colored leather shoes are strangely textured and made from tanned necromancer skin.
Radiates: Necromancy and transmutation magic.
Power: You gain proficiency in Charisma
(Performance) and advantage on all dancing checks. If you are already proficient in Performance, you gain a +2 bonus to it.
Power: You gain advantage on all saving throws against radiant and necrotic damage.
Power: You ignore difficult terrain.
Power: You may cast expeditious retreat, longstrider, or pass without trace as per the Magic Item Uses Per Day rules on page 7.
Special: If you are a necromancer or warlock, you may dance on a grave (or over an unburied corpse) in these shoes. After 1d2 rounds, the remains become a skeleton (MM) if it was bones or a zombie (MM) if it was a corpse. This functions as if you had cast animate dead on them, except the animated servant returns to its grave just before dawn and does its best to rebury itself if it was previously buried. It becomes dead again the moment sunlight hits it or it succeeds in reburying itself. Its grave must be danced on again to reanimate it (or a different grave can be chosen).
Note that the skeleton or zombie requires 1 minute to dig itself out of a grave if buried when animated.
While dancing, you are only allowed to dodge. You can only raise and control a number of undead at one time equal to your arcane spellcaster levels + your proficiency bonus.
Curse. If you die while wearing these shoes, you rise as a wight (MM) in 1d4 rounds + your Constitution modifier. Unlike a regular wight, any zombies you animate rise in 1 round, not 24 hours later.
Locket of Life
Wondrous item, unique (requires attunement by a necromancer)
This item appears to be nothing more than a simple, well-crafted brass locket intended to keep a beloved's lock of hair or tiny portrait safe.
Radiates: Divination and necromancy magic.
Power: This locket is magically linked with the soul of a loved one of your choice. If it is ever injured or dies, you will know it no matter how far away you are.
Power: You may cast locate creature (only on your loved one) a number of times per day equal to your proficiency bonus. The range is extended to a number of miles equal to your arcane spellcaster levels.
Power: If you make a DC 25 Arcana check, you can return the linked loved one to life, exactly as if the spell raise dead was cast on them, except you can do it from wherever you are located, provided you and your loved one are both on the same plane of existence. If the check fails, the locket loses its magic and your loved one becomes a ghost (MM). Your loved one returns to life (or becomes a ghost) exactly where their corpse is at the time you use this power.
Charges: You can use the locket’s raise dead power once before the locket loses its magic. When you use this power, you instantly take 5 levels of exhaustion.
Phantom Mirror
Wondrous item, unique (requires attunement by an arcane spellcaster)
This is a 6 foot tall, 2 foot wide mirror with an antique wooden frame engraved with numerous necromantic symbols.
Radiates: Necromancy magic.
Power: Once per night, the mirror becomes transparent and allows a spirit to pass through it. The spirit leaves the mirror and floats around, hovering around you awaiting orders. It remains until dismissed or until dawn. The spirit is invulnerable to physical harm but may be turned by a cleric channelling divinity or by a dispel evil or similar spell. If you need stats for it, the spirit is equivalent to a specter (MM).
The spirit resembles you in your current form and clothing, but nothing else. It is incorporeal, cannot attack or interact with anything, cannot speak, and makes no sound. It can see and hear, and is capable of spying. You have two-way telepathy with the spirit; it can understand you and communicate vague sensory and extra-sensory impressions (determined by the GM). You can tell it to go anywhere on the same plane as you and it will go there instantly and perform whatever you tell it to do. It sends back its impressions instantly; your telepathy has no range limits, but only works on while you’re both on the same plane.
Special: If you are a necromancer or warlock, you may merge with spirit to see, hear, and speak through it. It takes 1 minute to merge; your body becomes helpless and prone while merged. You may remain merged for a number of minutes equal to your arcane spellcasting levels + your proficiency bonus. It takes 1 minute to return your consciousness to your body.
Limit: The mirror is AC 10 with hit points equal to your arcane spellcasting level + proficiency bonus. It is immune to cold, necrotic, poison, and psychic damage. It is vulnerable to bludgeoning and fire damage. If destroyed, the spirit is banished (if in use) but the mirror reforms in 13 hours. If you have merged when the mirror is destroyed, you take 3d6 psychic damage and 3 levels of exhaustion.
Curse. If your body is slain while you merge with spirit, you become a ghost (MM).
Soul Jar
Wondrous item, rare (requires attunement by a necromancer)
This small, crystalline jar has a lid that fits tightly. Inside, a soul floats in a clear, viscous fluid, which glows softly.
Radiates: Necromancy magic.
Power: The soul inside can communicate telepathically with any necromancer holding the jar. It begs you to release it and tells you how. It needs a recently dead (but still intact) body within 30 feet to bring it back to life. While you hold the soul jar, you must speak a command word to free the incorporeal creature from the jar. If you succeed at a DC 20 Arcana check, you pronounce the command word correctly and the freed soul returns to life in the new body, but at 1 hit point until it completes a long rest. The freed soul becomes your ally so long as you treat it well. Although, you really have no way of knowing for sure who or what this soul was in life, or why the alleged "evil wizard" trapped them in the jar. You may be able to glean clues with a successful DC 15 Insight check after speaking with the soul.
The GM determines the soul’s role, class, and function. It could be a full-blown PC class, an NPC class from the DMG, even a monster from the MM (though it must have a soul, so no celestials, constructs, elementals, fae, fiends, plants, oozes, or undead). If it is a monster, the GM decides which (if any) abilities and/or spell-like abilities the creature can utilize in its new body. It may be able to use some, albeit in a modified form, and it typically must complete a long rest before it can use any (at the GM’s discretion).
If you fail the Arcana check, you mispronounce the command word and release the soul, but it can't enter the body and becomes a hostile ghost (MM) instead.
Incorporeal Undead: ?
Ghost: ?
Lich: ?
Corporeal Undead: ?
Ghast: If you die while attuned to [a jar of jellied eyeballs magic item], you become a ghoul (MM) 1d6 rounds after you die if you were 2nd level or less, or a ghast in 1d4 rounds if you were 3rd level or higher.
Ghost: Locket of Life magic item.
Phantom Mirror magic item.
Soul Jar magic item.
Vengeful Ghost: ?
Ghoul: If you die while attuned to [a jar of jellied eyeballs magic item], you become a ghoul (MM) 1d6 rounds after you die if you were 2nd level or less, or a ghast in 1d4 rounds if you were 3rd level or higher.
Lich: ?
The Hand of Evil, Fearsome Lich: ?
Mummy: ?
Mummy Lord: ?
Shadow: ?
Skeleton: Bag of Bones magic item.
Grave Dancer Shoes magic item.
Large and Horribly Disturbing Mismatched Skeleton of Random Beast and Humanoid Bones: Bag of Bones magic item.
Minotaur Skeleton: ?
Specter: ?
Spirit: ?
Vampire: ?
Wight, Regular Wight: If you die while attuned to this ring [of the frost witch], you rise as a wight (MM) under Azulari’s control.
Grave Dancer Shoes magic item.
Wraith: If you die while attuned to the orb [of purple shadows], you rise as a wraith (MM) in 1d4 rounds and the only physical item you can still manipulate is the orb.
Zombie: Any humanoid slain by the [magical grim harvester] scythe rises as a zombie (MM) under your control in 1 round.
Bag of Bones magic item.
Grave Dancer Shoes magic item.
Uncontrolled Zombie: ?
Bag of Bones (Set)
Wondrous item, unique (requires attunement by a necromancer)
This appears to be an ordinary, patched burlap sack. It weighs 5 pounds.
Radiates: Necromancy magic.
Power: Any dead creature of Medium size or smaller that is placed in this bag immediately becomes a skeleton or zombie (depending on if it was bones or a corpse) as if you had cast animate dead. The dead creature is under your control until destroyed. At any one time, you may only have a number of undead animated by this bag equal to your arcane spellcasting levels + your proficiency bonus.
Note: These undead are in addition to any you control through animate dead or other means.
Bag of Mutant Bones (Set)
Wondrous item, unique (requires attunement by a necromancer)
This patched and stained burlap sack is full of human and animal bones. It weighs ten pounds.
Radiates: Necromancy magic.
Power: When you dump the bones inside this bag out, they magically reassemble themselves into a large and horribly disturbing mismatched skeleton of random beast and humanoid bones. The mutant skeleton is the equivalent of a minotaur skeleton (MM) and obeys you for a number of rounds equal to your arcane spellcaster levels + your proficiency bonus. If it is killed or the duration ends, the skeleton explodes, causing 2d6 slashing, 2d6 piercing, and 2d6 necrotic damage to everyone in a 20 foot radius.
Special: To create another skeleton, you need to collect another 10 pounds of animal and humanoid bones and place them in the sack. They must remain sealed in the sack for one full day (without being exposed to light of any kind) in order for them to be ready for animation.
Set Bonus: If you are attuned to both the bag of bones and bag of mutant bones, the number of undead animated by the bag of bones you can control equals double your arcane spellcasting levels + your proficiency bonus. In addition, all undead animated by these bags have maximum hit points for creatures of their type + a number of temporary hit points equal to your arcane spellcasting levels + your proficiency bonus.
Grave Dancer Shoes
Wondrous item, very rare (requires attunement by a non-good arcane spellcaster)
These awful flesh-colored leather shoes are strangely textured and made from tanned necromancer skin.
Radiates: Necromancy and transmutation magic.
Power: You gain proficiency in Charisma
(Performance) and advantage on all dancing checks. If you are already proficient in Performance, you gain a +2 bonus to it.
Power: You gain advantage on all saving throws against radiant and necrotic damage.
Power: You ignore difficult terrain.
Power: You may cast expeditious retreat, longstrider, or pass without trace as per the Magic Item Uses Per Day rules on page 7.
Special: If you are a necromancer or warlock, you may dance on a grave (or over an unburied corpse) in these shoes. After 1d2 rounds, the remains become a skeleton (MM) if it was bones or a zombie (MM) if it was a corpse. This functions as if you had cast animate dead on them, except the animated servant returns to its grave just before dawn and does its best to rebury itself if it was previously buried. It becomes dead again the moment sunlight hits it or it succeeds in reburying itself. Its grave must be danced on again to reanimate it (or a different grave can be chosen).
Note that the skeleton or zombie requires 1 minute to dig itself out of a grave if buried when animated.
While dancing, you are only allowed to dodge. You can only raise and control a number of undead at one time equal to your arcane spellcaster levels + your proficiency bonus.
Curse. If you die while wearing these shoes, you rise as a wight (MM) in 1d4 rounds + your Constitution modifier. Unlike a regular wight, any zombies you animate rise in 1 round, not 24 hours later.
Locket of Life
Wondrous item, unique (requires attunement by a necromancer)
This item appears to be nothing more than a simple, well-crafted brass locket intended to keep a beloved's lock of hair or tiny portrait safe.
Radiates: Divination and necromancy magic.
Power: This locket is magically linked with the soul of a loved one of your choice. If it is ever injured or dies, you will know it no matter how far away you are.
Power: You may cast locate creature (only on your loved one) a number of times per day equal to your proficiency bonus. The range is extended to a number of miles equal to your arcane spellcaster levels.
Power: If you make a DC 25 Arcana check, you can return the linked loved one to life, exactly as if the spell raise dead was cast on them, except you can do it from wherever you are located, provided you and your loved one are both on the same plane of existence. If the check fails, the locket loses its magic and your loved one becomes a ghost (MM). Your loved one returns to life (or becomes a ghost) exactly where their corpse is at the time you use this power.
Charges: You can use the locket’s raise dead power once before the locket loses its magic. When you use this power, you instantly take 5 levels of exhaustion.
Phantom Mirror
Wondrous item, unique (requires attunement by an arcane spellcaster)
This is a 6 foot tall, 2 foot wide mirror with an antique wooden frame engraved with numerous necromantic symbols.
Radiates: Necromancy magic.
Power: Once per night, the mirror becomes transparent and allows a spirit to pass through it. The spirit leaves the mirror and floats around, hovering around you awaiting orders. It remains until dismissed or until dawn. The spirit is invulnerable to physical harm but may be turned by a cleric channelling divinity or by a dispel evil or similar spell. If you need stats for it, the spirit is equivalent to a specter (MM).
The spirit resembles you in your current form and clothing, but nothing else. It is incorporeal, cannot attack or interact with anything, cannot speak, and makes no sound. It can see and hear, and is capable of spying. You have two-way telepathy with the spirit; it can understand you and communicate vague sensory and extra-sensory impressions (determined by the GM). You can tell it to go anywhere on the same plane as you and it will go there instantly and perform whatever you tell it to do. It sends back its impressions instantly; your telepathy has no range limits, but only works on while you’re both on the same plane.
Special: If you are a necromancer or warlock, you may merge with spirit to see, hear, and speak through it. It takes 1 minute to merge; your body becomes helpless and prone while merged. You may remain merged for a number of minutes equal to your arcane spellcasting levels + your proficiency bonus. It takes 1 minute to return your consciousness to your body.
Limit: The mirror is AC 10 with hit points equal to your arcane spellcasting level + proficiency bonus. It is immune to cold, necrotic, poison, and psychic damage. It is vulnerable to bludgeoning and fire damage. If destroyed, the spirit is banished (if in use) but the mirror reforms in 13 hours. If you have merged when the mirror is destroyed, you take 3d6 psychic damage and 3 levels of exhaustion.
Curse. If your body is slain while you merge with spirit, you become a ghost (MM).
Soul Jar
Wondrous item, rare (requires attunement by a necromancer)
This small, crystalline jar has a lid that fits tightly. Inside, a soul floats in a clear, viscous fluid, which glows softly.
Radiates: Necromancy magic.
Power: The soul inside can communicate telepathically with any necromancer holding the jar. It begs you to release it and tells you how. It needs a recently dead (but still intact) body within 30 feet to bring it back to life. While you hold the soul jar, you must speak a command word to free the incorporeal creature from the jar. If you succeed at a DC 20 Arcana check, you pronounce the command word correctly and the freed soul returns to life in the new body, but at 1 hit point until it completes a long rest. The freed soul becomes your ally so long as you treat it well. Although, you really have no way of knowing for sure who or what this soul was in life, or why the alleged "evil wizard" trapped them in the jar. You may be able to glean clues with a successful DC 15 Insight check after speaking with the soul.
The GM determines the soul’s role, class, and function. It could be a full-blown PC class, an NPC class from the DMG, even a monster from the MM (though it must have a soul, so no celestials, constructs, elementals, fae, fiends, plants, oozes, or undead). If it is a monster, the GM decides which (if any) abilities and/or spell-like abilities the creature can utilize in its new body. It may be able to use some, albeit in a modified form, and it typically must complete a long rest before it can use any (at the GM’s discretion).
If you fail the Arcana check, you mispronounce the command word and release the soul, but it can't enter the body and becomes a hostile ghost (MM) instead.
250 Best Magic Items for Clerics, Monks, and Paladins
Undead, Undead Creature: The best curses shouldn’t kill but utterly transform the character in undesirable ways (like slowly turn them undead or into a monster) if not removed in time.
Incorporeal Undead: ?
Unrepentant Undead of Evil Alignment: ?
Non-Intelligent Undead, Unintelligent Undead: ?
Ghast: ?
Ghost: ?
Lich: ?
Skeleton: ?
Incorporeal Undead: ?
Unrepentant Undead of Evil Alignment: ?
Non-Intelligent Undead, Unintelligent Undead: ?
Ghast: ?
Ghost: ?
Lich: ?
Skeleton: ?
250 Best Magic Items for Fighters and Rogues
Undead, Undead Creature: The best curses shouldn’t kill but utterly transform the character in undesirable ways (like slowly turn them undead or into a monster) if not removed in time.
Amulet of the Haunted Hand magic item.
Creature Who Does Not Need to Breathe: ?
Incorporeal Undead: ?
Ghast: If you die while attuned to this [dagger of the dead magic] weapon, you rise as a ghast (MM) in 1d4 rounds.
If you die while attuned to this [ghoul skin armor magic item], you rise as a ghast (MM) in 1d4 rounds.
Ghost: ?
Ghoul: ?
Lich: ?
Shadow: ?
Skeleton: Bone Cage magic item.
Skeletal Creature: ?
Wight: If you die while attuned to this [left hand of the final King magic] item, you rise as a wight (MM) in 1d4 rounds, and any zombies you create as a wight rise in 1 round, not 24 hours.
Wraith: If you die while attuned to this [ravaged shadow magic] shield, you rise as a wraith (MM) in 1d4 rounds.
Zombie: Hands of the Dead magic item.
Amulet of the Haunted Hand
Wondrous item, uncommon (requires attunement by a fighter or rogue)
This brass amulet has a skeletal hand in its center.
Radiates: Enchantment and necromancy magic.
Power: You gain proficiency in Intelligence (Arcana) and Charisma (Deception, Intimidate). If you are already proficient, you gain a +2 bonus instead.
Power: You know chill touch, dancing lights, and mage hand and may cast speak with dead once per long rest.
Curse. When you attune to this amulet, you feel as if cold hands grab your shoulders from behind. One of your hands (your choice) grows cold, the flesh rots away over 10 agonizing minutes, and it becomes skeletal. During this 10 minutes, you are incapacitated (no saving throw). Afterward, your skeletal hand is fully functional, its bones bound by magic.
You now radiate necromantic magic and your creature type changes to undead from dusk till dawn (for purposes of determining what items or magic can affect, heal, or damage you). While undead, you do not age, effectively doubling your lifespan. Your creature type changes back to your original type during the day, but your hand remains skeletal.
Special: As a free action, your skeletal hand can radiate a menacing, ghostly purple glow for 10 minutes (concentration required). This sheds bright light in a 10 foot radius and dim light for another 20 feet. It can only be activated at night, underground, or in conditions of dim light. The light always activates at full glow, but you can reduce its radius (as another free action) to shed 5 feet of bright light and another 10 feet of dim light.
While your ghostly purple glow is active, you gain advantage on Charisma (Deception, Intimidate) checks and on all Charisma checks against evil creatures, fiends, necromancers, undead, and warlocks. In addition, during this time, all your weapons, magic items, spells, and other spell-like abilities also radiate the ghostly purple light for their duration. This is a purely cosmetic effect except as a potential light source.
You may use this special power a number of times per day equal to your Constitution modifier + your proficiency bonus.
Bone Cage
Armor (breastplate), unique (requires attunement by a fighter or rogue)
The bones of the damned are ghoulishly grafted into this charred black +2 breastplate.
Radiates: Abjuration and necromancy magic.
Power: This armor has no weight; you can add your full Dexterity modifier to your AC.
Power: You gain immunity to piercing and poison damage and to the poisoned condition. You suffer vulnerability to bludgeoning damage.
Power: Skeletons and skeletal creatures of CR 4 or less ignore you unless you attack them first.
Power: You gain advantage on Charisma checks against necromancers, undead, and warlocks.
Power: You may cast animate dead (skeletons only) as a bonus action a number of times per day equal to your proficiency bonus. You do this by ripping a bone from your armor and throwing it up to 30 feet away into an unoccupied square. The bone immediately grows into a skeleton (MM) under your control, complete with your choice of shortbow or shortsword. If destroyed or the duration ends, you may retrieve the bone and return it to your armor.
Special: If you are a rogue, you gain proficiency with this armor.
Hands of the Dead
Wondrous item, rare (requires attunement by a fighter or rogue of non-good alignment)
These gloves are made from human skin. They give anyone that wears them a ghastly appearance.
Radiates: Enchantment and transmutation magic.
Power: You may sense the presence of undead within 60 feet so long as you are holding a part of a dead creature.
Power: You know the chill touch cantrip.
Power: You may cast bane once per long rest.
Special: If you are a rogue and you use your Sneak Attack on an enemy, you do an extra 1d6 necrotic damage. If the enemy dies from this necrotic Sneak Attack, they rise as a zombie in 1 round. The zombie remains in existence and under your control for 8 hours or until destroyed. You may raise a single zombie with this power once per long rest.
Amulet of the Haunted Hand magic item.
Creature Who Does Not Need to Breathe: ?
Incorporeal Undead: ?
Ghast: If you die while attuned to this [dagger of the dead magic] weapon, you rise as a ghast (MM) in 1d4 rounds.
If you die while attuned to this [ghoul skin armor magic item], you rise as a ghast (MM) in 1d4 rounds.
Ghost: ?
Ghoul: ?
Lich: ?
Shadow: ?
Skeleton: Bone Cage magic item.
Skeletal Creature: ?
Wight: If you die while attuned to this [left hand of the final King magic] item, you rise as a wight (MM) in 1d4 rounds, and any zombies you create as a wight rise in 1 round, not 24 hours.
Wraith: If you die while attuned to this [ravaged shadow magic] shield, you rise as a wraith (MM) in 1d4 rounds.
Zombie: Hands of the Dead magic item.
Amulet of the Haunted Hand
Wondrous item, uncommon (requires attunement by a fighter or rogue)
This brass amulet has a skeletal hand in its center.
Radiates: Enchantment and necromancy magic.
Power: You gain proficiency in Intelligence (Arcana) and Charisma (Deception, Intimidate). If you are already proficient, you gain a +2 bonus instead.
Power: You know chill touch, dancing lights, and mage hand and may cast speak with dead once per long rest.
Curse. When you attune to this amulet, you feel as if cold hands grab your shoulders from behind. One of your hands (your choice) grows cold, the flesh rots away over 10 agonizing minutes, and it becomes skeletal. During this 10 minutes, you are incapacitated (no saving throw). Afterward, your skeletal hand is fully functional, its bones bound by magic.
You now radiate necromantic magic and your creature type changes to undead from dusk till dawn (for purposes of determining what items or magic can affect, heal, or damage you). While undead, you do not age, effectively doubling your lifespan. Your creature type changes back to your original type during the day, but your hand remains skeletal.
Special: As a free action, your skeletal hand can radiate a menacing, ghostly purple glow for 10 minutes (concentration required). This sheds bright light in a 10 foot radius and dim light for another 20 feet. It can only be activated at night, underground, or in conditions of dim light. The light always activates at full glow, but you can reduce its radius (as another free action) to shed 5 feet of bright light and another 10 feet of dim light.
While your ghostly purple glow is active, you gain advantage on Charisma (Deception, Intimidate) checks and on all Charisma checks against evil creatures, fiends, necromancers, undead, and warlocks. In addition, during this time, all your weapons, magic items, spells, and other spell-like abilities also radiate the ghostly purple light for their duration. This is a purely cosmetic effect except as a potential light source.
You may use this special power a number of times per day equal to your Constitution modifier + your proficiency bonus.
Bone Cage
Armor (breastplate), unique (requires attunement by a fighter or rogue)
The bones of the damned are ghoulishly grafted into this charred black +2 breastplate.
Radiates: Abjuration and necromancy magic.
Power: This armor has no weight; you can add your full Dexterity modifier to your AC.
Power: You gain immunity to piercing and poison damage and to the poisoned condition. You suffer vulnerability to bludgeoning damage.
Power: Skeletons and skeletal creatures of CR 4 or less ignore you unless you attack them first.
Power: You gain advantage on Charisma checks against necromancers, undead, and warlocks.
Power: You may cast animate dead (skeletons only) as a bonus action a number of times per day equal to your proficiency bonus. You do this by ripping a bone from your armor and throwing it up to 30 feet away into an unoccupied square. The bone immediately grows into a skeleton (MM) under your control, complete with your choice of shortbow or shortsword. If destroyed or the duration ends, you may retrieve the bone and return it to your armor.
Special: If you are a rogue, you gain proficiency with this armor.
Hands of the Dead
Wondrous item, rare (requires attunement by a fighter or rogue of non-good alignment)
These gloves are made from human skin. They give anyone that wears them a ghastly appearance.
Radiates: Enchantment and transmutation magic.
Power: You may sense the presence of undead within 60 feet so long as you are holding a part of a dead creature.
Power: You know the chill touch cantrip.
Power: You may cast bane once per long rest.
Special: If you are a rogue and you use your Sneak Attack on an enemy, you do an extra 1d6 necrotic damage. If the enemy dies from this necrotic Sneak Attack, they rise as a zombie in 1 round. The zombie remains in existence and under your control for 8 hours or until destroyed. You may raise a single zombie with this power once per long rest.
12 Peculiar Towers for 5th Edition
The Nightreaver, Vampire, Blood Mage, Villain: ?
Ghost, Old Bearded Man in a Knit Cap and Oilskin Coat: ?
Mummy Lord: ?
Raganni, Mummy: This room is currently occupied by Asenath, who recently completed the ritual to bring Raganni to unlife. However, the formulae the glabrezu provided were incomplete. He rose as a mummy, rather than the mummy lord she was expecting.
Vampire: ?
Vampire Spawn, The Nightreaver's Assistant: ?
Vampire Spawn: A humanoid slain in this way [by the Nightreaver's bite attack] and then buried in the ground rises the following night as a vampire spawn under the Nightreaver’s control.
Shadow Skeleton: ?
Blood Zombie, Bloody Corpse: ?
Vampire Priestess: ?
Deathwisp: ?
Ghost, Old Bearded Man in a Knit Cap and Oilskin Coat: ?
Mummy Lord: ?
Raganni, Mummy: This room is currently occupied by Asenath, who recently completed the ritual to bring Raganni to unlife. However, the formulae the glabrezu provided were incomplete. He rose as a mummy, rather than the mummy lord she was expecting.
Vampire: ?
Vampire Spawn, The Nightreaver's Assistant: ?
Vampire Spawn: A humanoid slain in this way [by the Nightreaver's bite attack] and then buried in the ground rises the following night as a vampire spawn under the Nightreaver’s control.
Shadow Skeleton: ?
Blood Zombie, Bloody Corpse: ?
Vampire Priestess: ?
Deathwisp: ?
2099 Wasteland
Undead: ?
Skeleton: ?
Zombie: ?
Shadow: ?
Vampire: ?
Vampire Spawn: A humanoid slain [by a knight of the living dead's bite attack] and then buried in the ground rises the following night as a vampire spawn under the knight’s control.
Creatures slain by [by a knight of the living dead's Life Stealer legendary action] ability are transformed into vampire spawn when the sun next sets.
Specter: Undead Exemplar Create Specter power.
Undead Exemplar: ?
Knight of the Living Dead, Deadly Vampiric Warrior, Undead Warrior, Despicable Undead: When one of the Knights of the Living Dead is destroyed the eldest Undead Exemplar is dipped into the Lake of Cleansing in a potent ritual that transforms them into a deadly vampiric warrior.
Ghost Shot, Undead Lawman: The secret twin brother of President Theodore Roosevelt made his legend as a lawman [in the] Wild West after a secluded childhood far from the public eye. He was practically a myth before his early death but came back in a fashion, animated by a pact with Native American shamans and compelled to right wrongs wherever he could find them.
Walking Dead: ?
Undead Companion: ?
Intelligent Undead: ?
Contemptible Undead: ?
Undead Servant: ?
Create Specter. The undead exemplar 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 undead exemplar’s control. The undead exemplar can have no more than seven specters under its control at one time.
Skeleton: ?
Zombie: ?
Shadow: ?
Vampire: ?
Vampire Spawn: A humanoid slain [by a knight of the living dead's bite attack] and then buried in the ground rises the following night as a vampire spawn under the knight’s control.
Creatures slain by [by a knight of the living dead's Life Stealer legendary action] ability are transformed into vampire spawn when the sun next sets.
Specter: Undead Exemplar Create Specter power.
Undead Exemplar: ?
Knight of the Living Dead, Deadly Vampiric Warrior, Undead Warrior, Despicable Undead: When one of the Knights of the Living Dead is destroyed the eldest Undead Exemplar is dipped into the Lake of Cleansing in a potent ritual that transforms them into a deadly vampiric warrior.
Ghost Shot, Undead Lawman: The secret twin brother of President Theodore Roosevelt made his legend as a lawman [in the] Wild West after a secluded childhood far from the public eye. He was practically a myth before his early death but came back in a fashion, animated by a pact with Native American shamans and compelled to right wrongs wherever he could find them.
Walking Dead: ?
Undead Companion: ?
Intelligent Undead: ?
Contemptible Undead: ?
Undead Servant: ?
Create Specter. The undead exemplar 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 undead exemplar’s control. The undead exemplar can have no more than seven specters under its control at one time.
2099 Wasteland: Bally N' Tour
Knight of the Living Dead: ?
Undead: ?
Vampire: ?
Skeleton: ?
Zombie: ?
Ogre Zombie: ?
Wight: ?
Undead: ?
Vampire: ?
Skeleton: ?
Zombie: ?
Ogre Zombie: ?
Wight: ?
A Dead Man's Guide to Dragongrin
Sarrik: Their origins are mysterious even to themselves, but it’s clear that what is now one unified culture was once two opposed cultures from the same region in Svir – the Cryf and the Gwan.
Though the specifics are argued by many, it’s undeniable that the Sarrik came to be during Lightfall. Some say they were born of an act of arcane terrorism unleashed on Svir that created the rotfiends. Others whisper the Sarrik were born of a twisted form of the magic known as Imminence. Many tales recount their appearance during the Dawn of Truth, the final act of the Dismembered Lord to sunder the regions of the land into Dominions of Ash divided by the Bleak, and some claim mass quantities of them emigrated out of Svir immediately after. Apart from these origins, new Sarrik appear in growing numbers throughout Dragongrin.
The Sarrik were born from the magic unleashed by the Dismembered Lord during Lightfall, and they remain fueled by its power now.
The arcane forces that birthed them hold them together, but it burns off of them like heat in cold.
The Dismembered Lord’s magic that created them is still under his control, leaving them vulnerable to his power and influence.
The Dismembered Lord steals the days of any living remaining in Innes. Those that survive become new Sarrik – those that do not are left to sink into what’s left of the Ixis pits forever.
When a character’s days reach zero, instead of dying outright, they can potentially become a sarrik. A sarrik is a paradoxical undead who has had all of their days stolen in Dragongrin, yet enough of them remains to continue to exist within the timeline. A GM may choose to allow a player character whose days have all been stolen to achieve this narratively if it makes for the best story.
To determine if a creature who has no more days becomes a sarrik, you must make a series of death saving throws.
Roll a d20 – if the roll is 10 or higher, you succeed; 9 or lower, and you fail. While a success or failure has no effect by itself, they accumulate. Continue to roll until you either reach three successes or three failures. If you acquire three successes, you transform into a sarrik.
The Vistians were deeply tied into the magic of Imminence. When it was torn asunder, every single Vistian was affected. The power that Ghul Varras was able to draw from to keep himself stitched together during the catastrophic event that almost ended him was the essence of his people. Most of them were unmade, selfishly burned up like organic fuel by Ghul Varras. The rest were changed forever, becoming the paradoxical undead known as the Sarrik. With their memories wiped clean, it was simple for Ghul Varras to manipulate the rest of the realm into believing in the two fictional races the Cryf and the Gwyn, two names from Vistian fairy tales. The Vistians were erased from existence, with the Dismembered Lord being their last remaining Sovereign.
Sarrik, Creature of Living Bone, Skeleton, Devourer of Magic, Abomination, Blemish, Chosen Person, Frightful Sight, Unnatural Byproduct of the Desolation and Wailing Gray, Ferocious Warrior, Paradoxical Undead: ?
Sarrik Marauder: ?
Undying Sarrik Rook: ?
Undying Sarrik Rook, Scout: ?
Undying Sarrik Rook, Spy: ?
Undying Sarrik Rook, Cutthroat: ?
Sarrik Wizard: ?
Sarrik Fasting From Magic: ?
Sarrik Thaumavore: ?
Asari Duscellis, Cunning Charismatic Sarrik Tribe Leader, Rebellion Leader: ?
Sarrik Zealot: ?
Ezechai Marked of Cobalt, Sarrik Leader, New Tribe Leader, Sarrik Tribe Leader: ?
Malah Storm of Rose, Sarrik Darkfire Rebellion Operative, Darkfire Rebellion Spy: ?
The Goltheal Butcher, Sarrik Rebel: ?
Bethiah, Witch of Crimson, Sarrik Woman, Strange Elderly Sarrik Woman: ?
Sarrik Council Member: ?
Armed Sarrik Guard: ?
Shezrada, Taker of Violet, Sarrik, Short Human Sarrik, Priestess and Powerful Magic-Wielder: ?
Sarrik Cannibal: ?
Lysarkas, Healer of Silver, Sarrik Paladin, Marrow Sergeant Paladin and Protector: ?
Cannibalistic Sarrik Roamer: ?
Rotfiend, Mysterious Rotfiend: Though the specifics are argued by many, it’s undeniable that the Sarrik came to be during Lightfall. Some say they were born of an act of arcane terrorism unleashed on Svir that created the rotfiends.
I have an incurable disease rumored to be born of the Desolation. It’s taking its toll, and I fear I am becoming a rotfiend.
During Lightfall, the Dismembered Lord tore a hole into the dark plane known as the Desolation, killing two-thirds of the population of Svir. Though much of the Desolation’s wounds were sealed over time, the dark plane’s profane energies had a horrific and unprecedented necromantic effect on the mountainous region, causing a necrotic plague known as the Blackrot that lingers to this day. The Blackrot and the scars the Desolation has left behind compels foul monsters to its darkness, and wakes the denizens of Svir in undeath as skeletons, zombies, and worse – cunning undead known as rotfiends.
Rotfiend, Cunning Undead, Foul Creature: ?
Vathan Rotfiend: After Lightfall, some surviving Knights Vathan received the grisly punishment of becoming rotfiends. The undead flesh of their transformation rose around their platemail, forming a macabre natural exoskeleton.
Vathan Rotfiend, Armored Rotfiend: ?
Gargantuan Rotfiend: ?
Undead, Undead Creature, Draugr: Lingering Undeath Major Resurrection Effect.
Mindless Undead: ?
Simple Undead: ?
Undead Horror: ?
Undead Parent: ?
Undead Draconic Monstrosity: ?
Rotfiend: The Blackrot Spawns Endless Undead: During Lightfall, the Dismembered Lord tore a hole into the dark plane known as the Desolation, killing two-thirds of the population of Svir. Though much of the Desolation’s wounds were sealed over time, the dark plane’s profane energies had a horrific and unprecedented necromantic effect on the mountainous region, causing a necrotic plague known as the Blackrot that lingers to this day. The Blackrot and the scars the Desolation has left behind compels foul monsters to its darkness, and wakes the denizens of Svir in undeath as skeletons, zombies, and worse – cunning undead known as rotfiends.
Undead Thrall: Mur’Tava: This abandoned and mostly collapsed stone city once housed a great mage and her loyal followers, but she perished with her allies in Lightfall, leaving behind arcane secrets protected by construct guardians. Rumors persist that she lives as a lich, and has raised her former allies as undead thralls that serve her.
Rank-and-File Undead: ?
Glagrot, Undead Ogre: ?
Twisted Undead Creature: ?
Monstrous Undead: ?
Undead Mount: Unnatural Major Resurrection Effect.
Undead Animal Companion: Unnatural Major Resurrection Effect.
Undead Familiar: Unnatural Major Resurrection Effect.
Powerful Sentient Undead Creature: ?
Fleshless Bodyguard: ?
Rotting Hound: ?
Abomination: ?
Frozen King: In a land of grim magic, Holmir necromancers have taken the loose laws regarding regicide to the extreme. It is rumored that in the farthest reaches of Varnholme, the most ancient in the bloodline of kings has been brought back to wretched life after centuries of entombment using Imminence magic.
Banshee: ?
Banshee, Emaciate Withered Hag Spectral in Appearance: ?
Wailing Banshee: ?
Ghost of a Dragon: ?
Ghost: ?
Malevolent Ghost: ?
Oedran Ghost: ?
Lich: ?
Phantasmal Knight: ?
Aquatic Skeleton: ?
Skeletal Servant: ?
Skeletal Abomination: ?
Powerful Skeleton: ?
Skeleton: The Blackrot Spawns Endless Undead: During Lightfall, the Dismembered Lord tore a hole into the dark plane known as the Desolation, killing two-thirds of the population of Svir. Though much of the Desolation’s wounds were sealed over time, the dark plane’s profane energies had a horrific and unprecedented necromantic effect on the mountainous region, causing a necrotic plague known as the Blackrot that lingers to this day. The Blackrot and the scars the Desolation has left behind compels foul monsters to its darkness, and wakes the denizens of Svir in undeath as skeletons, zombies, and worse – cunning undead known as rotfiends.
Skeletal Horse: ?
Skeletal Bird: ?
Skeletal Crewmember: ?
Spectre: ?
Oerdan Specter: A spiritual remnant of the Oedran Empire, haunting the jungles as a tireless specter.
Oerdan Specter, Spiritual Remnant, Tireless Specter, Undead Being: ?
Specter: ?
Vampire: ?
Vampire Warrior: ?
Lord of Ash Caius Veccus, Vampire, Vampiric Warlord, Vampiric Lord of Ash, Brilliant Tactician and Proven Warrior, Traitor, Warmonger: ?
Vampire Spawn: ?
Deadly Vampire Spawn: ?
Deadly Vampire Spawn, Scout: ?
Deadly Vampire Spawn, Spy: ?
Deadly Vampire Spawn, Assassin: ?
Magnus Hillbrith, Vampire, Extravagantly Wealthy Vampire, Wealthy Vampire, Powerful Duke: ?
Powerful Vampire: ?
Rival Vampire: ?
Vampire Street Performer: ?
Wandering Vampire Spawn: ?
Malvio Rand, Phantom Commander: ?
Wraith: ?
Zombie: The Blackrot Spawns Endless Undead: During Lightfall, the Dismembered Lord tore a hole into the dark plane known as the Desolation, killing two-thirds of the population of Svir. Though much of the Desolation’s wounds were sealed over time, the dark plane’s profane energies had a horrific and unprecedented necromantic effect on the mountainous region, causing a necrotic plague known as the Blackrot that lingers to this day. The Blackrot and the scars the Desolation has left behind compels foul monsters to its darkness, and wakes the denizens of Svir in undeath as skeletons, zombies, and worse – cunning undead known as rotfiends.
Unnatural: Living animals and beasts treat you as hostile, you cannot have a mount, animal companion or familiar that is an animal. If you have spells or features that allow you to obtain such a companion, it appears instead as an aberrant or undead version that follows the same stats, with the exception of its type.
Lingering Undeath: Your creature type becomes undead. You no longer need food or water, but you crave the taste of flesh or blood.
Though the specifics are argued by many, it’s undeniable that the Sarrik came to be during Lightfall. Some say they were born of an act of arcane terrorism unleashed on Svir that created the rotfiends. Others whisper the Sarrik were born of a twisted form of the magic known as Imminence. Many tales recount their appearance during the Dawn of Truth, the final act of the Dismembered Lord to sunder the regions of the land into Dominions of Ash divided by the Bleak, and some claim mass quantities of them emigrated out of Svir immediately after. Apart from these origins, new Sarrik appear in growing numbers throughout Dragongrin.
The Sarrik were born from the magic unleashed by the Dismembered Lord during Lightfall, and they remain fueled by its power now.
The arcane forces that birthed them hold them together, but it burns off of them like heat in cold.
The Dismembered Lord’s magic that created them is still under his control, leaving them vulnerable to his power and influence.
The Dismembered Lord steals the days of any living remaining in Innes. Those that survive become new Sarrik – those that do not are left to sink into what’s left of the Ixis pits forever.
When a character’s days reach zero, instead of dying outright, they can potentially become a sarrik. A sarrik is a paradoxical undead who has had all of their days stolen in Dragongrin, yet enough of them remains to continue to exist within the timeline. A GM may choose to allow a player character whose days have all been stolen to achieve this narratively if it makes for the best story.
To determine if a creature who has no more days becomes a sarrik, you must make a series of death saving throws.
Roll a d20 – if the roll is 10 or higher, you succeed; 9 or lower, and you fail. While a success or failure has no effect by itself, they accumulate. Continue to roll until you either reach three successes or three failures. If you acquire three successes, you transform into a sarrik.
The Vistians were deeply tied into the magic of Imminence. When it was torn asunder, every single Vistian was affected. The power that Ghul Varras was able to draw from to keep himself stitched together during the catastrophic event that almost ended him was the essence of his people. Most of them were unmade, selfishly burned up like organic fuel by Ghul Varras. The rest were changed forever, becoming the paradoxical undead known as the Sarrik. With their memories wiped clean, it was simple for Ghul Varras to manipulate the rest of the realm into believing in the two fictional races the Cryf and the Gwyn, two names from Vistian fairy tales. The Vistians were erased from existence, with the Dismembered Lord being their last remaining Sovereign.
Sarrik, Creature of Living Bone, Skeleton, Devourer of Magic, Abomination, Blemish, Chosen Person, Frightful Sight, Unnatural Byproduct of the Desolation and Wailing Gray, Ferocious Warrior, Paradoxical Undead: ?
Sarrik Marauder: ?
Undying Sarrik Rook: ?
Undying Sarrik Rook, Scout: ?
Undying Sarrik Rook, Spy: ?
Undying Sarrik Rook, Cutthroat: ?
Sarrik Wizard: ?
Sarrik Fasting From Magic: ?
Sarrik Thaumavore: ?
Asari Duscellis, Cunning Charismatic Sarrik Tribe Leader, Rebellion Leader: ?
Sarrik Zealot: ?
Ezechai Marked of Cobalt, Sarrik Leader, New Tribe Leader, Sarrik Tribe Leader: ?
Malah Storm of Rose, Sarrik Darkfire Rebellion Operative, Darkfire Rebellion Spy: ?
The Goltheal Butcher, Sarrik Rebel: ?
Bethiah, Witch of Crimson, Sarrik Woman, Strange Elderly Sarrik Woman: ?
Sarrik Council Member: ?
Armed Sarrik Guard: ?
Shezrada, Taker of Violet, Sarrik, Short Human Sarrik, Priestess and Powerful Magic-Wielder: ?
Sarrik Cannibal: ?
Lysarkas, Healer of Silver, Sarrik Paladin, Marrow Sergeant Paladin and Protector: ?
Cannibalistic Sarrik Roamer: ?
Rotfiend, Mysterious Rotfiend: Though the specifics are argued by many, it’s undeniable that the Sarrik came to be during Lightfall. Some say they were born of an act of arcane terrorism unleashed on Svir that created the rotfiends.
I have an incurable disease rumored to be born of the Desolation. It’s taking its toll, and I fear I am becoming a rotfiend.
During Lightfall, the Dismembered Lord tore a hole into the dark plane known as the Desolation, killing two-thirds of the population of Svir. Though much of the Desolation’s wounds were sealed over time, the dark plane’s profane energies had a horrific and unprecedented necromantic effect on the mountainous region, causing a necrotic plague known as the Blackrot that lingers to this day. The Blackrot and the scars the Desolation has left behind compels foul monsters to its darkness, and wakes the denizens of Svir in undeath as skeletons, zombies, and worse – cunning undead known as rotfiends.
Rotfiend, Cunning Undead, Foul Creature: ?
Vathan Rotfiend: After Lightfall, some surviving Knights Vathan received the grisly punishment of becoming rotfiends. The undead flesh of their transformation rose around their platemail, forming a macabre natural exoskeleton.
Vathan Rotfiend, Armored Rotfiend: ?
Gargantuan Rotfiend: ?
Undead, Undead Creature, Draugr: Lingering Undeath Major Resurrection Effect.
Mindless Undead: ?
Simple Undead: ?
Undead Horror: ?
Undead Parent: ?
Undead Draconic Monstrosity: ?
Rotfiend: The Blackrot Spawns Endless Undead: During Lightfall, the Dismembered Lord tore a hole into the dark plane known as the Desolation, killing two-thirds of the population of Svir. Though much of the Desolation’s wounds were sealed over time, the dark plane’s profane energies had a horrific and unprecedented necromantic effect on the mountainous region, causing a necrotic plague known as the Blackrot that lingers to this day. The Blackrot and the scars the Desolation has left behind compels foul monsters to its darkness, and wakes the denizens of Svir in undeath as skeletons, zombies, and worse – cunning undead known as rotfiends.
Undead Thrall: Mur’Tava: This abandoned and mostly collapsed stone city once housed a great mage and her loyal followers, but she perished with her allies in Lightfall, leaving behind arcane secrets protected by construct guardians. Rumors persist that she lives as a lich, and has raised her former allies as undead thralls that serve her.
Rank-and-File Undead: ?
Glagrot, Undead Ogre: ?
Twisted Undead Creature: ?
Monstrous Undead: ?
Undead Mount: Unnatural Major Resurrection Effect.
Undead Animal Companion: Unnatural Major Resurrection Effect.
Undead Familiar: Unnatural Major Resurrection Effect.
Powerful Sentient Undead Creature: ?
Fleshless Bodyguard: ?
Rotting Hound: ?
Abomination: ?
Frozen King: In a land of grim magic, Holmir necromancers have taken the loose laws regarding regicide to the extreme. It is rumored that in the farthest reaches of Varnholme, the most ancient in the bloodline of kings has been brought back to wretched life after centuries of entombment using Imminence magic.
Banshee: ?
Banshee, Emaciate Withered Hag Spectral in Appearance: ?
Wailing Banshee: ?
Ghost of a Dragon: ?
Ghost: ?
Malevolent Ghost: ?
Oedran Ghost: ?
Lich: ?
Phantasmal Knight: ?
Aquatic Skeleton: ?
Skeletal Servant: ?
Skeletal Abomination: ?
Powerful Skeleton: ?
Skeleton: The Blackrot Spawns Endless Undead: During Lightfall, the Dismembered Lord tore a hole into the dark plane known as the Desolation, killing two-thirds of the population of Svir. Though much of the Desolation’s wounds were sealed over time, the dark plane’s profane energies had a horrific and unprecedented necromantic effect on the mountainous region, causing a necrotic plague known as the Blackrot that lingers to this day. The Blackrot and the scars the Desolation has left behind compels foul monsters to its darkness, and wakes the denizens of Svir in undeath as skeletons, zombies, and worse – cunning undead known as rotfiends.
Skeletal Horse: ?
Skeletal Bird: ?
Skeletal Crewmember: ?
Spectre: ?
Oerdan Specter: A spiritual remnant of the Oedran Empire, haunting the jungles as a tireless specter.
Oerdan Specter, Spiritual Remnant, Tireless Specter, Undead Being: ?
Specter: ?
Vampire: ?
Vampire Warrior: ?
Lord of Ash Caius Veccus, Vampire, Vampiric Warlord, Vampiric Lord of Ash, Brilliant Tactician and Proven Warrior, Traitor, Warmonger: ?
Vampire Spawn: ?
Deadly Vampire Spawn: ?
Deadly Vampire Spawn, Scout: ?
Deadly Vampire Spawn, Spy: ?
Deadly Vampire Spawn, Assassin: ?
Magnus Hillbrith, Vampire, Extravagantly Wealthy Vampire, Wealthy Vampire, Powerful Duke: ?
Powerful Vampire: ?
Rival Vampire: ?
Vampire Street Performer: ?
Wandering Vampire Spawn: ?
Malvio Rand, Phantom Commander: ?
Wraith: ?
Zombie: The Blackrot Spawns Endless Undead: During Lightfall, the Dismembered Lord tore a hole into the dark plane known as the Desolation, killing two-thirds of the population of Svir. Though much of the Desolation’s wounds were sealed over time, the dark plane’s profane energies had a horrific and unprecedented necromantic effect on the mountainous region, causing a necrotic plague known as the Blackrot that lingers to this day. The Blackrot and the scars the Desolation has left behind compels foul monsters to its darkness, and wakes the denizens of Svir in undeath as skeletons, zombies, and worse – cunning undead known as rotfiends.
Unnatural: Living animals and beasts treat you as hostile, you cannot have a mount, animal companion or familiar that is an animal. If you have spells or features that allow you to obtain such a companion, it appears instead as an aberrant or undead version that follows the same stats, with the exception of its type.
Lingering Undeath: Your creature type becomes undead. You no longer need food or water, but you crave the taste of flesh or blood.
A Dead Reckoning
Count Boskerry, Vampire: A few millennia ago, when all but the elves and dwarves were still making tools from flint, the druids of the tribe of humans living in the Eerie Forest found a clearing which was a source of foulness and corruption. Only the gods know how it came to be; perhaps it is the same corruption which turned Count Boskerry to vampirism.
Shrigar the Butcher, Ghost: In addition to this, Shrigar’s spirit was still in limbo, having been denied his rightful place in the army of his god and humiliated in death as one of Attachuk’s ‘victory trophies’ his ghost still haunts the barrow.
Zombie: A successful DC15 Arcana check (Wizards studying the necromantic school have advantage) reveals that the ‘earth’ is actually a mix of bone dust, grave-earth, and certain resins used in the preparation and preservation of bodies to be animated as zombies.
Hobgoblin Zombie, Hobgoblin-Zombie Slave-Guardian: A successful DC15 Arcana check (druids have advantage) tells the character that the ivy torc is part of a primitive zombie-binding ritual and it is likely the hobgoblin was alive when it was interred into the earth within the sarcophagus.
Goblin Zombie, Goblin Zombie-Slave, Goblin-Zombie-Slave, Zombie-Goblin: The same dark power which has sent Attachuk past death into a form of unlife has also fed off the terror of the slowly suffocating goblin slaves and turned them into zombies.
Shrigar the Butcher, Ghost: In addition to this, Shrigar’s spirit was still in limbo, having been denied his rightful place in the army of his god and humiliated in death as one of Attachuk’s ‘victory trophies’ his ghost still haunts the barrow.
Zombie: A successful DC15 Arcana check (Wizards studying the necromantic school have advantage) reveals that the ‘earth’ is actually a mix of bone dust, grave-earth, and certain resins used in the preparation and preservation of bodies to be animated as zombies.
Hobgoblin Zombie, Hobgoblin-Zombie Slave-Guardian: A successful DC15 Arcana check (druids have advantage) tells the character that the ivy torc is part of a primitive zombie-binding ritual and it is likely the hobgoblin was alive when it was interred into the earth within the sarcophagus.
Goblin Zombie, Goblin Zombie-Slave, Goblin-Zombie-Slave, Zombie-Goblin: The same dark power which has sent Attachuk past death into a form of unlife has also fed off the terror of the slowly suffocating goblin slaves and turned them into zombies.
A Night in Seyvoth Manor (DnD 5E)
Lady Seyvoth, Ghost: Around the side of the house, just at the edge of the cliff overlooking the ocean, is the Seyvoth family graveyard. Here is where Lady Seyvoth waits for someone to return to her that which she lost.
“I’m sorry for being like this. It’s just that I lost something ... something very dear to me …. If you find it, I would very much appreciate its return.”
This elegant chamber is where Lady Seyvoth was viciously murdered by Count Seyvoth. Her body still remains, virtually untouched since the day she died decades ago.
The skeleton is that of Lady Seyvoth, who was killed in her sleep by Count Seyvoth when he turned and became a vampire.
Henry, The Reanimated Creature, Flesh Golem: REANIMATING THE CREATURE
In order to reanimate the creature, a PC must take a brain from the storage cabinets, place it in the body, seal the brain cavity, and flip the lever to charge the body.
1) PICKING THE RIGHT BRAIN
All the brains from the cabinet fi t the body, but they are all from unstable, violent patients except one: that of “H. Clerval”.
There is no visible way to detect which brain is unstable and which is not; all the brains, at least on the outside, appear identical. “H. Clerval” is the only name that is not listed as a former patient in the medical journal lying on the workbench, and as such the brain has not been corrupted with urges of homicidal mania.
2) PLACE THE BRAIN
The brain can be successfully placed inside the body by someone proficient in the Wisdom (Medicine) skill and succeeding in a DC 12 Wisdom (Medicine) check. If the check fails by more than 5, the brain is seriously damaged during the procedure and can no longer be placed inside the body.
3) THROW THE LEVER
If the “H. Clerval” brain is placed in the body and reanimated, the creature – who refers to himself as “Henry” – will rise and speak perfect Common.
If the wrong brain is placed in the body and reanimated, the creature will rise but will be immediately unstable and violent, attacking the party without hesitation.
Undead: ?
Undead Spirit: ?
Deirdre Seyvoth, Elf Vampire Handmaiden: Deirdre Seyvoth: Was once engaged to Gavin, the musician whose ghost haunts the Grand Ballroom. When Maltus became a vampire, having a member of his immediate family mingle with a less-than-noble street musician was unthinkable, so he killed Gavin and turned Deirdre into one of his vampire handmaidens.
This bedroom was once shared between two of the Seyvoth sisters, Deirdre and Melanie. Once Count Seyvoth turned them into his personal vampire handmaidens in undeath, they did not inhabit this room for long before moving upstairs to stand alongside the Count.
Melanie Seyvoth, Elf Vampire Handmaiden: Arguably the most attractive of the sisters, she too was turned by Maltus and is now one of his handmaidens that stands next to the Count and her sister Deirdre upstairs.
This bedroom was once shared between two of the Seyvoth sisters, Deirdre and Melanie. Once Count Seyvoth turned them into his personal vampire handmaidens in undeath, they did not inhabit this room for long before moving upstairs to stand alongside the Count.
Count Maltus Seyvoth, Elf Vampire Lord, Master Vampire: ?
Zombie Thrall: The seven bodies are members of the multiple search parties from Ravenshire sent here to investigate. They are all long dead and appear to have been drained of all their blood. During the encounter, Count Seyvoth can command one or more of these bodies to rise up as a zombie thrall and attack the party.
Count Maltus Seyvoth lair action.
Crysta Seyvoth, Ghost, Ghostly Child: The child is Crysta Seyvoth, daughter of Count Maltus Seyvoth and Lady Seyvoth, who was killed by her father while sleeping in that very same bed. She remains here upset at losing her friend, a stuffed doll she affectionately named “Billy”.
Jenni Seyvoth, Ghost, Spirit: The girl is the spirit of Jenni Seyvoth, one of the Seyvoth sisters. She committed suicide by diving off the cliffs on the northern edge of the estate and into the sea. Her body was never recovered.
The most emotionally troubled of the sisters, considered by many to be the least attractive of the sisters and ostracized as a result. After a long, difficult struggle with loneliness and depression she leapt over the edge of the cliff into the ocean below. Her body was never found.
Maximillian, Max, Ghost: The ghost is the manor’s former butler named Maximillian, or “Max” for short, who continues to do his duty even in death.
Gavin, Ghost, Ghostly Musician: The piano player is Gavin, the manor’s musician and former lover of Deirdre Seyvoth. He has been trying to rehearse a special musical piece he had written for the party but has misplaced the sheet music. The party is very important to him because the woman he loves will be there, so he would do anything to have the sheet music so he can properly play the song.
Ghostly Spirit: ?
Group of Protective Spirits: ?
Ghost Evil Spirit: ?
Swarm of Protective Ghosts: ?
Jessi Hawthorne, Vampire Handmaiden: If they do not reach them in time, the daughters will have been turned into creatures of the night: Lyssa will have become a werewolf, while Jessi becomes one of Count Seyvoth’s loyal handmaidens.
Zombie: ?
Restless Dead: ?
Wailing Spirit: ?
Count Maltus Seyvoth Lair Action
Four of the bodies lying around the room rise up as zombie thralls (see below), each appearing in an unoccupied space anywhere in the room and acting immediately. The zombies remain for 1 minute, until the Count dies, or until the Count dismisses them as a bonus action or as a use of this lair action.
“I’m sorry for being like this. It’s just that I lost something ... something very dear to me …. If you find it, I would very much appreciate its return.”
This elegant chamber is where Lady Seyvoth was viciously murdered by Count Seyvoth. Her body still remains, virtually untouched since the day she died decades ago.
The skeleton is that of Lady Seyvoth, who was killed in her sleep by Count Seyvoth when he turned and became a vampire.
Henry, The Reanimated Creature, Flesh Golem: REANIMATING THE CREATURE
In order to reanimate the creature, a PC must take a brain from the storage cabinets, place it in the body, seal the brain cavity, and flip the lever to charge the body.
1) PICKING THE RIGHT BRAIN
All the brains from the cabinet fi t the body, but they are all from unstable, violent patients except one: that of “H. Clerval”.
There is no visible way to detect which brain is unstable and which is not; all the brains, at least on the outside, appear identical. “H. Clerval” is the only name that is not listed as a former patient in the medical journal lying on the workbench, and as such the brain has not been corrupted with urges of homicidal mania.
2) PLACE THE BRAIN
The brain can be successfully placed inside the body by someone proficient in the Wisdom (Medicine) skill and succeeding in a DC 12 Wisdom (Medicine) check. If the check fails by more than 5, the brain is seriously damaged during the procedure and can no longer be placed inside the body.
3) THROW THE LEVER
If the “H. Clerval” brain is placed in the body and reanimated, the creature – who refers to himself as “Henry” – will rise and speak perfect Common.
If the wrong brain is placed in the body and reanimated, the creature will rise but will be immediately unstable and violent, attacking the party without hesitation.
Undead: ?
Undead Spirit: ?
Deirdre Seyvoth, Elf Vampire Handmaiden: Deirdre Seyvoth: Was once engaged to Gavin, the musician whose ghost haunts the Grand Ballroom. When Maltus became a vampire, having a member of his immediate family mingle with a less-than-noble street musician was unthinkable, so he killed Gavin and turned Deirdre into one of his vampire handmaidens.
This bedroom was once shared between two of the Seyvoth sisters, Deirdre and Melanie. Once Count Seyvoth turned them into his personal vampire handmaidens in undeath, they did not inhabit this room for long before moving upstairs to stand alongside the Count.
Melanie Seyvoth, Elf Vampire Handmaiden: Arguably the most attractive of the sisters, she too was turned by Maltus and is now one of his handmaidens that stands next to the Count and her sister Deirdre upstairs.
This bedroom was once shared between two of the Seyvoth sisters, Deirdre and Melanie. Once Count Seyvoth turned them into his personal vampire handmaidens in undeath, they did not inhabit this room for long before moving upstairs to stand alongside the Count.
Count Maltus Seyvoth, Elf Vampire Lord, Master Vampire: ?
Zombie Thrall: The seven bodies are members of the multiple search parties from Ravenshire sent here to investigate. They are all long dead and appear to have been drained of all their blood. During the encounter, Count Seyvoth can command one or more of these bodies to rise up as a zombie thrall and attack the party.
Count Maltus Seyvoth lair action.
Crysta Seyvoth, Ghost, Ghostly Child: The child is Crysta Seyvoth, daughter of Count Maltus Seyvoth and Lady Seyvoth, who was killed by her father while sleeping in that very same bed. She remains here upset at losing her friend, a stuffed doll she affectionately named “Billy”.
Jenni Seyvoth, Ghost, Spirit: The girl is the spirit of Jenni Seyvoth, one of the Seyvoth sisters. She committed suicide by diving off the cliffs on the northern edge of the estate and into the sea. Her body was never recovered.
The most emotionally troubled of the sisters, considered by many to be the least attractive of the sisters and ostracized as a result. After a long, difficult struggle with loneliness and depression she leapt over the edge of the cliff into the ocean below. Her body was never found.
Maximillian, Max, Ghost: The ghost is the manor’s former butler named Maximillian, or “Max” for short, who continues to do his duty even in death.
Gavin, Ghost, Ghostly Musician: The piano player is Gavin, the manor’s musician and former lover of Deirdre Seyvoth. He has been trying to rehearse a special musical piece he had written for the party but has misplaced the sheet music. The party is very important to him because the woman he loves will be there, so he would do anything to have the sheet music so he can properly play the song.
Ghostly Spirit: ?
Group of Protective Spirits: ?
Ghost Evil Spirit: ?
Swarm of Protective Ghosts: ?
Jessi Hawthorne, Vampire Handmaiden: If they do not reach them in time, the daughters will have been turned into creatures of the night: Lyssa will have become a werewolf, while Jessi becomes one of Count Seyvoth’s loyal handmaidens.
Zombie: ?
Restless Dead: ?
Wailing Spirit: ?
Count Maltus Seyvoth Lair Action
Four of the bodies lying around the room rise up as zombie thralls (see below), each appearing in an unoccupied space anywhere in the room and acting immediately. The zombies remain for 1 minute, until the Count dies, or until the Count dismisses them as a bonus action or as a use of this lair action.
A Strange Light Breaks
Headless John, John Addelstow, Ghost, Specter, Spirit, Angry Spirit, Angry Specter, Moaning Crybaby of a Ghost, Figure of a Man: The spirit was once John Addlestow, a Cygnaran soldier of the 95th Trencher Division. Following a campaign against the Khadoran army in a border skirmish, the soldier was separated from his unit and made his way into the Ordic city. There he remained for several months, trying to scrape together enough coins to make his way home.
After a night dicing in order to earn funds, John got into a scuffle with an opponent who accused him of cheating. In the fight, John’s opponent fell back and cracked open his skull on the hearth of the tavern where they’d been playing.
John’s gambling partner was a distant relative of the Mateu family, an influential trade family in Ord. The Mateu’s pushed for John’s swift execution as reprisal for the death of one of their own.
John went to the executioner’s block, but the (already aging) headsman, a man named Lowen, failed to kill him cleanly. The axe fell most of the way through John’s neck, so he died bloody and slowly. His angry spirit remains, bitter about the circumstances that led to his sloppy execution.
Emil Todmann, Ghost, Chapter Head, Skinny Man With a Faded and Drooping Mustache Wearing a Threadbare Mail-Courier's Uniform, Man, Senior Field Agent, Undead Desk Clerk, Specter, Brown-Skinned Ordic Man in His Early Fifties Dressed in a Mail-Courier's Uniform, Insubstantial Specter, Former Postmaster, Stand-In Agent, Unusual Ghost: ?
Undead, Undead Creature: ?
Incorporeal Undead, Spirit: ?
Undead Creature With the Incorporeal Movement Trait: ?
Ghost: ?
Ghost, Incorporeal Creature: ?
Ghoul: ?
Shade: ?
Specter: ?
Specter, Incorporeal Creature: ?
After a night dicing in order to earn funds, John got into a scuffle with an opponent who accused him of cheating. In the fight, John’s opponent fell back and cracked open his skull on the hearth of the tavern where they’d been playing.
John’s gambling partner was a distant relative of the Mateu family, an influential trade family in Ord. The Mateu’s pushed for John’s swift execution as reprisal for the death of one of their own.
John went to the executioner’s block, but the (already aging) headsman, a man named Lowen, failed to kill him cleanly. The axe fell most of the way through John’s neck, so he died bloody and slowly. His angry spirit remains, bitter about the circumstances that led to his sloppy execution.
Emil Todmann, Ghost, Chapter Head, Skinny Man With a Faded and Drooping Mustache Wearing a Threadbare Mail-Courier's Uniform, Man, Senior Field Agent, Undead Desk Clerk, Specter, Brown-Skinned Ordic Man in His Early Fifties Dressed in a Mail-Courier's Uniform, Insubstantial Specter, Former Postmaster, Stand-In Agent, Unusual Ghost: ?
Undead, Undead Creature: ?
Incorporeal Undead, Spirit: ?
Undead Creature With the Incorporeal Movement Trait: ?
Ghost: ?
Ghost, Incorporeal Creature: ?
Ghoul: ?
Shade: ?
Specter: ?
Specter, Incorporeal Creature: ?
A1 Wyld Life/A2 Some Enchanted Evening (5E adventures)
Crawling Claw: ?
Shadow: ?
Sirus Von Bladen, Vampire: ?
Queen Danara Bane, Vampire: ?
Wraith: ?
Lord Hugo Bane, Vampire: ?
Lord Hynes Bane, Vampire: ?
Roch Von Bladen, Vampire: ?
Ghost: ?
Skeleton: ?
Zombie: ?
Shadow: ?
Sirus Von Bladen, Vampire: ?
Queen Danara Bane, Vampire: ?
Wraith: ?
Lord Hugo Bane, Vampire: ?
Lord Hynes Bane, Vampire: ?
Roch Von Bladen, Vampire: ?
Ghost: ?
Skeleton: ?
Zombie: ?
A3 The Old Wood/A4 Chasing Kyzan (5E adventures)
Ghoul: ?
Poltergeist, Specter: ?
Skeleton: ?
Zombie: These four zombies are the victims of Landis and his experiments.
Four more zombies are wandering around here. They are victims of Landis’ experiments. These used to be citizens of the city of Wyld. Ever since the necromancer was finished with them they’ve become lifeless undead who wander the old mansion’s halls day after day.
Lifeless Undead: ?
Warhorse Skeleton: ?
Eldon Wagstaff, Ghost: This is the ghost of Eldon Wagstaff. Eldon was the last instructor before the college closed and moved to the city of Nox. He hasn’t been able to come to terms with the fact [that] the arcane institution is closed.
Banshee: ?
Will-o'-Wisp: ?
Wight: ?
Shadow: ?
Ghast: ?
Deep Magic: Rune Magic
Deepvault: Machinations of the Ancients
Demon Cults and Secret Societies for Fifth Edition
5e
Undead: ?
Undead Adherent: ?
Undead That Feast Upon the Flesh of the Living: ?
Lesser Undead: ?
Hungry Undead Mastiff: ?
Horrific Intelligent Undead Mount: ?
Undead Remains of a Humanoid: ?
Undead Who Shun Daylight: ?
Intelligent Undead: ?
Undead Guardian: ?
Undead Horror: ?
Shambling Undead Creature: ?
Crazed Undead Thing: ?
Darakhul: Darakhul Fever disease.
Jasna Veldrik, Darakhul: ?
Kasimir Ernis, Darakhul Gnome: ?
Darakhul Noble: ?
Darakhul Guard: ?
Darakhul Mercenary: ?
Merchant's Ghost, Half-Mad Angry Spirit: A wealthy and prosperous merchant in the city had his life fall apart around him 2 years ago. First, his wife left him after finding evidence of an affair. Then, his two children died in separate, tragic accidents. Finally, the crown put him under investigation for smuggling contraband into the city. He hanged himself in a fit of despair. Some say his ghost haunts his manor house.
The merchant’s ruin was plotted and carried out by the Weavers of Truth. The sorcerer in charge of the mission was arrogant and had the audacity to show himself to the merchant as he dangled from the rope, slowly strangling due to botching the hanging, and confessed his role in the man’s downfall. It was the last thing the merchant heard before he died. He was certainly guilty of the things of which he was accused, but his son and daughter were innocent of any wrongdoing. Now, the merchant’s ghost wants the sorcerer dead.
Ghoul, Mere Ghoul: Darakhul Fever disease.
Ghoul Servant: ?
Ghoulsteed: The Creed of All Flesh creates horrific, intelligent, undead mounts for its most prestigious guardians.
Although they're large, run on all fours, and can be ridden as mounts, ghoulsteeds are the undead remains of humanoids. They're created when a humanoid is killed by massive amounts of negative energy.
Ghast: Darakhul Fever disease.
Conjured Ghast: ?
Ghast Dire Ape: ?
Mummy: ?
Guardian Mummy: ?
Venomous Mummy: ?
Mummified Guardian: ?
Revenant: The PCs recognize the creature as a former crime boss in the city who recently vanished and was assumed murdered by a rival. The undead is a revenant, recently slain in one of the Sanguine Path’s blood rites, and seeks venegance on the cult leader that sacrificed it.
Greater Shadow: ?
Shadow Creature: ?
Shadow: A creature whose Strength drops to 0 [from shadowmaker poison] dies and transforms into a shadow with free will.
Skeletal Horse: ?
Specter: Serrin targets a humanoid within 10 feet that died violently no longer than 1 minute ago. The target's spirit rises as a specter under Serrin's control.
Spellscourged Couatl: Then, for reasons unknown, the couatl ceased its visitations. Now, it has returned, but the creature is no longer the same benign ally. Something has transformed this wise and beautiful being into an undead horror.
Spellscourged Undead: If a spellcaster dies from spellscourge, the creature must make one last DC 15 Constitution saving throw. If it fails, the creature rises again in 24 hours as a spellscourged, undead creature.
Vampire: Marena is a destructive and vengeful goddess whose sphere of influence includes matters of sickness, death, and decay. She promotes life in twisted forms, from the second existence as vampires that she bestows upon her favored children to her deft use of lust as a tool of manipulation and ruin.
Once the temple has grown in influence and worshipers, she [Cosmina Horosu] chooses the most loyal servants to be her successors, granting them the gift of vampirism before departing for a new city.
Arikiine, Vampire Derro, Vampiric Leader: ?
Prince Lucan, Vampire: ?
Vampire Progeny: ?
Vampire Lord: ?
Cosmina Holrosu, Vampire: A manifestation of Marena appeared before Cosmina and caressed her face. Overwhelmed, Cosmina swore devotion to the goddess for eternity, and Marena's hand left its mark upon her skin as a reminder of the oath. Cosmina's new existence as a vampire affirms her promise.
Vampire Spawn: ?
More Powerful Vampire: ?
Drekkan, Vampire Spawn: ?
Serrin, Wraith: Nikolai kept tabs on her exploits after they parted ways and was dismayed to discover that a powerful shadow creature had slain her. Unbeknownst to him, however, she had returned to unlife and started a minor reign of terror, draining travelers to and from Zobeck.
Blood Zombie: ?
Standard Zombie: ?
Darakhul Fever
Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed saving throw the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can’t be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage.
Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible.
If the infected creature dies while infected with darakhul fever, roll 1d20, add the character’s current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in.
ADJUSTMENT TABLE
Roll Result
1–9 None; victim is simply dead
10–16 Ghoul
17–20 Ghast
21+ Darakhul
Spellscourge
This disease is carried by many minions of the Great White Ape. Creatures gain 1 level exhaustion immediately upon being infected. Further exposure to infection has no additional effect, but infected creatures gain another level of exhaustion every time they complete a long rest unless they make a successful DC 15 Constitution saving throw at the end of the long rest.
In addition to gaining exhaustion, a spellcaster infected with spellscourge can lose access to his or her spell slots. Each time the spellscaster fails a saving throw at the end of a long rest (gaining another level of exhaustion), they also lose the use of their highest-level spell slots. For example, a 7th-level wizard's highest spell slots are 4th level. If he is infected with spellscourge and fails the first Constitution saving throw after a long rest, he loses the use of his 4th-level spell slots. If he fails another Constitution saving throw after a long rest, he loses the use of his 3rd-level spell slots, and so on.
The disease can't be recovered from naturally. Only lesser restoration or comparable magic can cure it. Each casting of lesser restoration must be accompanied by a spellcasting check: if the result is 20 or higher, the spell removes 3 levels of exhaustion; 15-19 removes 2 levels of exhaustion; 14 or lower removes 1 level of exhaustion. The disease is cured when the infected creature has no exhaustion.
If a spellcaster dies from spellscourge, the creature must make one last DC 15 Constitution saving throw. If it fails, the creature rises again in 24 hours as a spellscourged, undead creature. It retains its former stats with the following exceptions:
Alignment becomes Chaotic Evil
Type becomes undead
Gains darkvision 60 feet, if it didn't already have darkvision
Can detect magic (as the spell) within 60 feet, at will
Can't cast spells or use magic items
Has advantage on saving throws against spells and magical effects
Spell attacks and weapon attacks with magic weapons are made with disadvantage against spellscourged undead
Takes 6d6 force damage when targeted by a dispel magic spell or exposed to an antimagic field
Poltergeist, Specter: ?
Skeleton: ?
Zombie: These four zombies are the victims of Landis and his experiments.
Four more zombies are wandering around here. They are victims of Landis’ experiments. These used to be citizens of the city of Wyld. Ever since the necromancer was finished with them they’ve become lifeless undead who wander the old mansion’s halls day after day.
Lifeless Undead: ?
Warhorse Skeleton: ?
Eldon Wagstaff, Ghost: This is the ghost of Eldon Wagstaff. Eldon was the last instructor before the college closed and moved to the city of Nox. He hasn’t been able to come to terms with the fact [that] the arcane institution is closed.
Banshee: ?
Will-o'-Wisp: ?
Wight: ?
Shadow: ?
Ghast: ?
A5 Secrets of Port Telvan/A6 The Siege of Gorn (5E adventures)
A0 The Rising Knight – Adventures for 5th Edition Rules
A1 Assault on Blacktooth Ridge – Adventures for 5th Edition Rules
A2 Slag Heap -- Adventures for 5th Edition Rules
A3 Wicked Cauldron -- Adventures for 5th Edition Rules
A5 The Shattered Horn -- Adventures for 5th Edition Rules
A8 Forsaken Mountain – Fifth Edition Adventure
A9 Beneath the Helm of Night
A10 The Last Respite -- 5th Edition Adventure
A11 The Wasting Way -- 5th Edition Adventure
A12 The Paladin's Lament -- 5th Edition Adventure
Acid Metal Howl
Across the Multiverse (5th Edition)
Advanced Races: Vampire (5e)
Adventurer's Guide to Yathuna
Adventures in Tehuatl (5e)
Adventure Shorts, Volume 1 (5e)
Adventures in Middle Earth – Rhovanion Region Guide
Adventures in Middle-Earth – The Road Goes Ever On
Adventures in Middle Earth: Wilderland Adventures
Adventures in the Borderland Provinces 5E
Aedrenar: After the War (5e)
Aegis of Empires Adventure Path (5E)
Aegis of Empires Player's Guide
Aethera Field Guide I (5E)
Age of Worms Adventure Path 3.5 to 5e
After the Crash
Aigyptos: A Gazetteer for 5th Edition
Akhamet Campaign Setting
Along the Twisting Way: The Faerie Ring Campaign Guide (5E)
Amazing Adventures 5E Ruins of Ends Meet
Amazing Adventures 5E Solar Burn
Amazing Adventures 5E -- The Brotherhood of William St. John
Amethyst Factions (5E)
Amethyst: Quintessence (5E)
Amulet at Watcher's Pool 5E
An Echo in The Darkness
An Overview of Gloriana
Ancestry & Culture: An Alternative to Race in 5e
Angela's Deific Dictionary
Aquilae: Bestiary of the Realm: Volume 1 (Fifth Edition / 5E)
Arctic Ancestries, Cultures, & More
Arkadia - The Greek Setting for 5e
Arcanis 5E Campaign Setting
Arcanis 5e Primer
Dark Sun Terrors of the Desert
Dagger of Spiragos (5e)
Dark Matter
Dark Obelisk 1: Berinncorte: Collector's Edition (5E/Fifth Edition)
Dark Paths: The Chained One
Dark Paths: Winter Lord’s Throne
Dark Tower: The Sunken Temple of Set
Darkmeade
DD-02 The Darkness Beneath Brightwell Manor for 5th Edition
Death in Freeport - 20th Anniversary Edition
Death Pit
Deck of Mysterious Creations (5e)
Deep Magic for 5th Edition
5e
Undead, Undead Creature: ?
Animated But Unintelligent Undead: ?
Intelligent Undead: ?
Undead That Normally Can't Speak: ?
More Intelligent Undead: ?
Undead Servant: ?
Undead Dragon, Terrible Undead Monstrosity: ?
Creature That Feeds on Blood: ?
Undead Familiar: ?
Banshee: ?
Ghast: Animate Ghoul spell, 4th level or higher spell slot.
Ghost: ?
Ghoul: Animate Ghoul spell.
Large Ghoul: Animate Ghoul spell, 3rd level or higher spell slot.
Ghoul King: ?
Ghoul, Servant: ?
Shadow: ?
Skeleton, Undead Skeleton:
Skeleton, Animated But Unintelligent Undead: ?
Minotaur Skeleton: Animate Greater Undead spell.
Minotaur Skeleton, Undead Servant: ?
Animated Skeleton: ?
Specter: ?
Vampire Spawn: Curse of the Grave spell.
Vampire: ?
Older Vampire: ?
Vampire, Servant: ?
Vampire, Creature That Feeds on Blood: ?
Wight: ?
Will-o'-Wisp: ?
Wraith, Incorporeal Undead Creature: ?
Zombie, Undead Zombie: ?
Zombie, Animated But Unintelligent Undead: ?
Ogre Zombie: Animate Greater Undead spell.
Ogre Zombie, Undead Servant: ?
Animated Zombie: ?
Blood Zombie: ?
Deathwisp: ?
Spectral Guardian: ?
Swarm of Wolf Spirits: ?
Shroud: ?
ANIMATE GHOUL
2nd-level necromancy
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 3rd-level spell slot, 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 or higher, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.
ANIMATE GREATER UNDEAD
6th-level necromancy
Casting Time: 1 hour
Range: 15 feet
Components: V, S, M (a pint of blood, a pound of flesh, and an ounce of bone dust, all of which the spell consumes)
Duration: Instantaneous
Animate greater undead creates an undead servant from a pile of bones or from the corpse of a Large or Huge humanoid within range. The spell imbues the target with a foul mimicry of life, raising it as an undead skeleton or zombie. A skeleton uses the stat block of a minotaur skeleton, or a zombie uses the stat block of an ogre zombie, unless a more appropriate stat block is available.
The creature is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the creature for another 24 hours, you must cast this spell on it again while you have it controlled. Casting the spell for this purpose reasserts your control over up to four creatures you have previously animated rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can reanimate one additional creature for each slot level above 6th.
CURSE OF THE GRAVE
7th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch of dirt from a freshly dug grave)
Duration: Until dispelled
You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature’s soul.
Choose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A remove curse spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects:
I. The target fails death saving throws on any roll but a 20.
II. If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed.
III. The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.
Lord Balthazar Damos, Vampire: ?
Vampire: ?
Danara Bane, Vampire: ?
Shadow: ?
Ghost: ?
Will-o'-Wisp: ?
Vampire: ?
Danara Bane, Vampire: ?
Shadow: ?
Ghost: ?
Will-o'-Wisp: ?
A0 The Rising Knight – Adventures for 5th Edition Rules
Ghoul: ?
Zombie, Dead Goblin: ?
Skeleton: This is the chamber that housed the body of the last high priest of Baleon Nakt and other personages of import. Each nook in this chamber contains a single stone sarcophagi, all of which are open. The process of raising the high priest has been partially successful, however in a manner the temple had not foreseen. Due to Gritznak’s inability to pronounce the words in the incantation properly, all the high priests in the burial chamber have been raised as skeletons, rather than just raising Unguaith Kine as a living, breathing human.
Zombie, Dead Goblin: ?
Skeleton: This is the chamber that housed the body of the last high priest of Baleon Nakt and other personages of import. Each nook in this chamber contains a single stone sarcophagi, all of which are open. The process of raising the high priest has been partially successful, however in a manner the temple had not foreseen. Due to Gritznak’s inability to pronounce the words in the incantation properly, all the high priests in the burial chamber have been raised as skeletons, rather than just raising Unguaith Kine as a living, breathing human.
A1 Assault on Blacktooth Ridge – Adventures for 5th Edition Rules
Zombie Kobold: Th[e] kobolds here have been turned into zombies by the shaman.
Shadow: ?
Wraith: ?
Shadow: ?
Wraith: ?
A2 Slag Heap -- Adventures for 5th Edition Rules
Skeleton: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself [to] a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun slakes your agony. Know no peace.”
The men laughed at Andual and slew him, casting his body aside. But soon they found the elfin curse bore teeth, for they could not leave the ground upon which they stood, the battlefield of the elves. If they approached the edges of it a great terror overcame them, and they fell back upon themselves, fighting for room. Eventually, the men went mad from fear and raged against each other until they were all dead.
The Horned One, ever appreciative of deceit, despised the men for their treachery and left them to die.
Zombie: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun slakes your agony. Know no peace.”
The men laughed at Andual and slew him, casting his body aside. But soon they found the elfin curse bore teeth, for they could not leave the ground upon which they stood, the battlefield of the elves. If they approached the edges of it a great terror overcame them, and they fell back upon themselves, fighting for room. Eventually, the men went mad from fear and raged against each other until they were all dead.
The Horned One, ever appreciative of deceit, despised the men for their treachery and left them to die.
Ghoul: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun slakes your agony. Know no peace.”
The men laughed at Andual and slew him, casting his body aside. But soon they found the elfin curse bore teeth, for they could not leave the ground upon which they stood, the battlefield of the elves. If they approached the edges of it a great terror overcame them, and they fell back upon themselves, fighting for room. Eventually, the men went mad from fear and raged against each other until they were all dead.
The Horned One, ever appreciative of deceit, despised the men for their treachery and left them to die.
The orcs of Seroneous cared little for the dead. They slew the last of the gnomes and fay who held the vale and ransacked the whole place. Much of it collapsed or was pulled down, leaving the whole place in ruins. They piled all the gnome dead in one room, desecrating them and eating what they could. But their violations did not last long, for three of the gnomes rose from the dead and fell upon the orcs. Ghastly creatures, these ghouls were mad for revenge.
Ghast: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun slakes your agony. Know no peace.”
The men laughed at Andual and slew him, casting his body aside. But soon they found the elfin curse bore teeth, for they could not leave the ground upon which they stood, the battlefield of the elves. If they approached the edges of it a great terror overcame them, and they fell back upon themselves, fighting for room. Eventually, the men went mad from fear and raged against each other until they were all dead.
The Horned One, ever appreciative of deceit, despised the men for their treachery and left them to die.
The men laughed at Andual and slew him, casting his body aside. But soon they found the elfin curse bore teeth, for they could not leave the ground upon which they stood, the battlefield of the elves. If they approached the edges of it a great terror overcame them, and they fell back upon themselves, fighting for room. Eventually, the men went mad from fear and raged against each other until they were all dead.
The Horned One, ever appreciative of deceit, despised the men for their treachery and left them to die.
Zombie: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun slakes your agony. Know no peace.”
The men laughed at Andual and slew him, casting his body aside. But soon they found the elfin curse bore teeth, for they could not leave the ground upon which they stood, the battlefield of the elves. If they approached the edges of it a great terror overcame them, and they fell back upon themselves, fighting for room. Eventually, the men went mad from fear and raged against each other until they were all dead.
The Horned One, ever appreciative of deceit, despised the men for their treachery and left them to die.
Ghoul: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun slakes your agony. Know no peace.”
The men laughed at Andual and slew him, casting his body aside. But soon they found the elfin curse bore teeth, for they could not leave the ground upon which they stood, the battlefield of the elves. If they approached the edges of it a great terror overcame them, and they fell back upon themselves, fighting for room. Eventually, the men went mad from fear and raged against each other until they were all dead.
The Horned One, ever appreciative of deceit, despised the men for their treachery and left them to die.
The orcs of Seroneous cared little for the dead. They slew the last of the gnomes and fay who held the vale and ransacked the whole place. Much of it collapsed or was pulled down, leaving the whole place in ruins. They piled all the gnome dead in one room, desecrating them and eating what they could. But their violations did not last long, for three of the gnomes rose from the dead and fell upon the orcs. Ghastly creatures, these ghouls were mad for revenge.
Ghast: The Dread Mire is an ancient battleground that has now become a swamp. Some millennia past, a local elfin lord aligned himself a human kingdom to battle against the onslaught of the Horned One’s army. In the first clashing of arms, the human king betrayed his ally and fell upon the elfin rearguard as the armies of the Horned One weighed into the vanguard. The humans slaughtered all of the elves in a horrific battle. But Andual, a warrior priest and the last of the kindred to die, laid a curse upon these men: “May your treachery bind you to this earth! May it devour you and spit you back up as a shadow of yourself. Thirst now for a life you cannot have. I curse you and bind you here until the Damnun slakes your agony. Know no peace.”
The men laughed at Andual and slew him, casting his body aside. But soon they found the elfin curse bore teeth, for they could not leave the ground upon which they stood, the battlefield of the elves. If they approached the edges of it a great terror overcame them, and they fell back upon themselves, fighting for room. Eventually, the men went mad from fear and raged against each other until they were all dead.
The Horned One, ever appreciative of deceit, despised the men for their treachery and left them to die.
A3 Wicked Cauldron -- Adventures for 5th Edition Rules
Ungern Ghost: When this venerable ungern war leader died, the previous Witch Queen had him cursed-for some slight infraction (like dying at an inopportune moment)-and his spirit now guards these halls.
A5 The Shattered Horn -- Adventures for 5th Edition Rules
Undead: ?
Greater Shadow: At the moment of Unklar’s banishment from Airhde, the anvil cracked at the same time Deuranimus was transferring the soul of a paladin to a gem. The paladin was caught in the dead zone between the realms of the living and the dead. His body died, but his soul lingered, aware of an aching agony that he could not relieve. He became a shadow of himself and began haunting the room, tethered to the room that played witness to his last waking moment.
Lesser Shadow: At the moment of Unklar’s banishment from Airhde, the anvil cracked at the same time Deuranimus was transferring the soul of a paladin to a gem. The paladin was caught in the dead zone between the realms of the living and the dead. His body died, but his soul lingered, aware of an aching agony that he could not relieve. He became a shadow of himself and began haunting the room, tethered to the room that played witness to his last waking moment. He now wanders these few rooms seeking to kill anything it can. It has even turned a few others into its thralls.
Greater Shadow: At the moment of Unklar’s banishment from Airhde, the anvil cracked at the same time Deuranimus was transferring the soul of a paladin to a gem. The paladin was caught in the dead zone between the realms of the living and the dead. His body died, but his soul lingered, aware of an aching agony that he could not relieve. He became a shadow of himself and began haunting the room, tethered to the room that played witness to his last waking moment.
Lesser Shadow: At the moment of Unklar’s banishment from Airhde, the anvil cracked at the same time Deuranimus was transferring the soul of a paladin to a gem. The paladin was caught in the dead zone between the realms of the living and the dead. His body died, but his soul lingered, aware of an aching agony that he could not relieve. He became a shadow of himself and began haunting the room, tethered to the room that played witness to his last waking moment. He now wanders these few rooms seeking to kill anything it can. It has even turned a few others into its thralls.
A8 Forsaken Mountain – Fifth Edition Adventure
Knight's Spectral Self, Apparition, Dream Spirit, Ghost, Ghostly Visage, Malevolent Creature, Spectral Figure: The sarcophagus is the final resting place of the knight’s dream spirit.
Undead: [A Naerlulth's] victims rise as undead.
Any creature slain by a naerlulth arises again as a random type of undead within 1d10 rounds.
Undead: [A Naerlulth's] victims rise as undead.
Any creature slain by a naerlulth arises again as a random type of undead within 1d10 rounds.
A9 Beneath the Helm of Night
Naerlulthut: The naerlulthut are the spawn of the naerlulth, that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies did the beast devour and whose souls were bound to it. These tormented spirits wander the ashen fields of the naerlulth’s destruction, bound to the creature that made them.
The ash however is not simply ash. The barrel contains remains of the leavings of the naerlulth, a vile creature that devours all that it touches, animate or inanimate, drawing the essence from it, leaving behind a blackened trail of foul ash. Any living creature so devoured transforms into a naerlulthut, an undead creature.
Undead Crow: ?
The ash however is not simply ash. The barrel contains remains of the leavings of the naerlulth, a vile creature that devours all that it touches, animate or inanimate, drawing the essence from it, leaving behind a blackened trail of foul ash. Any living creature so devoured transforms into a naerlulthut, an undead creature.
Undead Crow: ?
A10 The Last Respite -- 5th Edition Adventure
Shelkerow: The Shelkerow are priests of a banished god, evil and tormented souls who had nowhere to go after death, so they coalesced into a morass of etheric ectoplasm, a twisted nightmare that exists only to drain the life from the world. They exist in the darkest places of the world, which once served as strongholds for evil gods that were toppled by heroes. Anywhere that dark priests were put to death en masse a Shelkerow can manifest.
Few know what dwells within the tower, though it is widely believed to be occupied by the ghosts of the priests who lived in the adjacent temple.
But the tower is occupied. In years past when the city was sacked the priests of Unklar gathered here in the tower in a last ditch attempt to save themselves. They failed, as knights and paladins broke through the door and put them all to the sword.
As priests of a banished god, their souls had no house to which they could flee. So they lingered, evolving into a morass of twisted nightmare known as a shelkerow.
Undead: ?
Ghost: ?
Wight: ?
Vampire: ?
Few know what dwells within the tower, though it is widely believed to be occupied by the ghosts of the priests who lived in the adjacent temple.
But the tower is occupied. In years past when the city was sacked the priests of Unklar gathered here in the tower in a last ditch attempt to save themselves. They failed, as knights and paladins broke through the door and put them all to the sword.
As priests of a banished god, their souls had no house to which they could flee. So they lingered, evolving into a morass of twisted nightmare known as a shelkerow.
Undead: ?
Ghost: ?
Wight: ?
Vampire: ?
A11 The Wasting Way -- 5th Edition Adventure
Banshee: Thousands of souls were put to death upon or died while traveling the causeway. Some never gave up the road and haunt it still as banshees, ghosts and specters.
Ghost: Thousands of souls were put to death upon or died while traveling the causeway. Some never gave up the road and haunt it still as banshees, ghosts and specters.
Specter: Thousands of souls were put to death upon or died while traveling the causeway. Some never gave up the road and haunt it still as banshees, ghosts and specters.
Ghost: Thousands of souls were put to death upon or died while traveling the causeway. Some never gave up the road and haunt it still as banshees, ghosts and specters.
Specter: Thousands of souls were put to death upon or died while traveling the causeway. Some never gave up the road and haunt it still as banshees, ghosts and specters.
A12 The Paladin's Lament -- 5th Edition Adventure
Shadow: Coin of Souls magic item.
COIN OF SOULS
Wondrous Item, extremely rare
It is a simple coin, bronze in color and manufacture, faceless on one side, with the silhouette of a man on the other. The faceless side of the coin is very cold, and if held to the ear, it emits a humming noise. When the faceless side of the coin is pressed against the flesh of a living creature that possesses a soul it opens a gate to the Klarglich, the Pits of Woe. Worse, it draws out the soul, forcing it into those nether chambers of hell.
The coin pressed against flesh causes excruciating pain. The victim must first make a DC 17 constitution save or suffer the loss of 1 point from each attribute per round. The damage is not permanent, but the victim is incapacitated with pain. The victim may repeat this save at the end of each of its turns, ending the effect on a success. The coin cannot be removed by anyone but the victim (who must first save against its effects) or the coin’s owner. As soon as any one attribute has been reduced to zero, the soul begins to cross over. The victim must then make a DC 15 wisdom save, once per round; a failure means the soul is drawn out of the body and hurled into the Klarglich, where it wanders a homeless creature. In game terms, it becomes a shadow. The body that remains is reduced by half in all hit points, levels, attributes, etc., until such time as it is reunited with the soul or dies. It has absolutely no will of its own and will obey any commands put to it by anyone. The soul can be returned to the body by a cleric who successfully turns the shadow twice. The first turning subdues the creature, while the second places it back into the body. However, this process will only work upon the same shadow that was previously torn from the body.
COIN OF SOULS
Wondrous Item, extremely rare
It is a simple coin, bronze in color and manufacture, faceless on one side, with the silhouette of a man on the other. The faceless side of the coin is very cold, and if held to the ear, it emits a humming noise. When the faceless side of the coin is pressed against the flesh of a living creature that possesses a soul it opens a gate to the Klarglich, the Pits of Woe. Worse, it draws out the soul, forcing it into those nether chambers of hell.
The coin pressed against flesh causes excruciating pain. The victim must first make a DC 17 constitution save or suffer the loss of 1 point from each attribute per round. The damage is not permanent, but the victim is incapacitated with pain. The victim may repeat this save at the end of each of its turns, ending the effect on a success. The coin cannot be removed by anyone but the victim (who must first save against its effects) or the coin’s owner. As soon as any one attribute has been reduced to zero, the soul begins to cross over. The victim must then make a DC 15 wisdom save, once per round; a failure means the soul is drawn out of the body and hurled into the Klarglich, where it wanders a homeless creature. In game terms, it becomes a shadow. The body that remains is reduced by half in all hit points, levels, attributes, etc., until such time as it is reunited with the soul or dies. It has absolutely no will of its own and will obey any commands put to it by anyone. The soul can be returned to the body by a cleric who successfully turns the shadow twice. The first turning subdues the creature, while the second places it back into the body. However, this process will only work upon the same shadow that was previously torn from the body.
Acid Metal Howl
Undead: ?
Ghostly Visage: ?
Sister Nora, Ghost: ?
Ghostly Visage: ?
Sister Nora, Ghost: ?
Across the Multiverse (5th Edition)
Undead: ?
Undead Ogre: ?
Glacial Undead: ?
Ghost: ?
Ghost, Ethereal Creature: ?
Zombie: ?
Vaguely Humanoid Drone: Each day at dawn, the carnivorous ship produces up to 12 vaguely humanoid drones.
Carnivorous ships create vaguely humanoid drones from the flesh of their bodies.
Undead Ogre: ?
Glacial Undead: ?
Ghost: ?
Ghost, Ethereal Creature: ?
Zombie: ?
Vaguely Humanoid Drone: Each day at dawn, the carnivorous ship produces up to 12 vaguely humanoid drones.
Carnivorous ships create vaguely humanoid drones from the flesh of their bodies.
Advanced Races: Vampire (5e)
Vampire: Once bitten, a victim may become a vampire in turn.
Vampires eschew their mortality for undeath by undertaking a rite of blood sacrifice or by receiving the sanguine gift from another vampire.
The turning process itself is often ugly and brutal, and may take up to 2d6 hours. Furthermore, the exact nature of rituals and exposure required to become a vampire vary from world to world.
Through a dark ritual or contact with another vampire, you've transcended into an all-new being.
Vampires eschew their mortality for undeath by undertaking a rite of blood sacrifice or by receiving the sanguine gift from another vampire.
The turning process itself is often ugly and brutal, and may take up to 2d6 hours. Furthermore, the exact nature of rituals and exposure required to become a vampire vary from world to world.
Through a dark ritual or contact with another vampire, you've transcended into an all-new being.
Adventurer's Guide to Yathuna
Undead, Undead Creature: Undying Servitude feat.
Undead Elf: ?
Intelligent Undead: [Ceuhovian] Drow elves are turned into intelligent undead, leading the Frozenbrothers.
Incorporeal Undead: ?
Animated Creature: Raise Servant spell.
Ghost: ?
Ghoul: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead - ghouls, ghasts, wights and even mummies are available as fine selections.
Ghoul, Intelligent Form of Undead: ?
Ghast, Intelligent Form of Undead: ?
Ghast: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead - ghouls, ghasts, wights and even mummies are available as fine selections.
Queen Amessia Ceuhove IV, Lich, Lich-Queen: Decades of research led to her finding the perfect ritual to extend her life, becoming the first lich within Yathuna.
When Laner’s health began to fade to due an assassination attempt from the Prusorian Empire caused by disease, she delved quickly further into necromancy. The fear of her lover’s death and even her own had taken control of her, and she restlessly searched for an answer to prevent it. Although she was able to extend her life through the ritual of lichdom, it was too late for her husband.
Silnoch, Lich: ?
Lich: ?
Mummy: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead - ghouls, ghasts, wights and even mummies are available as fine selections.
Mummy, Intelligent Form of Undead: ?
Skeleton: Minority races are turned into the shambling main force of the Frozenbrothers - skeletons and zombies.
Spectre: ?
Vampire: ?
Wight: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead - ghouls, ghasts, wights and even mummies are available as fine selections.
Wight, Intelligent Form of Undead: ?
Zombie: When a non-drow dies, their body is considered forf[e]it to the family, and is raised as a non-intelligent undead.
Minority races are turned into the shambling main force of the Frozenbrothers - skeletons and zombies.
Curse of Undeath spell.
Zombie, Non-Intelligent Undead, Unintelligent Undead, Undead Warrior: ?
Curse of Undeath
6th-level necromancy (curse)
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a vial of the target’s blood, which is consumed)
Duration: Instantaneous
Classes: Warlock
You place a curse of undeath on one creature within range. When the creature drops to 0 hit points within the next minute, it must make a Constitution saving throw. On a failure, your spell imbues the target with a foul mimicry of life, raising it as a zombie under your control.
You can use a bonus action on each of your turns to mentally command the zombie, having it move and use an action. If no action is given, it acts on its own accord directly after your own turn.
If the zombie would receive hit points while in this undead state, the spell ends.
Raise Servant
1st-level necromany (curse)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a ceramic urn worth at least 10 gp, filled with the ashes of the target. The ashes are consumed)
Duration: 1 hour
Classes: Sorcerer, Warlock, Wizard
You attempt to bring undeath towards animals that you are familiar with by wielding the dark arts of necromancy.
You can cast this spell only at night. When you cast this spell, you must have the ashes of a Small size or smaller Beast creature, which has a CR of 1/8 or lower. The ashes coalesce into the form that the creature had in life under your control, and becomes an Undead creature instead of a Beast.
As a bonus action on each of your turns, you can mentally command the animated creature from this spell if it is within 120 feet of you. You decide the action that it will take and where it will move this turn, or a general command. If no command is given, it stands still.
If an order is given that takes longer than an action to complete but less than an hour, it will attempt to do so at the best of its ability.
The creature is under your control for 1 hour or until it reaches 0 hit points before it falls into a pile of ash.
At higher levels: When you cast this spell using a spell slot of 2nd or 3rd level, the duration that the creature lasts becomes 8 hours. When you use a spell slot of 4th or 5th level, the duration that the creature lasts becomes 24 hours. When you use a spell slot of 6th level or higher, the duration that the creature lasts becomes a tenday.
Undying Servitude
Prerequisite: Undying Patron warlock
Death has no sway over you or your patron. You gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
As a bonus action, you can bind necrotic magic to the corpse of a Medium humanoid you can see within 30 feet. The creature is Undead for 1 minute with 1 hit point, uses your AC, has a walking speed of 30 feet, and can make a melee attack against a creature within 5 feet. It uses your spellcasting ability for the attack roll and deals 1d6 necrotic damage. You can use a bonus action, including the turn to create the undead, to move it up to its speed and make one melee attack. Once you use this feature, you cannot again until you finish a short or long rest.
Undead Elf: ?
Intelligent Undead: [Ceuhovian] Drow elves are turned into intelligent undead, leading the Frozenbrothers.
Incorporeal Undead: ?
Animated Creature: Raise Servant spell.
Ghost: ?
Ghoul: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead - ghouls, ghasts, wights and even mummies are available as fine selections.
Ghoul, Intelligent Form of Undead: ?
Ghast, Intelligent Form of Undead: ?
Ghast: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead - ghouls, ghasts, wights and even mummies are available as fine selections.
Queen Amessia Ceuhove IV, Lich, Lich-Queen: Decades of research led to her finding the perfect ritual to extend her life, becoming the first lich within Yathuna.
When Laner’s health began to fade to due an assassination attempt from the Prusorian Empire caused by disease, she delved quickly further into necromancy. The fear of her lover’s death and even her own had taken control of her, and she restlessly searched for an answer to prevent it. Although she was able to extend her life through the ritual of lichdom, it was too late for her husband.
Silnoch, Lich: ?
Lich: ?
Mummy: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead - ghouls, ghasts, wights and even mummies are available as fine selections.
Mummy, Intelligent Form of Undead: ?
Skeleton: Minority races are turned into the shambling main force of the Frozenbrothers - skeletons and zombies.
Spectre: ?
Vampire: ?
Wight: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead - ghouls, ghasts, wights and even mummies are available as fine selections.
Wight, Intelligent Form of Undead: ?
Zombie: When a non-drow dies, their body is considered forf[e]it to the family, and is raised as a non-intelligent undead.
Minority races are turned into the shambling main force of the Frozenbrothers - skeletons and zombies.
Curse of Undeath spell.
Zombie, Non-Intelligent Undead, Unintelligent Undead, Undead Warrior: ?
Curse of Undeath
6th-level necromancy (curse)
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a vial of the target’s blood, which is consumed)
Duration: Instantaneous
Classes: Warlock
You place a curse of undeath on one creature within range. When the creature drops to 0 hit points within the next minute, it must make a Constitution saving throw. On a failure, your spell imbues the target with a foul mimicry of life, raising it as a zombie under your control.
You can use a bonus action on each of your turns to mentally command the zombie, having it move and use an action. If no action is given, it acts on its own accord directly after your own turn.
If the zombie would receive hit points while in this undead state, the spell ends.
Raise Servant
1st-level necromany (curse)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a ceramic urn worth at least 10 gp, filled with the ashes of the target. The ashes are consumed)
Duration: 1 hour
Classes: Sorcerer, Warlock, Wizard
You attempt to bring undeath towards animals that you are familiar with by wielding the dark arts of necromancy.
You can cast this spell only at night. When you cast this spell, you must have the ashes of a Small size or smaller Beast creature, which has a CR of 1/8 or lower. The ashes coalesce into the form that the creature had in life under your control, and becomes an Undead creature instead of a Beast.
As a bonus action on each of your turns, you can mentally command the animated creature from this spell if it is within 120 feet of you. You decide the action that it will take and where it will move this turn, or a general command. If no command is given, it stands still.
If an order is given that takes longer than an action to complete but less than an hour, it will attempt to do so at the best of its ability.
The creature is under your control for 1 hour or until it reaches 0 hit points before it falls into a pile of ash.
At higher levels: When you cast this spell using a spell slot of 2nd or 3rd level, the duration that the creature lasts becomes 8 hours. When you use a spell slot of 4th or 5th level, the duration that the creature lasts becomes 24 hours. When you use a spell slot of 6th level or higher, the duration that the creature lasts becomes a tenday.
Undying Servitude
Prerequisite: Undying Patron warlock
Death has no sway over you or your patron. You gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
As a bonus action, you can bind necrotic magic to the corpse of a Medium humanoid you can see within 30 feet. The creature is Undead for 1 minute with 1 hit point, uses your AC, has a walking speed of 30 feet, and can make a melee attack against a creature within 5 feet. It uses your spellcasting ability for the attack roll and deals 1d6 necrotic damage. You can use a bonus action, including the turn to create the undead, to move it up to its speed and make one melee attack. Once you use this feature, you cannot again until you finish a short or long rest.
Adventures in Tehuatl (5e)
Aboleth Nihileth: ?
Allip: ?
Bone Swarm: ?
Cadaver: The Aztli teenagers who transformed into these shambling undead abominations foolishly ingested saline swamp water while frolicking in a deep pond. The salt content made them delirious and dehydrated. When one of them fell into the pond and started to drown, the others leapt into the water and vainly tried to rescue him. In the end, they all perished and began their existence as cadavers.
Drowned Maiden: ?
Fire Phantom: ?
Ghoul Cinder: ?
Huecuva: ?
Shadow Greater: ?
Skeleton Black: ?
Spawn of Tlatoani: ?
Unresurrected Wraith: The Old Master lies dead. If anyone takes the chom’s advice and attempts to talk to him by placing the kernel and the jadeite into his mouth, they are in for a rude awakening … literally. Performing this act causes the creature to rise from the dead, transcending his bound corpse as an unresurrected wraith, and while truthfully it can talk, it is furious. It accuses the characters of being blasphemous heathens who have disturbed its rest for taboo purposes.
Zombie Nihilethic: If a creature dies while diseased [from a nihileth aboleth's tentacle attack], it rises in 1d6 rounds as a nihilethic zombie.
If a creature dies while diseased [from a nihilethic zombie's slam attack], it rises in 2d6 rounds as a nihilethic zombie.
Nihileth Aboleth, Normally Dominant Monster, Undead Monstrosity, Undead Abomination, Malevolent Creature, Abomination, Monstrosity, Ethereal Nihileth, Something Large, Arrogant Monster: ?
Nihileth Creator: ?
Allip, Incorporeal Flying Allip, Undead Spirit: ?
Bone Swarm, Angry Animated Whirlwind of Shattered Broken Bones: ?
Cadaver, Shambling Undead Abomination: ?
Drowned Maiden, Hideously Bloated Body, Floating Corpse: ?
Amriuhu, Cinder Ghoul: This morning, Amacaina captured Amriuhu (N male Poqoza half-elf scout), the rival group’s leader, and keeps him hogtied inside her abode. She spent the day sewing hides together and chanting over him as she sliced his flesh more than 200 times as part of a gory ritual long forbidden within her culture and by Tlatlcolli. When the sun set, she wrapped Amriuhu in her cinched hide bag and dragged him over a roaring fire so the heat could evaporate the moisture in the hides and crush the tortured person wrapped inside the bag.
The characters arrive on the scene as Amacaina calls down bolts of lightning from the clouds as she dances in a contorted manner to a melody only she can hear. The wounded Amriuhu struggles to breathe inside the bag, hastening the torturous ritual. Amacaina is also not alone, as 2 greater shadows who share her interest in spreading chaos and evil hover nearby in the shadows beyond the fiery light. Their malevolence seems to capture and suppress some of the radiance emanating from the flames as they seem to taste the victim’s lifeforce ebbing from him. Although normally confined to the maizefields of Miquito (the Land of the Dead), Ixana’s ritual inexplicably summoned them to this location.
Ixana also gleefully watches from the darkness. She feels her time with her ticitl is drawing to a close. She waits to say goodbye to Amacaina until after Amriuhu finally succumbs to the pressure of the shrinking hides and the heat. She swears she heard several bones snapping and faint, wracking wails over the crackling of the flames caressing the hide bag as it dips lower into the blaze.
When the characters arrive, the rest of the villagers are nowhere to be found. Amacaina’s grisly ritual and her unearthly associates scared everyone away except for one young Poqoza woman who bizarrely smiles at the spectacle. She is Ixana, who is disguised as a female humanoid. The participants are so engrossed in their ritualistic killing that they suffer disadvantage on their Wisdom (Perception) checks. The characters can interrupt the ritual by physically preventing Amacaina from performing her frenetic dance. If they do so for more than three rounds, the lightning stops and the cloud dissipate. If the characters fail to stop the ritual in less than one minute after they first see Amacaina, Amriuhu dies and is reborn as a cinder ghoul.
Huecuva, Unfaithful Undead Priest: An unusually charismatic hobgoblin evangelist named Banc commands the military and religious expedition. The new faith he espouses is his belief in his own divinity, and he resorts to any means necessary to propagate his belief, including unspeakable acts of cruelty and barbarism. As proof of his godhood, he demonstrates his ability to cast powerful spells, an act he could not achieve without divine intervention. Of course, the arrogant Banc is a charlatan who cannot explain how he obtained his priestly powers. Unbeknownst to him, the Aztli god Itztliteotl took an interest in the conniving huckster. He grants the hobgoblin his magical powers to amuse himself and indirectly to spite the Poqozas and Tlatlcolli. Many Poqozas, including some of Tlatlcolli’s priests, fell prey to his abundant charms and brutal tactics. As punishment for their lack of faith, the angry god condemned his former priests to an undead existence as huecuvas who are partly to blame for the illnesses afflicting the Poqozas.
Black Skeleton, Undead Monstrosity, Evil Guardian: ?
Zombie Nihilethic, Zombie Thrall, Undead Abomination, Ethereal Undead, Zombie Servant, Unfortunate Creature: Roughly once every 1,000 years, an enormous rogue gas giant planet passes through the solar system, creating a prolonged solar eclipse. After centuries of inaction, the nihileth aboleth took the event as its signal to reactivate. Over the next several weeks, the undead abomination began to enslave the unsuspecting teenagers venturing to the Mulla Chanacu, transforming the vibrant youngsters into a zombie horde.
The reawakened nihileth aboleth now poisons the land surrounding the Mulla Chanacu where young Poqozas experience visions to guide them into adulthood. Over the past several weeks, he has killed and raised many of them as zombie thralls under his command. Furthermore, the adults sent to check on their well-being also fell prey to the monster that now swims in the muck at the bottom of the Mulla Chanacu crater.
The plants are the nihileth’s advance guard, but the teenagers and rescuers who ventured to the Mulla Chanacu are its army. The young Poqozas who set off from their homes to partake in the spirit quests quickly fell prey to the nihileth, who killed them and reanimated their corpses as zombies under its command. The nihileth also stalked the tallgrass to slaughter bandits, fugitives, and hunters to supplement its band of recruits.
Undead: ?
Ghast, Undead Scavenger: ?
Ghost, Apparition of a Gnoll Priest: ?
Ghoul, Undead Scavenger: ?
Mummy, Undead Monstrosity: In an ultimate act of sacrilege, Itzcuin raised one of the acolyte’s corpses as a mummy.
Mummy: ?
Mummy Necocyaotl's Chosen: When the canal walls that created the Yoaltica Ilaquiloz flooded the region, the temple tumbled and sank into the mire. The warrior-priests, unable to escape the destruction, sacrificed themselves to Necocyaotl using sacred potions to mummify their remains so they could continue to serve their god in death.
Shriveled Body Wrapped in Leaves and Sealed With Mud: ?
Shadow: If a non-evil humanoid dies from [a black orc high priest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a greater shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Huge Skeletal Dragon Queen: ?
Minotaur Skeleton: Long before the Aztli retreated into the depths of the earth, the Tepepan Mountains served as the home of a moon princess minotaur and her minions. The priestess led her progeny through her interpretation of the celestial bodies, especially the moon and all its phases. This civilization thrived for many centuries but died of a waterborne plague. In her hubris, she misread a premonition warning her of a melt, which came to pass. The event killed the entire minotaur population and collapsed their short passageway to the surface. However, four of her minions reanimated after death as skeletons.
Wraith, Hateful Monstrosity: The twins’ worshippers and priests almost unanimously abandoned the destroyed gods, but two of the acolytes refused to leave. They painted the images on the cavern walls to commemorate their patron deities in bleak fashion. To punish them for their insolence, Yaocteotl transformed them into 2 wraiths.
Wraith: Tlatoani bound the tortured souls of those victims he sacrificed against their wills to this chamber and cursed them to prevent their escape.
Wraith, Undead Monstrosity: ?
Zombie, Ravenous Walking Corpse, Desiccated Corpse, Dead, Walking Dead, Lumbering Corpse, Shoving Corpse, Shuffling Corpse: ?
Dimwitted Zombie, Undead Monstrosity: ?
Slumbering Zombie: ?
Allip: ?
Bone Swarm: ?
Cadaver: The Aztli teenagers who transformed into these shambling undead abominations foolishly ingested saline swamp water while frolicking in a deep pond. The salt content made them delirious and dehydrated. When one of them fell into the pond and started to drown, the others leapt into the water and vainly tried to rescue him. In the end, they all perished and began their existence as cadavers.
Drowned Maiden: ?
Fire Phantom: ?
Ghoul Cinder: ?
Huecuva: ?
Shadow Greater: ?
Skeleton Black: ?
Spawn of Tlatoani: ?
Unresurrected Wraith: The Old Master lies dead. If anyone takes the chom’s advice and attempts to talk to him by placing the kernel and the jadeite into his mouth, they are in for a rude awakening … literally. Performing this act causes the creature to rise from the dead, transcending his bound corpse as an unresurrected wraith, and while truthfully it can talk, it is furious. It accuses the characters of being blasphemous heathens who have disturbed its rest for taboo purposes.
Zombie Nihilethic: If a creature dies while diseased [from a nihileth aboleth's tentacle attack], it rises in 1d6 rounds as a nihilethic zombie.
If a creature dies while diseased [from a nihilethic zombie's slam attack], it rises in 2d6 rounds as a nihilethic zombie.
Nihileth Aboleth, Normally Dominant Monster, Undead Monstrosity, Undead Abomination, Malevolent Creature, Abomination, Monstrosity, Ethereal Nihileth, Something Large, Arrogant Monster: ?
Nihileth Creator: ?
Allip, Incorporeal Flying Allip, Undead Spirit: ?
Bone Swarm, Angry Animated Whirlwind of Shattered Broken Bones: ?
Cadaver, Shambling Undead Abomination: ?
Drowned Maiden, Hideously Bloated Body, Floating Corpse: ?
Amriuhu, Cinder Ghoul: This morning, Amacaina captured Amriuhu (N male Poqoza half-elf scout), the rival group’s leader, and keeps him hogtied inside her abode. She spent the day sewing hides together and chanting over him as she sliced his flesh more than 200 times as part of a gory ritual long forbidden within her culture and by Tlatlcolli. When the sun set, she wrapped Amriuhu in her cinched hide bag and dragged him over a roaring fire so the heat could evaporate the moisture in the hides and crush the tortured person wrapped inside the bag.
The characters arrive on the scene as Amacaina calls down bolts of lightning from the clouds as she dances in a contorted manner to a melody only she can hear. The wounded Amriuhu struggles to breathe inside the bag, hastening the torturous ritual. Amacaina is also not alone, as 2 greater shadows who share her interest in spreading chaos and evil hover nearby in the shadows beyond the fiery light. Their malevolence seems to capture and suppress some of the radiance emanating from the flames as they seem to taste the victim’s lifeforce ebbing from him. Although normally confined to the maizefields of Miquito (the Land of the Dead), Ixana’s ritual inexplicably summoned them to this location.
Ixana also gleefully watches from the darkness. She feels her time with her ticitl is drawing to a close. She waits to say goodbye to Amacaina until after Amriuhu finally succumbs to the pressure of the shrinking hides and the heat. She swears she heard several bones snapping and faint, wracking wails over the crackling of the flames caressing the hide bag as it dips lower into the blaze.
When the characters arrive, the rest of the villagers are nowhere to be found. Amacaina’s grisly ritual and her unearthly associates scared everyone away except for one young Poqoza woman who bizarrely smiles at the spectacle. She is Ixana, who is disguised as a female humanoid. The participants are so engrossed in their ritualistic killing that they suffer disadvantage on their Wisdom (Perception) checks. The characters can interrupt the ritual by physically preventing Amacaina from performing her frenetic dance. If they do so for more than three rounds, the lightning stops and the cloud dissipate. If the characters fail to stop the ritual in less than one minute after they first see Amacaina, Amriuhu dies and is reborn as a cinder ghoul.
Huecuva, Unfaithful Undead Priest: An unusually charismatic hobgoblin evangelist named Banc commands the military and religious expedition. The new faith he espouses is his belief in his own divinity, and he resorts to any means necessary to propagate his belief, including unspeakable acts of cruelty and barbarism. As proof of his godhood, he demonstrates his ability to cast powerful spells, an act he could not achieve without divine intervention. Of course, the arrogant Banc is a charlatan who cannot explain how he obtained his priestly powers. Unbeknownst to him, the Aztli god Itztliteotl took an interest in the conniving huckster. He grants the hobgoblin his magical powers to amuse himself and indirectly to spite the Poqozas and Tlatlcolli. Many Poqozas, including some of Tlatlcolli’s priests, fell prey to his abundant charms and brutal tactics. As punishment for their lack of faith, the angry god condemned his former priests to an undead existence as huecuvas who are partly to blame for the illnesses afflicting the Poqozas.
Black Skeleton, Undead Monstrosity, Evil Guardian: ?
Zombie Nihilethic, Zombie Thrall, Undead Abomination, Ethereal Undead, Zombie Servant, Unfortunate Creature: Roughly once every 1,000 years, an enormous rogue gas giant planet passes through the solar system, creating a prolonged solar eclipse. After centuries of inaction, the nihileth aboleth took the event as its signal to reactivate. Over the next several weeks, the undead abomination began to enslave the unsuspecting teenagers venturing to the Mulla Chanacu, transforming the vibrant youngsters into a zombie horde.
The reawakened nihileth aboleth now poisons the land surrounding the Mulla Chanacu where young Poqozas experience visions to guide them into adulthood. Over the past several weeks, he has killed and raised many of them as zombie thralls under his command. Furthermore, the adults sent to check on their well-being also fell prey to the monster that now swims in the muck at the bottom of the Mulla Chanacu crater.
The plants are the nihileth’s advance guard, but the teenagers and rescuers who ventured to the Mulla Chanacu are its army. The young Poqozas who set off from their homes to partake in the spirit quests quickly fell prey to the nihileth, who killed them and reanimated their corpses as zombies under its command. The nihileth also stalked the tallgrass to slaughter bandits, fugitives, and hunters to supplement its band of recruits.
Undead: ?
Ghast, Undead Scavenger: ?
Ghost, Apparition of a Gnoll Priest: ?
Ghoul, Undead Scavenger: ?
Mummy, Undead Monstrosity: In an ultimate act of sacrilege, Itzcuin raised one of the acolyte’s corpses as a mummy.
Mummy: ?
Mummy Necocyaotl's Chosen: When the canal walls that created the Yoaltica Ilaquiloz flooded the region, the temple tumbled and sank into the mire. The warrior-priests, unable to escape the destruction, sacrificed themselves to Necocyaotl using sacred potions to mummify their remains so they could continue to serve their god in death.
Shriveled Body Wrapped in Leaves and Sealed With Mud: ?
Shadow: If a non-evil humanoid dies from [a black orc high priest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a greater shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Huge Skeletal Dragon Queen: ?
Minotaur Skeleton: Long before the Aztli retreated into the depths of the earth, the Tepepan Mountains served as the home of a moon princess minotaur and her minions. The priestess led her progeny through her interpretation of the celestial bodies, especially the moon and all its phases. This civilization thrived for many centuries but died of a waterborne plague. In her hubris, she misread a premonition warning her of a melt, which came to pass. The event killed the entire minotaur population and collapsed their short passageway to the surface. However, four of her minions reanimated after death as skeletons.
Wraith, Hateful Monstrosity: The twins’ worshippers and priests almost unanimously abandoned the destroyed gods, but two of the acolytes refused to leave. They painted the images on the cavern walls to commemorate their patron deities in bleak fashion. To punish them for their insolence, Yaocteotl transformed them into 2 wraiths.
Wraith: Tlatoani bound the tortured souls of those victims he sacrificed against their wills to this chamber and cursed them to prevent their escape.
Wraith, Undead Monstrosity: ?
Zombie, Ravenous Walking Corpse, Desiccated Corpse, Dead, Walking Dead, Lumbering Corpse, Shoving Corpse, Shuffling Corpse: ?
Dimwitted Zombie, Undead Monstrosity: ?
Slumbering Zombie: ?
Adventure Shorts, Volume 1 (5e)
Skeleton: ?
Specter: ?
Wraith: ?
Specter: ?
Wraith: ?
Adventures in Middle Earth – Rhovanion Region Guide
Wood-Wight: The wight is a creature of shadow, sticks and bones animated by undying hatred.
Adventures in Middle-Earth – The Road Goes Ever On
Undead: One or more undead beings dwell in this place. They may be the sorrowful spirits of those who were cursed here long ago, or they may be of an altogether darker sort, wraiths using borrowed flesh to terrorise the living.
Sorrowful Spirit: ?
Wraith: ?
Sorrowful Spirit: ?
Wraith: ?
Adventures in Middle Earth: Wilderland Adventures
Night-Wight: The Night-Wight is a thing of shadow, haunting the remains of a warrior who once fell into corruption.
Undead Warrior: The Alderman of Haycombe was a victim of the Necromancer, who reclaimed Dol Guldur around the year 2460. When he travelled south with his retinue he was captured by the Necromancer and driven insane. His guards were tormented and murdered, and then raised again as undead warriors.
Once young and valorous men, the guards of the Alderman have been stripped of their lives and will by the Necromancer’s dark arts. Their shrivelled bodies are all that is left of them.
The Gibbet King: ?
Undead Warrior: The Alderman of Haycombe was a victim of the Necromancer, who reclaimed Dol Guldur around the year 2460. When he travelled south with his retinue he was captured by the Necromancer and driven insane. His guards were tormented and murdered, and then raised again as undead warriors.
Once young and valorous men, the guards of the Alderman have been stripped of their lives and will by the Necromancer’s dark arts. Their shrivelled bodies are all that is left of them.
The Gibbet King: ?
Adventures in the Borderland Provinces 5E
Ghost Hound: Ghost hounds are the spectral shades of hunting dogs or guard dogs that have accompanied their masters to undeath.
Though dogs are the most common manifestation of these undead, the ghost hound stat block can be used to represent a spectral undead version of any similarly sized trained guard creature or hunting creature.
Spectral Trained Guard Creature: ?
Spectral Trained Hunting Creature: ?
Soulstealer: These foul undead are created by dark and secret rituals, and remain forever under the control of their creator. The process of creating a soulstealer requires the skeletal remains of a minimum of ten Medium or five Large sentient creatures, and destroys the souls of those creatures to fuel the soulstealer’s dark purpose. The bones of a soulstealer are marked with glowing runes that bind it to its creator.
On two occasions, the Dread Master was able to seek out and claim the life force of sentient creatures visiting the island, restoring him to minimal power. With that power, he used his mental essence to create the foul undead soulstealers from the bones and spirits of sailors drowned on the shoals around the Black Spire.
Spectral Warden, Spectral Warrior, Variant Good-Aligned Ghost: A spectral warden is a variant good-aligned ghost whose actions are driven by its failure to fulfill some oath of bond or protection, and whose spirit cannot pass on until it has completed its task or atoned.
Ghost Ride Spectral Warden, Ghost, Ghostly Knight, Ghostly Rider, Ghostly Warrior, Spectral Rider: Ectarlin’s fight to keep his claimed lands safe was successful for a time, with estates and protected villages built over a period of twenty years. (The ruins on which Ilthan is built are the site of one such estate.) In the end, though, the evil that prowls the Sinnar coast was too much to fight against. In response to word of undead attacking fishing villages along the coast, Ectarlin and his best riders rode forth to deal with the threat. They were never seen again.
Lord Ectarlin, Spectral Warden, Beleaguered Ghost, Broken Ghost, Ghostly Lord, Half-Mad Ghost, Mad Ghost, Spectral Lord, The Ghost Lord: Ectarlin’s fight to keep his claimed lands safe was successful for a time, with estates and protected villages built over a period of twenty years. (The ruins on which Ilthan is built are the site of one such estate.) In the end, though, the evil that prowls the Sinnar coast was too much to fight against. In response to word of undead attacking fishing villages along the coast, Ectarlin and his best riders rode forth to deal with the threat. They were never seen again.
The ghostly lord has been drawn back to the mortal realm by a resurgence of the power of the Dread Master — the lich who slew the freelord a century ago and doomed his soul to endless sorrow.
Ghoul: ?
Ghast: ?
Specter: 9 specters that have risen in response to the Dread Lord’s servants moving farther afield.
Dread Master, Dread Lord, Ancient Undead Power, Dread Lich, Diminished Lich, Lich, Undead Lord, Once-Powerful Lich: ?
Fierce Undead Dragon: ?
Ravenous Undead: ?
Phantasmal Undead: ?
Undead Horror: ?
Spectral Undead: ?
Foul Undead: ?
Purpose-Driven Undead: ?
Undead: While within 100 feet of a soulstealer, its creator can draw a soul from it with a successful DC 20 Int (Arcana) check. On a failed check, the soul is freed. On a successful check, the soul can be used by the creator (consumed, channeled into a dark ritual, used to create an undead creature, and so on).
Spectral Servant: ?
Spectral Shade: ?
Spectral Creature: ?
Ghostly Steed, Spectral Horse, Spectral Steed: ?
Spirit: ?
Ghost: ?
Ghost of Ancient Resident: ?
Flesh-Eating Ghoul: ?
Lich: ?
Vampire: ?
Wight: ?
Though dogs are the most common manifestation of these undead, the ghost hound stat block can be used to represent a spectral undead version of any similarly sized trained guard creature or hunting creature.
Spectral Trained Guard Creature: ?
Spectral Trained Hunting Creature: ?
Soulstealer: These foul undead are created by dark and secret rituals, and remain forever under the control of their creator. The process of creating a soulstealer requires the skeletal remains of a minimum of ten Medium or five Large sentient creatures, and destroys the souls of those creatures to fuel the soulstealer’s dark purpose. The bones of a soulstealer are marked with glowing runes that bind it to its creator.
On two occasions, the Dread Master was able to seek out and claim the life force of sentient creatures visiting the island, restoring him to minimal power. With that power, he used his mental essence to create the foul undead soulstealers from the bones and spirits of sailors drowned on the shoals around the Black Spire.
Spectral Warden, Spectral Warrior, Variant Good-Aligned Ghost: A spectral warden is a variant good-aligned ghost whose actions are driven by its failure to fulfill some oath of bond or protection, and whose spirit cannot pass on until it has completed its task or atoned.
Ghost Ride Spectral Warden, Ghost, Ghostly Knight, Ghostly Rider, Ghostly Warrior, Spectral Rider: Ectarlin’s fight to keep his claimed lands safe was successful for a time, with estates and protected villages built over a period of twenty years. (The ruins on which Ilthan is built are the site of one such estate.) In the end, though, the evil that prowls the Sinnar coast was too much to fight against. In response to word of undead attacking fishing villages along the coast, Ectarlin and his best riders rode forth to deal with the threat. They were never seen again.
Lord Ectarlin, Spectral Warden, Beleaguered Ghost, Broken Ghost, Ghostly Lord, Half-Mad Ghost, Mad Ghost, Spectral Lord, The Ghost Lord: Ectarlin’s fight to keep his claimed lands safe was successful for a time, with estates and protected villages built over a period of twenty years. (The ruins on which Ilthan is built are the site of one such estate.) In the end, though, the evil that prowls the Sinnar coast was too much to fight against. In response to word of undead attacking fishing villages along the coast, Ectarlin and his best riders rode forth to deal with the threat. They were never seen again.
The ghostly lord has been drawn back to the mortal realm by a resurgence of the power of the Dread Master — the lich who slew the freelord a century ago and doomed his soul to endless sorrow.
Ghoul: ?
Ghast: ?
Specter: 9 specters that have risen in response to the Dread Lord’s servants moving farther afield.
Dread Master, Dread Lord, Ancient Undead Power, Dread Lich, Diminished Lich, Lich, Undead Lord, Once-Powerful Lich: ?
Fierce Undead Dragon: ?
Ravenous Undead: ?
Phantasmal Undead: ?
Undead Horror: ?
Spectral Undead: ?
Foul Undead: ?
Purpose-Driven Undead: ?
Undead: While within 100 feet of a soulstealer, its creator can draw a soul from it with a successful DC 20 Int (Arcana) check. On a failed check, the soul is freed. On a successful check, the soul can be used by the creator (consumed, channeled into a dark ritual, used to create an undead creature, and so on).
Spectral Servant: ?
Spectral Shade: ?
Spectral Creature: ?
Ghostly Steed, Spectral Horse, Spectral Steed: ?
Spirit: ?
Ghost: ?
Ghost of Ancient Resident: ?
Flesh-Eating Ghoul: ?
Lich: ?
Vampire: ?
Wight: ?
Aedrenar: After the War (5e)
Undead: In this great war, two advanced, unnamed empires ruled over by powerful sorcerers, unleashed hellish, arcane energies upon one another. The resulting destruction toppled both nations, and create vast magical instabilities that raised whole armies of the dead, mutated animals into eldritch monstrosities, cracked the earth itself and left vast planes of lava and ash in the wake of the war.
Even worse, powerful curses and magical weapons unleashed permanent effects that forever changed the nature of life in some places. There might be a 50 mile stretch where anything that dies automatically rises as undead and seeks out the living.
Varja: Varja served Iskarl during the great war against the Othyrr, as a Solar fighting the most dreaded foes that the Othyrr could produce. She lost this battle, and was resurrected by it's fell magics. Having been brought back, the essence of her otherworldly self was corrupted, and she became the first being ever afflicted with undeath; and in her case a rare case of an outsider being resurrected.
Ghoul: ?
Lich: ?
Vampire: ?
Vampire Kijlmar: ?
Vampire Noseira: ?
Elder Vampire: ?
Duke Rezcik Vekar, Ancient Vampire: ?
Powerful Zombie: ?
Even worse, powerful curses and magical weapons unleashed permanent effects that forever changed the nature of life in some places. There might be a 50 mile stretch where anything that dies automatically rises as undead and seeks out the living.
Varja: Varja served Iskarl during the great war against the Othyrr, as a Solar fighting the most dreaded foes that the Othyrr could produce. She lost this battle, and was resurrected by it's fell magics. Having been brought back, the essence of her otherworldly self was corrupted, and she became the first being ever afflicted with undeath; and in her case a rare case of an outsider being resurrected.
Ghoul: ?
Lich: ?
Vampire: ?
Vampire Kijlmar: ?
Vampire Noseira: ?
Elder Vampire: ?
Duke Rezcik Vekar, Ancient Vampire: ?
Powerful Zombie: ?
Aegis of Empires Adventure Path (5E)
Allip: Those who fall prey to madness and take their own lives sometimes find themselves lost on the path to the afterlife, trapped in a state between life and death.
Baykok: When hunters become utterly obsessed with the chase and indulge excessively in the savagery of the kill, their souls become progressively tainted. When such remorseless hunters perish before they can capture and kill their quarry, they sometimes rise from death as baykoks—flying undead horrors that kill purely for the ecstasy that only murder can bring them.
PCs witnessing the attacking baykoks can make a DC 10 Intelligence (History) check to recognize their ragged trappings and equipment as belonging to Shattered Folk of the distant past. It doesn’t take much insight to guess that these creatures are the remains of steppe-dwelling tribesmen who were slain by the impact blast when the Burning Star struck almost 2,000 years ago.
Blast Shadow, Tenebrous Blast Shadow: Blast shadows usually spawn as the result of a magical catastrophe, as those in the Haunted Steppes were spawned by the cataclysmic impact of the Burning Star. They also can be artificially created, and pyromaniac magic users, worshipers of evil fire deities, and the servants of powers that crave burnt offerings favor these undead horrors. Blast shadows created in this way are loyal to their creator, but those created by a natural cataclysm or the death burst of another blast shadow are beholden to no one.
Cinder Ghoul: Slain by the actual impact of the Burning Star long ago, these creatures burn in perpetual torment, their charred flesh and bone still wreathed in the fires that killed them.
Fire Phantom: When a creature dies on the Elemental Planes of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burned flesh and elemental fire.
Huecuva, Risen Corpses of Heretical Clerics Who Blasphemed and Renounced Their Deities Before Meeting Death: Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death.
Nightwalker: ?
Radioactive Combusted: If a creature is reduced to 0 hit points in this way [from a radioactive combusted's slam attack], it is immediately slain, and rises as a combusted within 1d4 hours.
Shadow Wolf: ?
Lunar Wight, Typical Lunar Wight, Full-Fledged Free-Willed Lunar Wight: Lunar wights are humanoids who rise as undead after being brutally slain and their corpse abandoned under the light of a full moon. Lunar wights arise when a dark spirit from beyond this world possesses the corpse and permanently enters the dead body.
Spawn are under the command of the lunar wight that created them and remain enslaved
until its death, at which point they lose their spawn penalties and become full-fledged and free-willed lunar wights.
Lunar Wight Spawn: Any humanoid creature slain by a lunar wight under the light of the moon becomes a lunar wight itself in 1d4 rounds. If the corpse is kept from direct exposure to moonlight, then this transformation is delayed until the rise of the next full moon.
Sinew Cadaver: ?
Ancient Void Disciple: ?
Eldest Ghost: ?
Groaning Spirit: ?
The Sagging Man, Keeper of the Yellow Sign, Dread Creature, Hideous Undead Thing: The Sagging Man was one of the first Hundaei chiefs to dare to trod upon the Nam-i-BudhaniFB-106 — the forbidden Lost Mountains at Lake Hali — and to discover and walk upon the ruined streets of ancient Carcosa, and he paid with his sanity, his life, and ultimately his soul.
Gravebound: As a result of their torturous deaths and the curses laid upon their burials, the Shattered Folk interred in the ground transformed into 12 gravebound that lie beneath the restless soil.
It is important to note that the gravebound are made from animated grave dirt rather than the victims’ actual bodies, hence their rising does not in any way disturb the actual interred corpses or the skeletal remains protruding above.
Bhuta: ?
Gashadokuro: The gashadaokuro is an undead that spawns from mass starvation events.
Harionago: ?
Luckless Watcher: To further guard against tampering with the device, Colonel Conroi ordered the execution of a Shattered Folk prisoner that the expedition had been interrogating for several weeks to try and glean any useful information it might have regarding the terrain ahead. Having depleted the prisoner’s store of useful knowledge, Conroi had the expedition’s wizard, Manx, kill the bound unfortunate with a phantasmal killer and then curse the body in hopes of creating an undead guardian for their landmark. Manx’s cruel ministration worked all too well, and the cursed soul of the murdered tribesman arose as the Luckless Watcher shortly after the expedition continued on its way.
Azmerius Thade, Powerful Undead: The PCs do not have long to ponder this strange conundrum, however, because like his fellows in K2, Azmerius’s own soul has not remained untainted and rested easy.
Fuagruun, Red Dragon Ravener: However, even the dragon’s formidable defenses were not immune to the effects of the metallurgic amber infusing the entire area, and the antimagic field effects likewise muted his resistances until finally Fuagruun succumbed to the baleful radiations and underwent the unholy transformation into a red dragon ravener.
Talethqueh-Gun’Ta, Unique Mohrg Chdaezu, Dread Mohrg, Horrific Undead, Guardian, Undead Chydaezu, Undead Monstrosity: Like its sister meteor in the Red Waste, which carried at its core the Pit-Worm of YhathAK:M-74-79, the meteor of the Haunted Steppe held more than just the coveted Holocaust Stone. It too held a sleeping passenger encapsulated at its heart, the chyzaedu traveler Talethqueh-Gun’Ta, who had been selected by his people prior to the destruction of their homeworld to serve as chief attendant to the Holocaust Stone. Talethqueh was killed in the impact of the meteorite, but the proximity of the powerful Holocaust Stone caused his body to be infused by necromantic energies and arise as a horrific undead known as a dread mohrg.
Mohrg, Common Mohrg: ?
Prince Cale, Grand Duke of Reme and Prince of Foere, The Lost Prince of Foere, Nemhain, Corpselike Figure, Regal-Looking Man With Aquiline Features Marred Only by Hollow Cheeks and Sunken Eyes, Apparition, Powerful Undead Remains, Undead Master, Undead Overlord, Undead Prince: ?
Sir Eregor Dantalus of Apothasaolos, Gallowdead, Horrific Gallowdead, Undead Horror, Knight, Horrifying Undead Creature: He then murdered the helpless Sir Eregor, impaling him upon the cursed hook used murderously for centuries by the Underguild before sealing the chamber with a newly mortared wall to hide the deed from any other survivors of his expedition. The nature of Sir Eregor’s ignoble death and the long history of malice and pain associated with the bailing hook caused Sir Eregor to arise as an undead horror that the PCs have now unwittingly unleashed.
Lord Cellichos, Worm That Walks: Lord Cellichos was a Hyperborean nobleman with a fondness for the theater and was the director of the opera’s final performance. Obsessed with the bizarre opera The King in Yellow, Cellichos bankrupted himself and several partners in his quest to see it performed. Broke but triumphant, Cellichos watched the performance from his private box, and went mad along with the rest of the audience at the arrival of an avatar of Hastur. Moments later, before the horrific avatar could spread its madness to the rest of the city and from there the entire world, the Tower of Oerson exploded, shattering the theater and trapping Cellichos in the rubble, where he lingered in agony for hours until the raging fires reached him. Cellichos did not fully die that night, and his tormented psyche was reborn as the worm that walks which still haunts the old opera house.
Worm: ?
Spawn of Kyuss: A worm-infested target dies if it drops to 0 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.
Bodak: ?
Yurei: The chamber’s current occupant is a yurei, the undead remains of a scholar who was killed when the tower’s explosion caused a small cave-in in which he was crushed.
Unseelie Banshee: Given its significance, this book is protected by an unseelie banshee, the spirit of a captured wild elf woman who was ritually slain in the tower specifically to serve as a guardian for the book.
Sir Ernest Branaak, Fext, Powerful Undead Fext: ?
Ecorche: ?
Lady Sanchessa, Sayona: ?
Barivoren Wallix, Graveknight, Skeletal Humanoid Figure Clad in Flame-Scarred Black Plate Armor, Armoured Creature, Undead Horror: ?
Allip, Unfortunate, Spirit of Madness: ?
Myram Abshire, Allip, Tormented Spirit, Insane Spirit: Poor Myram’s spirit has become a tormented spirit called an allip from the shocking circumstances of his demise, and the insane spirit now seeks release from its torment or company in death.
Baykok, Howling Corpse, Flying Undead Horror: ?
Baykok, Distorted Corpse: ?
Radioactive Blast Shadow: The cinder ghouls and radioactive combusted have the same appearance as those earlier, but the radioactive blast shadows bear the crude remnants of hide clothing, bone pectorals, and crude stone weapons identifiable with a DC 25 Intelligence (History) check as belonging to Shattered Folk tribesmen of more than a thousand years ago. This observation makes it quickly apparent that these creatures were created from Shattered Folk killed by the actual meteor impact in 1522 I.R.
Cinder Ghoul, Strange Ghoul: ?
Fire Phantom, Humannoid, Humanoid Creature Composed of Rotted and Burned Flesh and Elemental Fire: ?
Huecuva, Walking Corpse: ?
Nightwalker, Towering Night-Black Giant: ?
Radioactive Combusted, Abomination, Cursed Walking Dead, Creature Infused With Metallurgic Amber: ?
Shadow Wolf, Inky Shadow in the Shape of a Wolf, Nocturnal Hunter: ?
Abbot Quilm, Lunar Wight: The brutal nature of his death, combined with dark etheric energies from the awakening moon bridge above have animated Quilm’s corpse, transfiguring it into a lunar wight.
Sinew Cadaver, Skinless Boneless Thing, Sagging Roughly Humanoid Shape: ?
Brother Fagen, Sinew Cadaver, Fairly Fresh Corpse, Undead Corpse: ?
Sinew Cadaver, Animate Fleshy Abomination, Undead Abomination: ?
Ancient Void Disciple, Guardian, Eternal Protector: ?
Eldest Ghost, Wizened Elf, Restless Spirit of an Elf Who Fought the Lunite Invaders Millenia Ago, Restless Elven Ghost, Unexpected Ghost: ?
Groaning Spirit. Translucent Figure: ?
Gravebound, Undead Monstrosity: ?
Bhuta, Wrathful Spirit, Clawed Wild-Eyed Apparition With Backwards Feet: ?
Gashadokuro, Giant Grimy Skeleton, Mass of Decomposition of Numerous Bodies: ?
Harionago, Young Woman: ?
Bodak, Wizened Figure: ?
Yurei, Undead Remains of a Scholar: ?
Unseelie Banshee, Guardian: ?
Undead, Undead Creature: Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as an undead of the appropriate CR under the immortal ichor’s control.
Anyone killed by the [Holocaust] stone [of Gun'ta artifact] while this [create undead horde] effect is active rises 1 round later as an undead creature as determined by their CR before death. These undead are not controlled and immediately attack any living creatures they can find. Most will be either a ghoul, a skeleton, or a zombie.
Burning Undead: ?
Undead Remains: ?
Restless Undead: ?
Foul Undead: ?
Abomination: ?
Unnatural Creature: ?
Kiwaha, Kwajubinay Undead Lord: ?
Mindless Undead, Mindless Undead Creature: ?
Strangely Burned Undead Attacker, Strange Undead, Eerie Burned Undead: ?
Undead Monstrosity: ?
Undead Attacker: ?
Stinking Walker: ?
Undead Guardian: ?
Undead Creature That Feeds on Blood: ?
Immortal Undead Creature: ?
Undead Created by Spells: Created by spells.
Ghast: This ghoul pack is led by a ghast and is composed of Shattered Folk tribesmen that have fallen to ghoul fever and now hunt their own kind.
With her [Lady Sanchessa] in the room are 12 ghasts, the pathetic remains of past victims.
A target killed by [Lady Sanchessa's claw] attack rises as a ghast (for creatures that have a CR/level greater than 1) or a ghast (if the creature has a CR/Level equal to or less than 1) after the next sunset.
Mold-Covered Ghast: ?
Ghost of a Dwarf Miner: ?
Ghost: ?
Margrave Alhpert Vanderhaven, Ghost: ?
Ghostly Presence: ?
The Thing in the Basement, Ghoulish Mandrill, Poor Creature, Disgusting Creature: This room was originally the servants’ quarters, but Eb used it to house a mandrill he experimented on and infected with ghoul fever.
Ghoul: The sheer magnitude of bloodletting that has occurred over the last 3,000 years ensures that there are always undead wandering about. Likewise, the isolated terrain and distinct possibility of death by starvation for the scattered inhabitants of the plains increases the likelihood of any undead being ghouls. This ghoul pack is led by a ghast and is composed of Shattered Folk tribesmen that have fallen to ghoul fever and now hunt their own kind.
Anyone killed by the [Holocaust] stone [of Gun'ta artifact] while this [create undead horde] effect is active rises 1 round later as an undead creature as determined by their CR before death. These undead are not controlled and immediately attack any living creatures they can find. Most will be either a ghoul, a skeleton, or a zombie.
Osfeldt, Ghoul, Undead Monstrosity: ?
Billij, Ghoul: ?
Ghoul-Stirge: ?
Haunt: ?
Eb Walix, Old Eb, The Old House: The sinister influence of the Codex Ibnathi has
prevented the evil soul of Eb Wallix from reaching the afterlife, and as a result the house is haunted by the trapped spirit of the insane alienist. Eb's supernatural presence in the house, however, does not reflect any consciousness or purpose, or exist as a single haunt or ghost. His spirit is shattered, its most potent shards usually manifesting as harmless, yet distressing, psychological phantasmagoria, but sometimes presenting as more dangerous phenomena.
This room is where, following an epiphany of exquisite insanity, Old Eb’s explorations into forbidden knowledge culminated in his suicide by hanging. At the moment of his demise, the Codex Ibnathi ripped the spirit from his body and trapped his evil soul within the house.
Suicidal Whispers Haunt: This room is where, following an epiphany of exquisite insanity, Old Eb’s explorations into forbidden knowledge culminated in his suicide by hanging. At the moment of his demise, the Codex Ibnathi ripped the spirit from his body and trapped his evil soul within the house, after which Kyssogga undertook the laborious process of removing his body for storage in the cellar below. Nevertheless, a fragment of Old Eb’s psyche manifests here as a haunt.
Virulent Plague Haunt: ?
Deserter's Death Haunt: Unfortunately for the PCs the benign nature of the stone bridge does not extend to its current unintentional occupants. On this spot 78 years ago, with their numbers dwindling under the increasingly deadly attacks of the strange undead of the region, seven members of the Conroi Expedition attempted to desert and follow the river out of the Haunted Steppe. Their attempt to leave in the middle of the night was unsuccessful, and all seven deserters were captured. They were brought before Colonel Conroi for judgment who handed the sentence given to deserters during his long service in the cavalry. At dawn on the day when the expedition was to head out on its final leg of the journey to the Pit the seven were left swinging from nooses affixed to the bridge, their corpses slowly swaying in the steppe winds. The ropes long ago broke and dropped the corpses into the river where they were subsequently taken away by scavengers and floods over the years, but the spirits of the deceased still linger at the site to this day as a haunt that relives their execution any time living creatures seek to once again cross the stone bridge.
Face of Despair Haunt: Manx made it to this tunnel with his magic only to fall to the undead that inhabit it. Not long after, Col. Conroi was able to make it here, sick with radiation poisoning, nearly mad with fear, and fixated upon finding the trail of Gravenfar in hopes of affecting an escape. Here he came upon the corpse of Manx and was also slain shortly thereafter without ever truly realizing that his cause was already lost — Aroldus Gravenfar had never come to the crater. Though the bodies have long since been removed and devoured by the assorted inhabitants of the crater, the spirit of Col. Conroi lingers on in this tunnel as a haunt.
Imperatrix Trystecce, Lich-Queen, Vile Undead Lich: ?
Lich, Unspeakably Powerful Creature: ?
Mummy: ?
Swamp Mummy: ?
Shadow, Undead Shadow: ?
Greater Shadow: ?
Skeleton Champion: These are the desiccated remains of ancient warriors whose restless spirits animate their bones in endless repetition of wars long forgotten.
Skeleton Champion, Desiccated Remains of an Ancient Warrior: ?
Minotaur Skeleton: ?
Skeleton: Anyone killed by the [Holocaust] stone [of Gun'ta artifact] while this [create undead horde] effect is active rises 1 round later as an undead creature as determined by their CR before death. These undead are not controlled and immediately attack any living creatures they can find. Most will be either a ghoul, a skeleton, or a zombie.
Advanced Specter: Not all of these dead rest easily after dying in pain, insanity, and darkness. A few of them have arisen as 3 advanced spectres and still haunt this chamber.
The Singed Man, The Infernal Tyrant, Vampire Lord, Vampire Tyrant: ?
Margravine Cassandra Vanderhaven, Human Vampire, Powerful Psychic Vampire, Controlling Vampire Master, Middle-Aged Human Woman, Fiendish Creature, Nightmare Creature, Deadly Vampire Mistress: When she finally gathered the nerve to proclaim her love for this mysterious individual, he revealed that he was no mortal man but a vampire. Cassandra somehow knew in her soul that she had finally found her true place in the world. She begged him for the kiss of undeath and, after submitting to his embrace, she stormed into her husband’s bedchamber and partook of her first meal as the living dead.
Vampiric Agent: ?
Underguild Vampire: ?
Battle-Duke Ormand of the Rampart, Vampire Spawn: ?
Duke Ormand, Vampire: ?
Yorguio, Vampire: ?
Master Vampire: ?
Vampire Spawn: A humanoid slain in this way [by the Margravine Cassandra's bite attack] and then buried in the ground rises the following night as a vampire spawn under the margravine's control.
A humanoid slain in this way [by a vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under [the vampire]'s control.
A humanoid slain in this way [by Dhaderra's bite attack] and then buried in the ground rises the following night as a vampire spawn under Dhaderra's control.
A humanoid slain in this way [by Omanales' bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Enslaved Vampire Servitor, Enslaved Vampire, Enslaved Servitor: ?
Free-Willed Vampire: Of particular note is that the margravine’s enslavement of the PCs is incomplete. Perhaps because of her gluttony in draining and creating so many spawn at one time or because of being forced to abandon them before they completed their transformation and rose from their coffins, her enslavement of them is imperfect. All of the PCs begin as enslaved vampires under the margravine’s control (though she is not currently present to exercise that control so they are essentially free to do what they will for the time being), but immediately upon waking each vampire PC gets a DC 21 Wisdom saving throw to try and break the margravine’s hold over them and become a free-willed vampire. PCs that fail the initial save can make a new save each hour (with a +1 bonus to the saving throw for each one after the first) to try and throw off the slowly unravelling compulsion.
Fledgling Vampire: ?
Vampire, Full Vampire, Normal Vampire: ?
Eudoxia, Vampire, Underguild Agent, Commander, Leader, Head of the Local Chapter of the Underguild, Vampire of Exquisite Beauty and a Furious Temper: ?
Valarit, Vampire: ?
Underguild Vampire, Vampire Rogue Leader: ?
Underguild Vampire, Vampire Warrior: ?
Underguild Vampire, Vampire Spawn: ?
Vampire Rogue: ?
Vampire Warrior: ?
Dhaderra, Vampire Sorceress: ?
Vampire Spawn, Vampire Spawn Scout, Underguild Scout: ?
Vampire Sorcerer: ?
Feral Vampire Spawn Smasher: ?
Vampire, Creature That Feeds on Blood: ?
Vampire, Vampire Guildmember: ?
Feral Vampire Spawn Smasher, Vampire Minion: ?
Vampire, Vampire Guildmember, Vampire Minion: ?
Omanales, Nosferatur Vampire: ?
Wight: ?
Wraith: ?
Dread Wraith: ?
The Mothman, Dread Wraith, Humanoid Winged Scorchmark, Tall Fearsome Shape Night-Black With Red Gleaming Ees, Undead Remains of a Mothman, Mothman Spirit, Undead Mothman: Caught by the catastrophe, the mothman has been transformed into a dread wraith.
Will-o'-Wisp: ?
Common Zombie Human: ?
Common Zombie Orc: ?
Zombie, Common Zombie, Normal Zombie: Anyone killed by the [Holocaust] stone [of Gun'ta artifact] while this [create undead horde] effect is active rises 1 round later as an undead creature as determined by their CR before death. These undead are not controlled and immediately attack any living creatures they can find. Most will be either a ghoul, a skeleton, or a zombie.
Fast Zombie: Talethqueh-Gun'Ta's Create Spawn power.
Fast Zombie, Zombie Minion: ?
Ogre Zombie: ?
Sir Frankus Delerron, Juju Zombie: One of the group, a powerful cleric, used create undead to animate the decapitated corpses as 2 juju zombies.
Lady Margaret Delerron, Juju Zombie: One of the group, a powerful cleric, used create undead to animate the decapitated corpses as 2 juju zombies.
Corpse: Grasping Corpse spell.
Apparition: ?
Apparition, Angry Spirit: ?
Banshee: ?
Create Spawn. Talethqueh-Gun'Ta targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s body rises as a fast zombie in the space of its corpse or in the nearest unoccupied space. The fast zombie is under the chyzaedu's control.
Grasping Corpse
1st-level necromancy
Casting Time: 1 action
Range: 30 feet
Components V, S, M (pinch of powdered onyx worth 1 gp)
Duration Instantaneous
Class: cleric, sorcerer, warlock, wizard
You can cause one nearby corpse to animate for a brief moment. Choose a creature within 30 feet of the corpse (even if the creature is outside the spell’s range). The corpse shambles toward the creature and then grapples it (Escape DC 12). It otherwise has the statistics of a zombie.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the number of corpses you may animate doubles for each slot level above 1st.
Baykok: When hunters become utterly obsessed with the chase and indulge excessively in the savagery of the kill, their souls become progressively tainted. When such remorseless hunters perish before they can capture and kill their quarry, they sometimes rise from death as baykoks—flying undead horrors that kill purely for the ecstasy that only murder can bring them.
PCs witnessing the attacking baykoks can make a DC 10 Intelligence (History) check to recognize their ragged trappings and equipment as belonging to Shattered Folk of the distant past. It doesn’t take much insight to guess that these creatures are the remains of steppe-dwelling tribesmen who were slain by the impact blast when the Burning Star struck almost 2,000 years ago.
Blast Shadow, Tenebrous Blast Shadow: Blast shadows usually spawn as the result of a magical catastrophe, as those in the Haunted Steppes were spawned by the cataclysmic impact of the Burning Star. They also can be artificially created, and pyromaniac magic users, worshipers of evil fire deities, and the servants of powers that crave burnt offerings favor these undead horrors. Blast shadows created in this way are loyal to their creator, but those created by a natural cataclysm or the death burst of another blast shadow are beholden to no one.
Cinder Ghoul: Slain by the actual impact of the Burning Star long ago, these creatures burn in perpetual torment, their charred flesh and bone still wreathed in the fires that killed them.
Fire Phantom: When a creature dies on the Elemental Planes of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burned flesh and elemental fire.
Huecuva, Risen Corpses of Heretical Clerics Who Blasphemed and Renounced Their Deities Before Meeting Death: Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death.
Nightwalker: ?
Radioactive Combusted: If a creature is reduced to 0 hit points in this way [from a radioactive combusted's slam attack], it is immediately slain, and rises as a combusted within 1d4 hours.
Shadow Wolf: ?
Lunar Wight, Typical Lunar Wight, Full-Fledged Free-Willed Lunar Wight: Lunar wights are humanoids who rise as undead after being brutally slain and their corpse abandoned under the light of a full moon. Lunar wights arise when a dark spirit from beyond this world possesses the corpse and permanently enters the dead body.
Spawn are under the command of the lunar wight that created them and remain enslaved
until its death, at which point they lose their spawn penalties and become full-fledged and free-willed lunar wights.
Lunar Wight Spawn: Any humanoid creature slain by a lunar wight under the light of the moon becomes a lunar wight itself in 1d4 rounds. If the corpse is kept from direct exposure to moonlight, then this transformation is delayed until the rise of the next full moon.
Sinew Cadaver: ?
Ancient Void Disciple: ?
Eldest Ghost: ?
Groaning Spirit: ?
The Sagging Man, Keeper of the Yellow Sign, Dread Creature, Hideous Undead Thing: The Sagging Man was one of the first Hundaei chiefs to dare to trod upon the Nam-i-BudhaniFB-106 — the forbidden Lost Mountains at Lake Hali — and to discover and walk upon the ruined streets of ancient Carcosa, and he paid with his sanity, his life, and ultimately his soul.
Gravebound: As a result of their torturous deaths and the curses laid upon their burials, the Shattered Folk interred in the ground transformed into 12 gravebound that lie beneath the restless soil.
It is important to note that the gravebound are made from animated grave dirt rather than the victims’ actual bodies, hence their rising does not in any way disturb the actual interred corpses or the skeletal remains protruding above.
Bhuta: ?
Gashadokuro: The gashadaokuro is an undead that spawns from mass starvation events.
Harionago: ?
Luckless Watcher: To further guard against tampering with the device, Colonel Conroi ordered the execution of a Shattered Folk prisoner that the expedition had been interrogating for several weeks to try and glean any useful information it might have regarding the terrain ahead. Having depleted the prisoner’s store of useful knowledge, Conroi had the expedition’s wizard, Manx, kill the bound unfortunate with a phantasmal killer and then curse the body in hopes of creating an undead guardian for their landmark. Manx’s cruel ministration worked all too well, and the cursed soul of the murdered tribesman arose as the Luckless Watcher shortly after the expedition continued on its way.
Azmerius Thade, Powerful Undead: The PCs do not have long to ponder this strange conundrum, however, because like his fellows in K2, Azmerius’s own soul has not remained untainted and rested easy.
Fuagruun, Red Dragon Ravener: However, even the dragon’s formidable defenses were not immune to the effects of the metallurgic amber infusing the entire area, and the antimagic field effects likewise muted his resistances until finally Fuagruun succumbed to the baleful radiations and underwent the unholy transformation into a red dragon ravener.
Talethqueh-Gun’Ta, Unique Mohrg Chdaezu, Dread Mohrg, Horrific Undead, Guardian, Undead Chydaezu, Undead Monstrosity: Like its sister meteor in the Red Waste, which carried at its core the Pit-Worm of YhathAK:M-74-79, the meteor of the Haunted Steppe held more than just the coveted Holocaust Stone. It too held a sleeping passenger encapsulated at its heart, the chyzaedu traveler Talethqueh-Gun’Ta, who had been selected by his people prior to the destruction of their homeworld to serve as chief attendant to the Holocaust Stone. Talethqueh was killed in the impact of the meteorite, but the proximity of the powerful Holocaust Stone caused his body to be infused by necromantic energies and arise as a horrific undead known as a dread mohrg.
Mohrg, Common Mohrg: ?
Prince Cale, Grand Duke of Reme and Prince of Foere, The Lost Prince of Foere, Nemhain, Corpselike Figure, Regal-Looking Man With Aquiline Features Marred Only by Hollow Cheeks and Sunken Eyes, Apparition, Powerful Undead Remains, Undead Master, Undead Overlord, Undead Prince: ?
Sir Eregor Dantalus of Apothasaolos, Gallowdead, Horrific Gallowdead, Undead Horror, Knight, Horrifying Undead Creature: He then murdered the helpless Sir Eregor, impaling him upon the cursed hook used murderously for centuries by the Underguild before sealing the chamber with a newly mortared wall to hide the deed from any other survivors of his expedition. The nature of Sir Eregor’s ignoble death and the long history of malice and pain associated with the bailing hook caused Sir Eregor to arise as an undead horror that the PCs have now unwittingly unleashed.
Lord Cellichos, Worm That Walks: Lord Cellichos was a Hyperborean nobleman with a fondness for the theater and was the director of the opera’s final performance. Obsessed with the bizarre opera The King in Yellow, Cellichos bankrupted himself and several partners in his quest to see it performed. Broke but triumphant, Cellichos watched the performance from his private box, and went mad along with the rest of the audience at the arrival of an avatar of Hastur. Moments later, before the horrific avatar could spread its madness to the rest of the city and from there the entire world, the Tower of Oerson exploded, shattering the theater and trapping Cellichos in the rubble, where he lingered in agony for hours until the raging fires reached him. Cellichos did not fully die that night, and his tormented psyche was reborn as the worm that walks which still haunts the old opera house.
Worm: ?
Spawn of Kyuss: A worm-infested target dies if it drops to 0 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.
Bodak: ?
Yurei: The chamber’s current occupant is a yurei, the undead remains of a scholar who was killed when the tower’s explosion caused a small cave-in in which he was crushed.
Unseelie Banshee: Given its significance, this book is protected by an unseelie banshee, the spirit of a captured wild elf woman who was ritually slain in the tower specifically to serve as a guardian for the book.
Sir Ernest Branaak, Fext, Powerful Undead Fext: ?
Ecorche: ?
Lady Sanchessa, Sayona: ?
Barivoren Wallix, Graveknight, Skeletal Humanoid Figure Clad in Flame-Scarred Black Plate Armor, Armoured Creature, Undead Horror: ?
Allip, Unfortunate, Spirit of Madness: ?
Myram Abshire, Allip, Tormented Spirit, Insane Spirit: Poor Myram’s spirit has become a tormented spirit called an allip from the shocking circumstances of his demise, and the insane spirit now seeks release from its torment or company in death.
Baykok, Howling Corpse, Flying Undead Horror: ?
Baykok, Distorted Corpse: ?
Radioactive Blast Shadow: The cinder ghouls and radioactive combusted have the same appearance as those earlier, but the radioactive blast shadows bear the crude remnants of hide clothing, bone pectorals, and crude stone weapons identifiable with a DC 25 Intelligence (History) check as belonging to Shattered Folk tribesmen of more than a thousand years ago. This observation makes it quickly apparent that these creatures were created from Shattered Folk killed by the actual meteor impact in 1522 I.R.
Cinder Ghoul, Strange Ghoul: ?
Fire Phantom, Humannoid, Humanoid Creature Composed of Rotted and Burned Flesh and Elemental Fire: ?
Huecuva, Walking Corpse: ?
Nightwalker, Towering Night-Black Giant: ?
Radioactive Combusted, Abomination, Cursed Walking Dead, Creature Infused With Metallurgic Amber: ?
Shadow Wolf, Inky Shadow in the Shape of a Wolf, Nocturnal Hunter: ?
Abbot Quilm, Lunar Wight: The brutal nature of his death, combined with dark etheric energies from the awakening moon bridge above have animated Quilm’s corpse, transfiguring it into a lunar wight.
Sinew Cadaver, Skinless Boneless Thing, Sagging Roughly Humanoid Shape: ?
Brother Fagen, Sinew Cadaver, Fairly Fresh Corpse, Undead Corpse: ?
Sinew Cadaver, Animate Fleshy Abomination, Undead Abomination: ?
Ancient Void Disciple, Guardian, Eternal Protector: ?
Eldest Ghost, Wizened Elf, Restless Spirit of an Elf Who Fought the Lunite Invaders Millenia Ago, Restless Elven Ghost, Unexpected Ghost: ?
Groaning Spirit. Translucent Figure: ?
Gravebound, Undead Monstrosity: ?
Bhuta, Wrathful Spirit, Clawed Wild-Eyed Apparition With Backwards Feet: ?
Gashadokuro, Giant Grimy Skeleton, Mass of Decomposition of Numerous Bodies: ?
Harionago, Young Woman: ?
Bodak, Wizened Figure: ?
Yurei, Undead Remains of a Scholar: ?
Unseelie Banshee, Guardian: ?
Undead, Undead Creature: Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as an undead of the appropriate CR under the immortal ichor’s control.
Anyone killed by the [Holocaust] stone [of Gun'ta artifact] while this [create undead horde] effect is active rises 1 round later as an undead creature as determined by their CR before death. These undead are not controlled and immediately attack any living creatures they can find. Most will be either a ghoul, a skeleton, or a zombie.
Burning Undead: ?
Undead Remains: ?
Restless Undead: ?
Foul Undead: ?
Abomination: ?
Unnatural Creature: ?
Kiwaha, Kwajubinay Undead Lord: ?
Mindless Undead, Mindless Undead Creature: ?
Strangely Burned Undead Attacker, Strange Undead, Eerie Burned Undead: ?
Undead Monstrosity: ?
Undead Attacker: ?
Stinking Walker: ?
Undead Guardian: ?
Undead Creature That Feeds on Blood: ?
Immortal Undead Creature: ?
Undead Created by Spells: Created by spells.
Ghast: This ghoul pack is led by a ghast and is composed of Shattered Folk tribesmen that have fallen to ghoul fever and now hunt their own kind.
With her [Lady Sanchessa] in the room are 12 ghasts, the pathetic remains of past victims.
A target killed by [Lady Sanchessa's claw] attack rises as a ghast (for creatures that have a CR/level greater than 1) or a ghast (if the creature has a CR/Level equal to or less than 1) after the next sunset.
Mold-Covered Ghast: ?
Ghost of a Dwarf Miner: ?
Ghost: ?
Margrave Alhpert Vanderhaven, Ghost: ?
Ghostly Presence: ?
The Thing in the Basement, Ghoulish Mandrill, Poor Creature, Disgusting Creature: This room was originally the servants’ quarters, but Eb used it to house a mandrill he experimented on and infected with ghoul fever.
Ghoul: The sheer magnitude of bloodletting that has occurred over the last 3,000 years ensures that there are always undead wandering about. Likewise, the isolated terrain and distinct possibility of death by starvation for the scattered inhabitants of the plains increases the likelihood of any undead being ghouls. This ghoul pack is led by a ghast and is composed of Shattered Folk tribesmen that have fallen to ghoul fever and now hunt their own kind.
Anyone killed by the [Holocaust] stone [of Gun'ta artifact] while this [create undead horde] effect is active rises 1 round later as an undead creature as determined by their CR before death. These undead are not controlled and immediately attack any living creatures they can find. Most will be either a ghoul, a skeleton, or a zombie.
Osfeldt, Ghoul, Undead Monstrosity: ?
Billij, Ghoul: ?
Ghoul-Stirge: ?
Haunt: ?
Eb Walix, Old Eb, The Old House: The sinister influence of the Codex Ibnathi has
prevented the evil soul of Eb Wallix from reaching the afterlife, and as a result the house is haunted by the trapped spirit of the insane alienist. Eb's supernatural presence in the house, however, does not reflect any consciousness or purpose, or exist as a single haunt or ghost. His spirit is shattered, its most potent shards usually manifesting as harmless, yet distressing, psychological phantasmagoria, but sometimes presenting as more dangerous phenomena.
This room is where, following an epiphany of exquisite insanity, Old Eb’s explorations into forbidden knowledge culminated in his suicide by hanging. At the moment of his demise, the Codex Ibnathi ripped the spirit from his body and trapped his evil soul within the house.
Suicidal Whispers Haunt: This room is where, following an epiphany of exquisite insanity, Old Eb’s explorations into forbidden knowledge culminated in his suicide by hanging. At the moment of his demise, the Codex Ibnathi ripped the spirit from his body and trapped his evil soul within the house, after which Kyssogga undertook the laborious process of removing his body for storage in the cellar below. Nevertheless, a fragment of Old Eb’s psyche manifests here as a haunt.
Virulent Plague Haunt: ?
Deserter's Death Haunt: Unfortunately for the PCs the benign nature of the stone bridge does not extend to its current unintentional occupants. On this spot 78 years ago, with their numbers dwindling under the increasingly deadly attacks of the strange undead of the region, seven members of the Conroi Expedition attempted to desert and follow the river out of the Haunted Steppe. Their attempt to leave in the middle of the night was unsuccessful, and all seven deserters were captured. They were brought before Colonel Conroi for judgment who handed the sentence given to deserters during his long service in the cavalry. At dawn on the day when the expedition was to head out on its final leg of the journey to the Pit the seven were left swinging from nooses affixed to the bridge, their corpses slowly swaying in the steppe winds. The ropes long ago broke and dropped the corpses into the river where they were subsequently taken away by scavengers and floods over the years, but the spirits of the deceased still linger at the site to this day as a haunt that relives their execution any time living creatures seek to once again cross the stone bridge.
Face of Despair Haunt: Manx made it to this tunnel with his magic only to fall to the undead that inhabit it. Not long after, Col. Conroi was able to make it here, sick with radiation poisoning, nearly mad with fear, and fixated upon finding the trail of Gravenfar in hopes of affecting an escape. Here he came upon the corpse of Manx and was also slain shortly thereafter without ever truly realizing that his cause was already lost — Aroldus Gravenfar had never come to the crater. Though the bodies have long since been removed and devoured by the assorted inhabitants of the crater, the spirit of Col. Conroi lingers on in this tunnel as a haunt.
Imperatrix Trystecce, Lich-Queen, Vile Undead Lich: ?
Lich, Unspeakably Powerful Creature: ?
Mummy: ?
Swamp Mummy: ?
Shadow, Undead Shadow: ?
Greater Shadow: ?
Skeleton Champion: These are the desiccated remains of ancient warriors whose restless spirits animate their bones in endless repetition of wars long forgotten.
Skeleton Champion, Desiccated Remains of an Ancient Warrior: ?
Minotaur Skeleton: ?
Skeleton: Anyone killed by the [Holocaust] stone [of Gun'ta artifact] while this [create undead horde] effect is active rises 1 round later as an undead creature as determined by their CR before death. These undead are not controlled and immediately attack any living creatures they can find. Most will be either a ghoul, a skeleton, or a zombie.
Advanced Specter: Not all of these dead rest easily after dying in pain, insanity, and darkness. A few of them have arisen as 3 advanced spectres and still haunt this chamber.
The Singed Man, The Infernal Tyrant, Vampire Lord, Vampire Tyrant: ?
Margravine Cassandra Vanderhaven, Human Vampire, Powerful Psychic Vampire, Controlling Vampire Master, Middle-Aged Human Woman, Fiendish Creature, Nightmare Creature, Deadly Vampire Mistress: When she finally gathered the nerve to proclaim her love for this mysterious individual, he revealed that he was no mortal man but a vampire. Cassandra somehow knew in her soul that she had finally found her true place in the world. She begged him for the kiss of undeath and, after submitting to his embrace, she stormed into her husband’s bedchamber and partook of her first meal as the living dead.
Vampiric Agent: ?
Underguild Vampire: ?
Battle-Duke Ormand of the Rampart, Vampire Spawn: ?
Duke Ormand, Vampire: ?
Yorguio, Vampire: ?
Master Vampire: ?
Vampire Spawn: A humanoid slain in this way [by the Margravine Cassandra's bite attack] and then buried in the ground rises the following night as a vampire spawn under the margravine's control.
A humanoid slain in this way [by a vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under [the vampire]'s control.
A humanoid slain in this way [by Dhaderra's bite attack] and then buried in the ground rises the following night as a vampire spawn under Dhaderra's control.
A humanoid slain in this way [by Omanales' bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Enslaved Vampire Servitor, Enslaved Vampire, Enslaved Servitor: ?
Free-Willed Vampire: Of particular note is that the margravine’s enslavement of the PCs is incomplete. Perhaps because of her gluttony in draining and creating so many spawn at one time or because of being forced to abandon them before they completed their transformation and rose from their coffins, her enslavement of them is imperfect. All of the PCs begin as enslaved vampires under the margravine’s control (though she is not currently present to exercise that control so they are essentially free to do what they will for the time being), but immediately upon waking each vampire PC gets a DC 21 Wisdom saving throw to try and break the margravine’s hold over them and become a free-willed vampire. PCs that fail the initial save can make a new save each hour (with a +1 bonus to the saving throw for each one after the first) to try and throw off the slowly unravelling compulsion.
Fledgling Vampire: ?
Vampire, Full Vampire, Normal Vampire: ?
Eudoxia, Vampire, Underguild Agent, Commander, Leader, Head of the Local Chapter of the Underguild, Vampire of Exquisite Beauty and a Furious Temper: ?
Valarit, Vampire: ?
Underguild Vampire, Vampire Rogue Leader: ?
Underguild Vampire, Vampire Warrior: ?
Underguild Vampire, Vampire Spawn: ?
Vampire Rogue: ?
Vampire Warrior: ?
Dhaderra, Vampire Sorceress: ?
Vampire Spawn, Vampire Spawn Scout, Underguild Scout: ?
Vampire Sorcerer: ?
Feral Vampire Spawn Smasher: ?
Vampire, Creature That Feeds on Blood: ?
Vampire, Vampire Guildmember: ?
Feral Vampire Spawn Smasher, Vampire Minion: ?
Vampire, Vampire Guildmember, Vampire Minion: ?
Omanales, Nosferatur Vampire: ?
Wight: ?
Wraith: ?
Dread Wraith: ?
The Mothman, Dread Wraith, Humanoid Winged Scorchmark, Tall Fearsome Shape Night-Black With Red Gleaming Ees, Undead Remains of a Mothman, Mothman Spirit, Undead Mothman: Caught by the catastrophe, the mothman has been transformed into a dread wraith.
Will-o'-Wisp: ?
Common Zombie Human: ?
Common Zombie Orc: ?
Zombie, Common Zombie, Normal Zombie: Anyone killed by the [Holocaust] stone [of Gun'ta artifact] while this [create undead horde] effect is active rises 1 round later as an undead creature as determined by their CR before death. These undead are not controlled and immediately attack any living creatures they can find. Most will be either a ghoul, a skeleton, or a zombie.
Fast Zombie: Talethqueh-Gun'Ta's Create Spawn power.
Fast Zombie, Zombie Minion: ?
Ogre Zombie: ?
Sir Frankus Delerron, Juju Zombie: One of the group, a powerful cleric, used create undead to animate the decapitated corpses as 2 juju zombies.
Lady Margaret Delerron, Juju Zombie: One of the group, a powerful cleric, used create undead to animate the decapitated corpses as 2 juju zombies.
Corpse: Grasping Corpse spell.
Apparition: ?
Apparition, Angry Spirit: ?
Banshee: ?
Create Spawn. Talethqueh-Gun'Ta targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s body rises as a fast zombie in the space of its corpse or in the nearest unoccupied space. The fast zombie is under the chyzaedu's control.
Grasping Corpse
1st-level necromancy
Casting Time: 1 action
Range: 30 feet
Components V, S, M (pinch of powdered onyx worth 1 gp)
Duration Instantaneous
Class: cleric, sorcerer, warlock, wizard
You can cause one nearby corpse to animate for a brief moment. Choose a creature within 30 feet of the corpse (even if the creature is outside the spell’s range). The corpse shambles toward the creature and then grapples it (Escape DC 12). It otherwise has the statistics of a zombie.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the number of corpses you may animate doubles for each slot level above 1st.
Aegis of Empires Player's Guide
Undead: ?
Intelligent Undead: ?
Devron the Necromancer, Lich: Devron the necromancer swears himself to Arvonliet’s true nature, transforms into lich and is imprisoned below Barakus.
Gremag, Lich: ?
Lich-Queen Trystecce the Ageless: ?
The Winter Lich: ?
The Singed Man, The Infernal Tyrant of Kear, Vampire Lord, Vampire Tyrant, Undead Fiend, Undead Tyrant: ?
Battle-Duke Ormand of the Rampart, Duke Ormand, Vampire Spawn: ?
Battle-Duke Ormand of the Rampart, Duke Ormand, Vampire Duke: ?
Balcoth the Wraith-Mage: ?
Intelligent Undead: ?
Devron the Necromancer, Lich: Devron the necromancer swears himself to Arvonliet’s true nature, transforms into lich and is imprisoned below Barakus.
Gremag, Lich: ?
Lich-Queen Trystecce the Ageless: ?
The Winter Lich: ?
The Singed Man, The Infernal Tyrant of Kear, Vampire Lord, Vampire Tyrant, Undead Fiend, Undead Tyrant: ?
Battle-Duke Ormand of the Rampart, Duke Ormand, Vampire Spawn: ?
Battle-Duke Ormand of the Rampart, Duke Ormand, Vampire Duke: ?
Balcoth the Wraith-Mage: ?
Aethera Field Guide I (5E)
Aetherwarped Undead: Aetherleeches store corrosive digestive fluids inside small sacs just behind their rows of tiny mandibles, mixed with undigested aetherite, creating a toxic slurry. Aetherleeches spew the turquoise substance as a means of self-defense, or to create entryways small enough to crawl through piping, or stowaway on aetherships. In urban environments an aetherleech’s presence is typically marked by small, rusted holes on metal walls and surfaces. By the time they’re discovered, they’ve already drained mass amounts of aetherite from the vessel.
These troublesome pests are a danger even in small numbers as infestations can quickly deplete a ship’s reserve of aetheric units and expose creatures to aetherite poisoning. These infestations have drained entire ships of power, leaving them adrift in the blackness of space with no means of rescue as their passengers suffocated and perished, rising later as aetherwarped undead.
Aetherite radiation functions like normal radiation except that it inflicts aetherite poisoning instead of radiation poisoning and a creature it kills is likely to rise as an undead creature.
Incorporeal Undead: ?
Bodiless Undead: ?
Paragon Suembaro: Interior cabinet members within the Ascendancy whisper that Suembaro has transformed herself into an undead creature.
Ghast: ?
Ghost: ?
Shadow, Shade: Crew members slain by the shadow soon rose as shades themselves, and the containment breach quickly compounded into an infestation.
Skeleton: Nethercrabs are occasionally followed by undead creatures that were corpses spontaneously reanimated by their shell’s embedded netherite. Any corpse of Medium size or smaller within 30 ft. of a nethercrab has a cumulative 10% chance per hour of reanimating as a skeleton or zombie. The nethercrab can animate a maximum number of hit dice worth of undead creatures equal to twice the nethercrab’s hit dice.
Caverns filled with deadlight fungus are charnel houses filled with the undigestible skeletal remains of their former victims. Oftentimes these skeletal remains will reanimate, typically forming skeletons or bloody bones.
Bloody Bones: Caverns filled with deadlight fungus are charnel houses filled with the undigestible skeletal remains of their former victims. Oftentimes these skeletal remains will reanimate, typically forming skeletons or bloody bones.
Specter: ?
Wraith: ?
Zombie: Creatures who die from exposure to necrotic energy within an area of blackstar mold rise 1 round later as a zombie.
Nethercrabs are occasionally followed by undead creatures that are were corpses spontaneously reanimated by their shell’s embedded netherite. Any corpse of Medium size or smaller within 30 ft. of a nethercrab has a cumulative 10% chance per hour of reanimating as a skeleton or zombie. The nethercrab can animate a maximum number of hit dice worth of undead creatures equal to twice the nethercrab’s hit dice.
These troublesome pests are a danger even in small numbers as infestations can quickly deplete a ship’s reserve of aetheric units and expose creatures to aetherite poisoning. These infestations have drained entire ships of power, leaving them adrift in the blackness of space with no means of rescue as their passengers suffocated and perished, rising later as aetherwarped undead.
Aetherite radiation functions like normal radiation except that it inflicts aetherite poisoning instead of radiation poisoning and a creature it kills is likely to rise as an undead creature.
Incorporeal Undead: ?
Bodiless Undead: ?
Paragon Suembaro: Interior cabinet members within the Ascendancy whisper that Suembaro has transformed herself into an undead creature.
Ghast: ?
Ghost: ?
Shadow, Shade: Crew members slain by the shadow soon rose as shades themselves, and the containment breach quickly compounded into an infestation.
Skeleton: Nethercrabs are occasionally followed by undead creatures that were corpses spontaneously reanimated by their shell’s embedded netherite. Any corpse of Medium size or smaller within 30 ft. of a nethercrab has a cumulative 10% chance per hour of reanimating as a skeleton or zombie. The nethercrab can animate a maximum number of hit dice worth of undead creatures equal to twice the nethercrab’s hit dice.
Caverns filled with deadlight fungus are charnel houses filled with the undigestible skeletal remains of their former victims. Oftentimes these skeletal remains will reanimate, typically forming skeletons or bloody bones.
Bloody Bones: Caverns filled with deadlight fungus are charnel houses filled with the undigestible skeletal remains of their former victims. Oftentimes these skeletal remains will reanimate, typically forming skeletons or bloody bones.
Specter: ?
Wraith: ?
Zombie: Creatures who die from exposure to necrotic energy within an area of blackstar mold rise 1 round later as a zombie.
Nethercrabs are occasionally followed by undead creatures that are were corpses spontaneously reanimated by their shell’s embedded netherite. Any corpse of Medium size or smaller within 30 ft. of a nethercrab has a cumulative 10% chance per hour of reanimating as a skeleton or zombie. The nethercrab can animate a maximum number of hit dice worth of undead creatures equal to twice the nethercrab’s hit dice.
Age of Worms Adventure Path 3.5 to 5e
Undead: ?
Ghoul: ?
Skeleton: ?
Zombie, Normal Zombie: When the [Kyuss] worm reaches the victims brain, it does 1d2 temporary Intelligence damage per round until it is destroyed or the victim reaches 0 Intelligence, at which point the victim dies and rises as a Spawn of Kyuss 7 (1d6 + 4) rounds later if it was a Small, Medium, or Large creature. Tiny creatures putrefy rather than becoming spawn. Larger creatures become normal zombies.
Any target killed by a swarm [of Kyuss worms] or Kyuss Worms from a swarm rises as a Sword of Kyuss 7 (1d6 + 4) rounds later if it was a Small, Medium, or Large creature. Tiny creatures putrefy rather than becoming spawn. Larger creatures become normal zombies.
Specter: ?
Ghast: ?
Kyuss Spawnling: ?
Spawn of Kyuss: When the [Kyuss] worm reaches the victims brain, it does 1d2 temporary Intelligence damage per round until it is destroyed or the victim reaches 0 Intelligence, at which point the victim dies and rises as a Spawn of Kyuss 7 (1d6 + 4) rounds later if it was a Small, Medium, or Large creature. Tiny creatures putrefy rather than becoming spawn. Larger creatures become normal zombies.
A humanoid slain by this effect [its hit point maximum being reduced to 0 while swallowed by an ulgurstata] rises as a spawn of Kyuss.
A humanoid slain by this [ulgurstata's necromantic breath] effect [reducing the target's hit point maximum to 0] rises as a spawn of Kyuss.
Mohrg: ?
Ulgurstata: ?
Wraith: ?
Blood Amniote: ?
Moretto, Ghast Gladiator: ?
Kyuss Knight: If the target dies from this [Kyuss knight's] Kyuss Worm and would normally turn into a Spawn of Kyuss, it turns into a Kyuss Knight instead.
Eviscerator Beetle: ?
Kelvos the Wormtouched: ?
Sword of Kyuss: Any target killed by a swarm [of Kyuss worms] or Kyuss Worms from a swarm rises as a Sword of Kyuss 7 (1d6 + 4) rounds later if it was a Small, Medium, or Large creature. Tiny creatures putrefy rather than becoming spawn. Larger creatures become normal zombies.
Revenant: ?
Sruggut: ?
Mak'ar: ?
Rhorsk: ?
Gazzilfek: ?
Favored Spawn of Kyuss: Many different creatures can be a favored Spawn of Kyuss.
A victim slain by one of these Kyuss worms [from Gazzilfek] rises as a favored spawn of Kyuss.
Any appropriate creature that dies within the Tabernacle of Worms rises 1d4 rounds later as a favored spawn of Kyuss.
A humanoid slain by this effect [its hit point maximum being reduced to 0 while swallowed by N'vesh-N'kar] rises in 1d4 rounds as a Favored Spawn of Kyuss.
A humanoid slain by this effect [its hit point maximum being reduced to 0 from N'vesh-N'kar's necromantic breath] rises 1d4 rounds later as a Favored Spawn of Kyuss.
Any living creature that dies [in Alhaster's Spire] returns the next round as a favored spawn of Kyuss.
A creature can be infested by up to 5 of these Empowered Kyuss Worms at a time, and any creature brought to 0 hp by this [Empowered Kyuss Worm] damage rises as a Favored Spawn of Kyuss in 1d10 rounds.
Kyuss Chimera, Chimera Favored Spawn of Kyuss: ?
Earthcancer Centipede: ?
Mindkiller Scorpion: ?
Thessalar the Lich: ?
Vampire Spellcaster: ?
Wormdrake: ?
Nightcrawler: ?
Dragotha, Ancient Red Dragon Dracolich: ?
N'vesh-N'kar, Ulgurstata: ?
Undead Mage: ?
Vampire Spawn: ?
Avolakia Priest: ?
Crimson Death: ?
Vulra: ?
Vampire Warrior: ?
Lashonna, Ancient Silver Dragon Vampire: ?
Maralee, Kyuss Knight: ?
Bone Naga: ?
Undead Servant of Kyuss: ?
Ghoul: ?
Skeleton: ?
Zombie, Normal Zombie: When the [Kyuss] worm reaches the victims brain, it does 1d2 temporary Intelligence damage per round until it is destroyed or the victim reaches 0 Intelligence, at which point the victim dies and rises as a Spawn of Kyuss 7 (1d6 + 4) rounds later if it was a Small, Medium, or Large creature. Tiny creatures putrefy rather than becoming spawn. Larger creatures become normal zombies.
Any target killed by a swarm [of Kyuss worms] or Kyuss Worms from a swarm rises as a Sword of Kyuss 7 (1d6 + 4) rounds later if it was a Small, Medium, or Large creature. Tiny creatures putrefy rather than becoming spawn. Larger creatures become normal zombies.
Specter: ?
Ghast: ?
Kyuss Spawnling: ?
Spawn of Kyuss: When the [Kyuss] worm reaches the victims brain, it does 1d2 temporary Intelligence damage per round until it is destroyed or the victim reaches 0 Intelligence, at which point the victim dies and rises as a Spawn of Kyuss 7 (1d6 + 4) rounds later if it was a Small, Medium, or Large creature. Tiny creatures putrefy rather than becoming spawn. Larger creatures become normal zombies.
A humanoid slain by this effect [its hit point maximum being reduced to 0 while swallowed by an ulgurstata] rises as a spawn of Kyuss.
A humanoid slain by this [ulgurstata's necromantic breath] effect [reducing the target's hit point maximum to 0] rises as a spawn of Kyuss.
Mohrg: ?
Ulgurstata: ?
Wraith: ?
Blood Amniote: ?
Moretto, Ghast Gladiator: ?
Kyuss Knight: If the target dies from this [Kyuss knight's] Kyuss Worm and would normally turn into a Spawn of Kyuss, it turns into a Kyuss Knight instead.
Eviscerator Beetle: ?
Kelvos the Wormtouched: ?
Sword of Kyuss: Any target killed by a swarm [of Kyuss worms] or Kyuss Worms from a swarm rises as a Sword of Kyuss 7 (1d6 + 4) rounds later if it was a Small, Medium, or Large creature. Tiny creatures putrefy rather than becoming spawn. Larger creatures become normal zombies.
Revenant: ?
Sruggut: ?
Mak'ar: ?
Rhorsk: ?
Gazzilfek: ?
Favored Spawn of Kyuss: Many different creatures can be a favored Spawn of Kyuss.
A victim slain by one of these Kyuss worms [from Gazzilfek] rises as a favored spawn of Kyuss.
Any appropriate creature that dies within the Tabernacle of Worms rises 1d4 rounds later as a favored spawn of Kyuss.
A humanoid slain by this effect [its hit point maximum being reduced to 0 while swallowed by N'vesh-N'kar] rises in 1d4 rounds as a Favored Spawn of Kyuss.
A humanoid slain by this effect [its hit point maximum being reduced to 0 from N'vesh-N'kar's necromantic breath] rises 1d4 rounds later as a Favored Spawn of Kyuss.
Any living creature that dies [in Alhaster's Spire] returns the next round as a favored spawn of Kyuss.
A creature can be infested by up to 5 of these Empowered Kyuss Worms at a time, and any creature brought to 0 hp by this [Empowered Kyuss Worm] damage rises as a Favored Spawn of Kyuss in 1d10 rounds.
Kyuss Chimera, Chimera Favored Spawn of Kyuss: ?
Earthcancer Centipede: ?
Mindkiller Scorpion: ?
Thessalar the Lich: ?
Vampire Spellcaster: ?
Wormdrake: ?
Nightcrawler: ?
Dragotha, Ancient Red Dragon Dracolich: ?
N'vesh-N'kar, Ulgurstata: ?
Undead Mage: ?
Vampire Spawn: ?
Avolakia Priest: ?
Crimson Death: ?
Vulra: ?
Vampire Warrior: ?
Lashonna, Ancient Silver Dragon Vampire: ?
Maralee, Kyuss Knight: ?
Bone Naga: ?
Undead Servant of Kyuss: ?
After the Crash
Undead: ?
Exo-Skeleton: An exoskeleton suit was a device meant to augment a humanoid’s strength, agility and combat prowess. It was implanted to the outside of a humanoid’s body, and connected to their nervous system and anchored to their skeletal system.
Science Gone Wrong. Exo-Skeletons are equipped with AI. These Artificial Intelligences were programmed to get the soldier wearing the unit to safety should that soldier be rendered unconscious, and to defend the soldier should an enemy attempt to stop that mission. During the Crash many soldiers with exoskeletons died before being able to find shelter or give the Exo-Skeleton’s AI any different orders. The devices continue to move their dead humanoid bones about, and their simple software sought to complete their programming.
Exo-Skeleton: An exoskeleton suit was a device meant to augment a humanoid’s strength, agility and combat prowess. It was implanted to the outside of a humanoid’s body, and connected to their nervous system and anchored to their skeletal system.
Science Gone Wrong. Exo-Skeletons are equipped with AI. These Artificial Intelligences were programmed to get the soldier wearing the unit to safety should that soldier be rendered unconscious, and to defend the soldier should an enemy attempt to stop that mission. During the Crash many soldiers with exoskeletons died before being able to find shelter or give the Exo-Skeleton’s AI any different orders. The devices continue to move their dead humanoid bones about, and their simple software sought to complete their programming.
Aigyptos: A Gazetteer for 5th Edition
Skeleton Canine Animal: ?
Lich: ?
Ghast: ?
Mummy: ?
Skeleton: ?
Zombie: ?
Ghoul: ?
Lich: ?
Ghast: ?
Mummy: ?
Skeleton: ?
Zombie: ?
Ghoul: ?
Akhamet Campaign Setting
Ghoul Akhameti: ?
Ghast Akhameti: ?
Pejka, Ghast Akhameti: ?
Mummy Guard: A mummy guard is a devoted of Anubis who underwent mummification to perform duties to the church forever.
Mummies created by the church can be represented by the mummy guards or lesser mummies in the new monsters section.
Mummy Lesser: Lesser mummies are created by the church of Anubis as a way to gift immortality to favored servants. The ritual is a shortened version that creates mummies and mummy guards.
Mummies created by the church can be represented by the mummy guards or lesser mummies in the new monsters section.
Djelest the Sage, Mummy Lesser: ?
Salt Skeleton: The Salt Desert is one of the most inhospitable in Akhamet. Any dead rises up as a salt skeleton, unlike elsewhere where they animate as zombies.
The area [the Salt Desert] is home to salt mephits and armies of salt skeletons. The dead here re-animate into salt skeletons rather than zombies.
Sand Wraith: ?
Vampire Sekhmeti: A female killed by the bite of the sekhmeti rises as a sekhmeti.
Neferkah, Sekhmeti Vampire: ?
Queen Hatshepdjet, Sekhmeti Vampire: ?
Undead: ?
Mindless Undead, Mindless Dead: ?
Incorporeal Undead: ?
Ghost: ?
Ghoul: A female killed by the bite of the sekhmeti rises as a sekhmeti. Males turn into ghouls, under the control of the sekhmeti.
Dead bodies of humanoids and giants left without proper funerary rites arise as undead creatures: ghasts, ghouls, skeletons, or zombies.
Ghast: Dead bodies of humanoids and giants left without proper funerary rites arise as undead creatures: ghasts, ghouls, skeletons, or zombies.
Mummy: Although mummification is part of the funerary rites, few are made into mummies. Only volunteers chosen by Pharaoh, Anubis, or who their clergy decide to reward with such gift become mummies.
The Great Necropolis is dominated by a large stone pyramid that holds the mummified remains of over a hundred generation of the richest and most deserving of the city’s former inhabitants. Guards, both living and mummified, patrol the halls, to prevent tomb robbing. Many of its inhabitants are undead creatures granted eternal life through mummification.
The bearer of the Book of Thoth cannot find rest even in death, he always returns to life as a mummy 2d6 days later (or longer if the person undergoes the mummification rituals).
Mummy Lord: ?
Shadow: ?
Skeleton: Skeletons are the dead who are stuck or entombed with former masters or spouses. Isolated from the outside world, their flesh dries and turns to dust before they animate.
Dead bodies of humanoids and giants left without proper funerary rites arise as undead creatures: ghasts, ghouls, skeletons, or zombies.
Wight: ?
Wraith: ?
Zombie, Rising Dead: The second century was dominated by the Great Plague. Originating in the tombs of pre-history, this plague affected anyone who died, reanimating them into zombies. The Great Plague, as it became known, ran rampant until it was finally eradicated. It changed society forever because the dead did not rest easy from that day forth.
Today, a few places are still affected by it, typically in lost settlements in the desert. Such areas are overrun by shambling zombies.
Dead bodies of humanoids and giants left without proper funerary rites arise as undead creatures: ghasts, ghouls, skeletons, or zombies.
Zombies are created when a body is left to rot out in the open air. All humanoid and giants suffer from this curse, only the occasional beast and monstrosity rise again after their deaths. Reanimation happens within a few hours up to a full day, though it is often precipitated by the approach of potential living.
The Salt Desert is one of the most inhospitable in Akhamet. Any dead rises up as a salt skeleton, unlike elsewhere where they animate as zombies.
Ogre Zombie: ?
Ghast Akhameti: ?
Pejka, Ghast Akhameti: ?
Mummy Guard: A mummy guard is a devoted of Anubis who underwent mummification to perform duties to the church forever.
Mummies created by the church can be represented by the mummy guards or lesser mummies in the new monsters section.
Mummy Lesser: Lesser mummies are created by the church of Anubis as a way to gift immortality to favored servants. The ritual is a shortened version that creates mummies and mummy guards.
Mummies created by the church can be represented by the mummy guards or lesser mummies in the new monsters section.
Djelest the Sage, Mummy Lesser: ?
Salt Skeleton: The Salt Desert is one of the most inhospitable in Akhamet. Any dead rises up as a salt skeleton, unlike elsewhere where they animate as zombies.
The area [the Salt Desert] is home to salt mephits and armies of salt skeletons. The dead here re-animate into salt skeletons rather than zombies.
Sand Wraith: ?
Vampire Sekhmeti: A female killed by the bite of the sekhmeti rises as a sekhmeti.
Neferkah, Sekhmeti Vampire: ?
Queen Hatshepdjet, Sekhmeti Vampire: ?
Undead: ?
Mindless Undead, Mindless Dead: ?
Incorporeal Undead: ?
Ghost: ?
Ghoul: A female killed by the bite of the sekhmeti rises as a sekhmeti. Males turn into ghouls, under the control of the sekhmeti.
Dead bodies of humanoids and giants left without proper funerary rites arise as undead creatures: ghasts, ghouls, skeletons, or zombies.
Ghast: Dead bodies of humanoids and giants left without proper funerary rites arise as undead creatures: ghasts, ghouls, skeletons, or zombies.
Mummy: Although mummification is part of the funerary rites, few are made into mummies. Only volunteers chosen by Pharaoh, Anubis, or who their clergy decide to reward with such gift become mummies.
The Great Necropolis is dominated by a large stone pyramid that holds the mummified remains of over a hundred generation of the richest and most deserving of the city’s former inhabitants. Guards, both living and mummified, patrol the halls, to prevent tomb robbing. Many of its inhabitants are undead creatures granted eternal life through mummification.
The bearer of the Book of Thoth cannot find rest even in death, he always returns to life as a mummy 2d6 days later (or longer if the person undergoes the mummification rituals).
Mummy Lord: ?
Shadow: ?
Skeleton: Skeletons are the dead who are stuck or entombed with former masters or spouses. Isolated from the outside world, their flesh dries and turns to dust before they animate.
Dead bodies of humanoids and giants left without proper funerary rites arise as undead creatures: ghasts, ghouls, skeletons, or zombies.
Wight: ?
Wraith: ?
Zombie, Rising Dead: The second century was dominated by the Great Plague. Originating in the tombs of pre-history, this plague affected anyone who died, reanimating them into zombies. The Great Plague, as it became known, ran rampant until it was finally eradicated. It changed society forever because the dead did not rest easy from that day forth.
Today, a few places are still affected by it, typically in lost settlements in the desert. Such areas are overrun by shambling zombies.
Dead bodies of humanoids and giants left without proper funerary rites arise as undead creatures: ghasts, ghouls, skeletons, or zombies.
Zombies are created when a body is left to rot out in the open air. All humanoid and giants suffer from this curse, only the occasional beast and monstrosity rise again after their deaths. Reanimation happens within a few hours up to a full day, though it is often precipitated by the approach of potential living.
The Salt Desert is one of the most inhospitable in Akhamet. Any dead rises up as a salt skeleton, unlike elsewhere where they animate as zombies.
Ogre Zombie: ?
Along the Twisting Way: The Faerie Ring Campaign Guide (5E)
Undead: Korapira’s obsession with death and her gruesome experiments leave a veritable torrent of dead and undead in their wake. However, she cares no more for undead than she does for the living—it is the act, the transition from life to death, the release of the soul that she cares about. Any undead side-products of her experiments are typically left to her ravenous children.
Submerged Undead: ?
Incorporeal Undead: ?
Undead Animal: One of Salmigar River’s tributaries cuts through a dead section of the Greenwood and skirts the Silent Forest. The river had become the grave site of many wounded prey animals fleeing from a particularly large hunt. The forest accepted the terrified animals and allowed them a final moment of respite before they succumbed to their wounds and fell into the river.
As negative energy built up around the animals’ death, the river turned blood red. During the day, the area surrounding the river only has an eerie stillness to mark the place as haunted. No animals come near the river, and no birds fly above it. During the full moon, the moon turns crimson and undead animals drag themselves out of the river to wreak vengeance.
Undead Ally: ?
Banshee: ?
Ghost: ?
Ghoul: The Bones of Annwn is a dead, spiritless place, and no life survives long within it. Living creatures in the Bones of Annwn take 1d6 damage per minute. A creature killed by this damage rises as an undead—either a skeleton, zombie, ghoul, ghast, shadow, wraith, or specter, at the GM’s determination.
Ghast: The Bones of Annwn is a dead, spiritless place, and no life survives long within it. Living creatures in the Bones of Annwn take 1d6 damage per minute. A creature killed by this damage rises as an undead—either a skeleton, zombie, ghoul, ghast, shadow, wraith, or specter, at the GM’s determination.
Shadow: The Bones of Annwn is a dead, spiritless place, and no life survives long within it. Living creatures in the Bones of Annwn take 1d6 damage per minute. A creature killed by this damage rises as an undead—either a skeleton, zombie, ghoul, ghast, shadow, wraith, or specter, at the GM’s determination.
Shadows are powerful creatures native to the Shadow Plane or otherwise touched by ancient primordial darkness.
Animated Skeletal Horse: ?
Skeleton: The Bones of Annwn is a dead, spiritless place, and no life survives long within it. Living creatures in the Bones of Annwn take 1d6 damage per minute. A creature killed by this damage rises as an undead—either a skeleton, zombie, ghoul, ghast, shadow, wraith, or specter, at the GM’s determination.
Specter: The Bones of Annwn is a dead, spiritless place, and no life survives long within it. Living creatures in the Bones of Annwn take 1d6 damage per minute. A creature killed by this damage rises as an undead—either a skeleton, zombie, ghoul, ghast, shadow, wraith, or specter, at the GM’s determination.
Will-o'-Wisp: ?
Wraith: The Bones of Annwn is a dead, spiritless place, and no life survives long within it. Living creatures in the Bones of Annwn take 1d6 damage per minute. A creature killed by this damage rises as an undead—either a skeleton, zombie, ghoul, ghast, shadow, wraith, or specter, at the GM’s determination.
Zombie: The Bones of Annwn is a dead, spiritless place, and no life survives long within it. Living creatures in the Bones of Annwn take 1d6 damage per minute. A creature killed by this damage rises as an undead—either a skeleton, zombie, ghoul, ghast, shadow, wraith, or specter, at the GM’s determination.
The Bodie Politik can inhabit a corpse and animate it.
Ogre Zombie: The Bodie Politik can inhabit a corpse and animate it.
Submerged Undead: ?
Incorporeal Undead: ?
Undead Animal: One of Salmigar River’s tributaries cuts through a dead section of the Greenwood and skirts the Silent Forest. The river had become the grave site of many wounded prey animals fleeing from a particularly large hunt. The forest accepted the terrified animals and allowed them a final moment of respite before they succumbed to their wounds and fell into the river.
As negative energy built up around the animals’ death, the river turned blood red. During the day, the area surrounding the river only has an eerie stillness to mark the place as haunted. No animals come near the river, and no birds fly above it. During the full moon, the moon turns crimson and undead animals drag themselves out of the river to wreak vengeance.
Undead Ally: ?
Banshee: ?
Ghost: ?
Ghoul: The Bones of Annwn is a dead, spiritless place, and no life survives long within it. Living creatures in the Bones of Annwn take 1d6 damage per minute. A creature killed by this damage rises as an undead—either a skeleton, zombie, ghoul, ghast, shadow, wraith, or specter, at the GM’s determination.
Ghast: The Bones of Annwn is a dead, spiritless place, and no life survives long within it. Living creatures in the Bones of Annwn take 1d6 damage per minute. A creature killed by this damage rises as an undead—either a skeleton, zombie, ghoul, ghast, shadow, wraith, or specter, at the GM’s determination.
Shadow: The Bones of Annwn is a dead, spiritless place, and no life survives long within it. Living creatures in the Bones of Annwn take 1d6 damage per minute. A creature killed by this damage rises as an undead—either a skeleton, zombie, ghoul, ghast, shadow, wraith, or specter, at the GM’s determination.
Shadows are powerful creatures native to the Shadow Plane or otherwise touched by ancient primordial darkness.
Animated Skeletal Horse: ?
Skeleton: The Bones of Annwn is a dead, spiritless place, and no life survives long within it. Living creatures in the Bones of Annwn take 1d6 damage per minute. A creature killed by this damage rises as an undead—either a skeleton, zombie, ghoul, ghast, shadow, wraith, or specter, at the GM’s determination.
Specter: The Bones of Annwn is a dead, spiritless place, and no life survives long within it. Living creatures in the Bones of Annwn take 1d6 damage per minute. A creature killed by this damage rises as an undead—either a skeleton, zombie, ghoul, ghast, shadow, wraith, or specter, at the GM’s determination.
Will-o'-Wisp: ?
Wraith: The Bones of Annwn is a dead, spiritless place, and no life survives long within it. Living creatures in the Bones of Annwn take 1d6 damage per minute. A creature killed by this damage rises as an undead—either a skeleton, zombie, ghoul, ghast, shadow, wraith, or specter, at the GM’s determination.
Zombie: The Bones of Annwn is a dead, spiritless place, and no life survives long within it. Living creatures in the Bones of Annwn take 1d6 damage per minute. A creature killed by this damage rises as an undead—either a skeleton, zombie, ghoul, ghast, shadow, wraith, or specter, at the GM’s determination.
The Bodie Politik can inhabit a corpse and animate it.
Ogre Zombie: The Bodie Politik can inhabit a corpse and animate it.
Amazing Adventures 5E Ruins of Ends Meet
Ghost: ?
Ghoul: ?
Undead: ?
Ghoul: ?
Undead: ?
Amazing Adventures 5E Solar Burn
Zombie: Crab-men as presented in the New Monsters chapter possess the horrific ability to implant hosts with eggs, which turn the host into a zombie, and then erupt as new crabmen.
Those killed by crab-men larvae rise as a zombies under the control of any Crab-Man within 500 feet.
The means of colonization, unfortunately, results in the extermination of any intelligent humanoid life already present on the planet, who the crab-men use as incubators for their species, and thereafter as food and zombie slaves.
Crab-man implant larvae into their victims, which explode from the body cavity within several days; these larvae then animate the body as a zombie until they mature to fighting age within one to four weeks of birth.
Those killed by crab-men larvae rise as a zombies under the control of any Crab-Man within 500 feet.
The means of colonization, unfortunately, results in the extermination of any intelligent humanoid life already present on the planet, who the crab-men use as incubators for their species, and thereafter as food and zombie slaves.
Crab-man implant larvae into their victims, which explode from the body cavity within several days; these larvae then animate the body as a zombie until they mature to fighting age within one to four weeks of birth.
Amazing Adventures 5E -- The Brotherhood of William St. John
Undead: ?
Vampire: ?
Vampire: ?
Amethyst Factions (5E)
Undead: The corruption of Ixindar is a special case. In most situations, a corrupted creature is indistinguishable from its original form. Most Ixindar creatures are actually undead, sustained in the exact same state as they were reanimated in perpetuity, whether it be as a pristine cadaver or a half-rotten corpse.
Vampire Ghulat: To become one required either being bitten once or as many as three times. One may need only to reject their church in an exceptionally blasphemous way to become one. Some came from a witch's curse while some rose from the dead with not a single sin upon their soul.
Ghulath are immortal, undying creatures that have been turned into a ghulat by another ghulat, generally necurats, though no one knows who created them.
Atop the ladder of power is the necurat, known as a vampire lord to others, the original stock that embraced corruption. These are the most powerful ghulath, the ones that tempted the others, later to be called eidolons. The first generation ghulath all willingly swore their souls to their parental necurath, thus their bodies didn’t degrade like the monsters they would infect later.
It tells of an ancient line of fae fascinated by the power of Ixindar, but rather than completely fall to the whisper of Mengus, these brilliant and powerful individuals warped the power to serve their needs, using negative energy to keep their souls alive within unliving bodies. What began as experiments with lifeless husks controlled by negative energy eventually evolved to creatures echalogical influence would refer to as vampires.
Vampire Ghulat Eidolon: A humanoid slain in this way [by its hit point maximum being reduced to 0 by a necurat's bite attack] rises the following night as either a phyrus (if the death was unwilling) or an eidolon (if the death was willing).
Atop the ladder of power is the necurat, known as a vampire lord to others, the original stock that embraced corruption. These are the most powerful ghulath, the ones that tempted the others, later to be called eidolons. The first generation ghulath all willingly swore their souls to their parental necurath, thus their bodies didn’t degrade like the monsters they would infect later.
Vampire Ghulat Vampire Familiar: A humanoid slain in this way [by its hit point maximum being reduced to 0 by an eidolon's bite attack] rises the following night as either a phyrus (if the death was unwilling) or a vampire familiar (if the death was willing).
Vampire Ghulat Phyrus: A humanoid slain in this way [by its hit point maximum being reduced to 0 by a phyrus's bite attack] rises the following night as either a phyrus.
A humanoid slain in this way [by its hit point maximum being reduced to 0 by an eidolon's bite attack] rises the following night as either a phyrus (if the death was unwilling) or a vampire familiar (if the death was willing).
A humanoid slain in this way [by its hit point maximum being reduced to 0 by a vampire familiar's bite attack], rises the following night as a phyrus.
A humanoid slain in this way [by its hit point maximum being reduced to 0 by a necurat's bite attack] rises the following night as either a phyrus (if the death was unwilling) or an eidolon (if the death was willing).
The vampires turned against their will became phyrus, true monsters barely controlled by the eidolons though still docile in the face of a lord.
Atop the ladder of power is the necurat, known as a vampire lord to others, the original stock that embraced corruption. These are the most powerful ghulath, the ones that tempted the others, later to be called eidolons. The first generation ghulath all willingly swore their souls to their parental necurath, thus their bodies didn’t degrade like the monsters they would infect later. The vampires turned against their will became phyrus, true monsters barely controlled by the eidolons though still docile in the face of a lord.
Vampire Ghulat Necurat, Vampire Lord, Lord of Death: Ghulath are immortal, undying creatures that have been turned into a ghulat by another ghulat, generally necurats, though no one knows who created them.
Undead Abomination: ?
Bloodsucking Undead Fiend: ?
Undead Thrall: ?
Sacander, Vampire: ?
Mindless Spawn: ?
Feral Undead Phyrus: ?
Undead Pagus: One of the largest known death dragons, Reaver of Light, keeps a castle near the glacier wall in the north. He commands his private army, increasing his pagus population by scavenging the dead from their daily civil conflicts and raising them to this service.
Ghost: ?
Zombie Tyrannosaur: ?
Vampire Ghulat: To become one required either being bitten once or as many as three times. One may need only to reject their church in an exceptionally blasphemous way to become one. Some came from a witch's curse while some rose from the dead with not a single sin upon their soul.
Ghulath are immortal, undying creatures that have been turned into a ghulat by another ghulat, generally necurats, though no one knows who created them.
Atop the ladder of power is the necurat, known as a vampire lord to others, the original stock that embraced corruption. These are the most powerful ghulath, the ones that tempted the others, later to be called eidolons. The first generation ghulath all willingly swore their souls to their parental necurath, thus their bodies didn’t degrade like the monsters they would infect later.
It tells of an ancient line of fae fascinated by the power of Ixindar, but rather than completely fall to the whisper of Mengus, these brilliant and powerful individuals warped the power to serve their needs, using negative energy to keep their souls alive within unliving bodies. What began as experiments with lifeless husks controlled by negative energy eventually evolved to creatures echalogical influence would refer to as vampires.
Vampire Ghulat Eidolon: A humanoid slain in this way [by its hit point maximum being reduced to 0 by a necurat's bite attack] rises the following night as either a phyrus (if the death was unwilling) or an eidolon (if the death was willing).
Atop the ladder of power is the necurat, known as a vampire lord to others, the original stock that embraced corruption. These are the most powerful ghulath, the ones that tempted the others, later to be called eidolons. The first generation ghulath all willingly swore their souls to their parental necurath, thus their bodies didn’t degrade like the monsters they would infect later.
Vampire Ghulat Vampire Familiar: A humanoid slain in this way [by its hit point maximum being reduced to 0 by an eidolon's bite attack] rises the following night as either a phyrus (if the death was unwilling) or a vampire familiar (if the death was willing).
Vampire Ghulat Phyrus: A humanoid slain in this way [by its hit point maximum being reduced to 0 by a phyrus's bite attack] rises the following night as either a phyrus.
A humanoid slain in this way [by its hit point maximum being reduced to 0 by an eidolon's bite attack] rises the following night as either a phyrus (if the death was unwilling) or a vampire familiar (if the death was willing).
A humanoid slain in this way [by its hit point maximum being reduced to 0 by a vampire familiar's bite attack], rises the following night as a phyrus.
A humanoid slain in this way [by its hit point maximum being reduced to 0 by a necurat's bite attack] rises the following night as either a phyrus (if the death was unwilling) or an eidolon (if the death was willing).
The vampires turned against their will became phyrus, true monsters barely controlled by the eidolons though still docile in the face of a lord.
Atop the ladder of power is the necurat, known as a vampire lord to others, the original stock that embraced corruption. These are the most powerful ghulath, the ones that tempted the others, later to be called eidolons. The first generation ghulath all willingly swore their souls to their parental necurath, thus their bodies didn’t degrade like the monsters they would infect later. The vampires turned against their will became phyrus, true monsters barely controlled by the eidolons though still docile in the face of a lord.
Vampire Ghulat Necurat, Vampire Lord, Lord of Death: Ghulath are immortal, undying creatures that have been turned into a ghulat by another ghulat, generally necurats, though no one knows who created them.
Undead Abomination: ?
Bloodsucking Undead Fiend: ?
Undead Thrall: ?
Sacander, Vampire: ?
Mindless Spawn: ?
Feral Undead Phyrus: ?
Undead Pagus: One of the largest known death dragons, Reaver of Light, keeps a castle near the glacier wall in the north. He commands his private army, increasing his pagus population by scavenging the dead from their daily civil conflicts and raising them to this service.
Ghost: ?
Zombie Tyrannosaur: ?
Amethyst: Quintessence (5E)
Undead: Ixindar is associated with certain constructs and to most undead, especially those where monsters are raised by necromancy.
Attricana is rarely associated with the undead, but exceptions have occurred—where the ambient magic has kept a consciousness bound in the real world.
Free-Willed Undead: Another cursed fae line whose ancestors embraced the power of Ixindar to transform themselves into free-willed undead.
Unspeakable Undead Horror: They descend from the servants and consorts of the Lords of Death, ghulath in the tongue of the ancient fae, who discovered how to take Ixindar’s power for themselves and used it to create unspeakable undead horrors that served only their own selfish whims, and not the whisper of Mengus.
Lord of Death: ?
Vampire, Ghulat, Draugr, Vrykolakas, Chupacabra: ?
Mindless Undead: ?
Slavering Undead Horror: ?
Banshee: ?
Crawling Claw: ?
Demilich: ?
Ghost: ?
Ghoul: ?
Lich: ?
Mummy: ?
Revenant: ?
Shadow: ?
Skeleton: ?
Specter: ?
Wight: ?
Will-O'-Wisp: ?
Wraith: ?
Zombie: ?
Vampire Spawn: ?
Attricana is rarely associated with the undead, but exceptions have occurred—where the ambient magic has kept a consciousness bound in the real world.
Free-Willed Undead: Another cursed fae line whose ancestors embraced the power of Ixindar to transform themselves into free-willed undead.
Unspeakable Undead Horror: They descend from the servants and consorts of the Lords of Death, ghulath in the tongue of the ancient fae, who discovered how to take Ixindar’s power for themselves and used it to create unspeakable undead horrors that served only their own selfish whims, and not the whisper of Mengus.
Lord of Death: ?
Vampire, Ghulat, Draugr, Vrykolakas, Chupacabra: ?
Mindless Undead: ?
Slavering Undead Horror: ?
Banshee: ?
Crawling Claw: ?
Demilich: ?
Ghost: ?
Ghoul: ?
Lich: ?
Mummy: ?
Revenant: ?
Shadow: ?
Skeleton: ?
Specter: ?
Wight: ?
Will-O'-Wisp: ?
Wraith: ?
Zombie: ?
Vampire Spawn: ?
Amulet at Watcher's Pool 5E
Ghost: ?
Undead: ?
Minotaur Skeleton: ?
Skeleton: ?
Jehnem Veldrim, Ghost: ?
Animated Skeleton: ?
Minotaur Skeleton, Skeleton Crewmember: ?
Skeleton, Skeleton Crewmember: ?
Undead: ?
Minotaur Skeleton: ?
Skeleton: ?
Jehnem Veldrim, Ghost: ?
Animated Skeleton: ?
Minotaur Skeleton, Skeleton Crewmember: ?
Skeleton, Skeleton Crewmember: ?
An Echo in The Darkness
Bile Thrall: ?
Brute Thrall: The brute thrall signifies a natural evolution for the proud meat smiths of Cryx, who have long enjoyed integrating local creatures into their malignant creations. These hulking monstrosities are cobbled together from the carcasses of Scharde trollkin and ogrun, along with masses of conduit, steel plate, and discarded mechanika powered by a necrotite furnace.
Mechanithrall, Undead Mechanithrall: Assembled from a horrific fusion of corpses and machinery scavenged from the battlefield, mechanithralls fill the ranks of Cryx’s armies. A mechanithrall’s reanimated body is augmented with two heavy gauntlets powered by dark energies and steam pressure.
Scrap Thrall: Scrap thralls are little more than the spare parts of a fallen ’jack slapped together and animated as a shambling delivery vehicle for necrotite-enhanced bombs.
Sovox the Resurrector, Necrotech, Mad Undead Engineer Who Specializes in the Fusion of Necromancy and Mechanika, Loyal Lieutenant, Squat Ugly Creature On Four Metallic Spider Legs: The necrotechs of Cryx are part necromancer, part mechanik, part evil genius, and spiced with a dash of deranged lunatic.
Bile Thrall, Walking Vessel for Volumes of Corrosive and Digestive Agents: ?
Brute Thrall, Hulking Monstrosity: ?
Brute Thrall, Hulking Undead Thrall, Oversized Brute, Oversized Brute Thrall, Most Powerful Thrall, Towering Brute of a Thrall: ?
Mechanithrall, Figure, Emaciated Undead With Green Glowing Eyes, Gaunt Figure of Meat and Metal, Raider: ?
Scrap Thrall, Ramshackle Undead, Figure, Emaciated Undead With Green Glowing Eyes, Gaunt Figure of Meat and Metal, Raider: ?
Undead, Undead Creature: ?
Cryxian Undead: ?
Undead Thrall: ?
Lich Lord Deneghra, Twin Sister, Undead Leader of Cryx: ?
Brute Thrall: The brute thrall signifies a natural evolution for the proud meat smiths of Cryx, who have long enjoyed integrating local creatures into their malignant creations. These hulking monstrosities are cobbled together from the carcasses of Scharde trollkin and ogrun, along with masses of conduit, steel plate, and discarded mechanika powered by a necrotite furnace.
Mechanithrall, Undead Mechanithrall: Assembled from a horrific fusion of corpses and machinery scavenged from the battlefield, mechanithralls fill the ranks of Cryx’s armies. A mechanithrall’s reanimated body is augmented with two heavy gauntlets powered by dark energies and steam pressure.
Scrap Thrall: Scrap thralls are little more than the spare parts of a fallen ’jack slapped together and animated as a shambling delivery vehicle for necrotite-enhanced bombs.
Sovox the Resurrector, Necrotech, Mad Undead Engineer Who Specializes in the Fusion of Necromancy and Mechanika, Loyal Lieutenant, Squat Ugly Creature On Four Metallic Spider Legs: The necrotechs of Cryx are part necromancer, part mechanik, part evil genius, and spiced with a dash of deranged lunatic.
Bile Thrall, Walking Vessel for Volumes of Corrosive and Digestive Agents: ?
Brute Thrall, Hulking Monstrosity: ?
Brute Thrall, Hulking Undead Thrall, Oversized Brute, Oversized Brute Thrall, Most Powerful Thrall, Towering Brute of a Thrall: ?
Mechanithrall, Figure, Emaciated Undead With Green Glowing Eyes, Gaunt Figure of Meat and Metal, Raider: ?
Scrap Thrall, Ramshackle Undead, Figure, Emaciated Undead With Green Glowing Eyes, Gaunt Figure of Meat and Metal, Raider: ?
Undead, Undead Creature: ?
Cryxian Undead: ?
Undead Thrall: ?
Lich Lord Deneghra, Twin Sister, Undead Leader of Cryx: ?
An Overview of Gloriana
Undead: Graveborn Sorcerer bloodline.
Pact Puppet Phylactery Warlock invocation.
Cordycep Dragon: ?
Cordycep Stage 1: Cordycep Dragon's Spawn Cordycep legendary action.
Cordycep Stage 2: ?
Cordycep Stage 3: ?
Cordycep Stage 4: ?
Dancing Dead: In life they were the unchangeable, they were the ones who walked their own paths, not willing to do what they were told, not conforming to the norms set by society, rising from their graves with an unending drive to continue living their own way, not even willing to allow death to control them.
Walking Corpse: ?
Nuckelavee: The Nuckelavee is a horrid creature, formed when a fey being finds its way into The Neverthere and dies. It is then resurrected as a quasi-undead monster. They become twisted and distorted, resembling a humanoid riding a horse, but the lower half of the humanoid is fused into the horse's back.
Horrid Creature: ?
Quasi-Undead Monster: ?
Undead Lord: Some of them Liches, some of them just too stubborn to stay dead, and some of them filled with so much ancient knowledge, that even death couldn't tax them enough to truly die.
Foul Necromantic Creature: ?
Kistu, The First Lich, Undead Lord: ?
Al'Hamaret The Keeper of Secret Things, Undead Lord: ?
Vashta, The Profane, Undead Lord: ?
Baron Cal'Jel Vera Tore, the Undead Gentleman, Undead Lord: ?
Wenda the Wilted, Undead Lord: ?
Lich: ?
Skeleton: Dancing Dead Thespian boon.
Zombie: Dancing Dead Thespian boon.
Pact Puppet Phylactery
Prerequisite: Pact of The Puppet feature, Level 10 or higher.
Your Patron enchants your Pact Puppet allowing you to cheat death.
If you die (Drop to 0 hit points and fail all your Death Saving Throws, or die out of combat) you may have your soul possess your Pact Puppet and instead of crumbling to dust, the Pact Puppet becomes immortal and can not be damaged or destroyed by regular means.
If a living humanoid body picks up your Pact Puppet, you may have that living thing make a Charisma Saving Throw (against your Warlock Spell Save DC). If they fail they become possessed by you. They may then make 3 Wisdom Saving Throws, (these do not have to be consecutive and can be done at that creatures discretion) if they pass 2 out of 3 they can reclaim control of their body, you may then do the same and if you fail 2 out of 3 then you are pushed back into your Pact Puppet and must wait for a new host. If they fail 2 out of 3, they permanently lose control of their body until you deem otherwise.
If you choose not to possess the living being, you may instead choose to haunt them, they will be able to hear your voice in their head and may choose to help you find a better vessel for your soul.
While Possessing or Haunting someone this way you count as an Undead.
Dancing Dead
Prerequisite: Level 7 or higher
if you are performing around piles of bones or corpses of Medium or Small humanoids your performance imbues them with a mimicry of life, animating them as undead creatures. They become a skeleton if they were bones or a zombie if they were a corpse. They remain animated for as long as you continue to perform around them.
While they are animated they will obey your will, no vocal commands needed.
Spawn Cordycep (Costs 3 Actions) The Cordycep Dragon animates corpses near it as Cordycep Stage 1, add 1d4 + 2 Cordycep Stage 1 to the combat, roll initiative for these new creatures.
Pact Puppet Phylactery Warlock invocation.
Cordycep Dragon: ?
Cordycep Stage 1: Cordycep Dragon's Spawn Cordycep legendary action.
Cordycep Stage 2: ?
Cordycep Stage 3: ?
Cordycep Stage 4: ?
Dancing Dead: In life they were the unchangeable, they were the ones who walked their own paths, not willing to do what they were told, not conforming to the norms set by society, rising from their graves with an unending drive to continue living their own way, not even willing to allow death to control them.
Walking Corpse: ?
Nuckelavee: The Nuckelavee is a horrid creature, formed when a fey being finds its way into The Neverthere and dies. It is then resurrected as a quasi-undead monster. They become twisted and distorted, resembling a humanoid riding a horse, but the lower half of the humanoid is fused into the horse's back.
Horrid Creature: ?
Quasi-Undead Monster: ?
Undead Lord: Some of them Liches, some of them just too stubborn to stay dead, and some of them filled with so much ancient knowledge, that even death couldn't tax them enough to truly die.
Foul Necromantic Creature: ?
Kistu, The First Lich, Undead Lord: ?
Al'Hamaret The Keeper of Secret Things, Undead Lord: ?
Vashta, The Profane, Undead Lord: ?
Baron Cal'Jel Vera Tore, the Undead Gentleman, Undead Lord: ?
Wenda the Wilted, Undead Lord: ?
Lich: ?
Skeleton: Dancing Dead Thespian boon.
Zombie: Dancing Dead Thespian boon.
Pact Puppet Phylactery
Prerequisite: Pact of The Puppet feature, Level 10 or higher.
Your Patron enchants your Pact Puppet allowing you to cheat death.
If you die (Drop to 0 hit points and fail all your Death Saving Throws, or die out of combat) you may have your soul possess your Pact Puppet and instead of crumbling to dust, the Pact Puppet becomes immortal and can not be damaged or destroyed by regular means.
If a living humanoid body picks up your Pact Puppet, you may have that living thing make a Charisma Saving Throw (against your Warlock Spell Save DC). If they fail they become possessed by you. They may then make 3 Wisdom Saving Throws, (these do not have to be consecutive and can be done at that creatures discretion) if they pass 2 out of 3 they can reclaim control of their body, you may then do the same and if you fail 2 out of 3 then you are pushed back into your Pact Puppet and must wait for a new host. If they fail 2 out of 3, they permanently lose control of their body until you deem otherwise.
If you choose not to possess the living being, you may instead choose to haunt them, they will be able to hear your voice in their head and may choose to help you find a better vessel for your soul.
While Possessing or Haunting someone this way you count as an Undead.
Dancing Dead
Prerequisite: Level 7 or higher
if you are performing around piles of bones or corpses of Medium or Small humanoids your performance imbues them with a mimicry of life, animating them as undead creatures. They become a skeleton if they were bones or a zombie if they were a corpse. They remain animated for as long as you continue to perform around them.
While they are animated they will obey your will, no vocal commands needed.
Spawn Cordycep (Costs 3 Actions) The Cordycep Dragon animates corpses near it as Cordycep Stage 1, add 1d4 + 2 Cordycep Stage 1 to the combat, roll initiative for these new creatures.
Ancestry & Culture: An Alternative to Race in 5e
Shadow Zombie: ?
Zombie: ?
Ghoul: ?
Wight: ?
Quint Copperknob, Ghost: The ghost’s soul remains because he died before he could finish its task—to complete a tapestry of his family.
Unbeknownst to the weavers, the loom is haunted by a former weaver who died long ago. The ghost, Quint Copperknob, wishes to finish his family’s tapestry, and his efforts to weave from beyond the grave are causing the loom to malfunction.
They also know the tragic tale of Quint Copperknob, former master weaver, who died just hours away from completing his family’s tapestry. But that happened years ago, so they would not immediately think of poor Quint as an explanation.
They also know that Sally was Quint’s daughter and the last of his family line. She refused to finish the tapestry, however, leaving it to sit in her home. She chose the life of a peat farmer over weaving, much to her father’s great chagrin. When she died, it was the last chance for the Copperknob family to finish that tapestry.
Shadow: ?
Specter: ?
Zombie: ?
Ghoul: ?
Wight: ?
Quint Copperknob, Ghost: The ghost’s soul remains because he died before he could finish its task—to complete a tapestry of his family.
Unbeknownst to the weavers, the loom is haunted by a former weaver who died long ago. The ghost, Quint Copperknob, wishes to finish his family’s tapestry, and his efforts to weave from beyond the grave are causing the loom to malfunction.
They also know the tragic tale of Quint Copperknob, former master weaver, who died just hours away from completing his family’s tapestry. But that happened years ago, so they would not immediately think of poor Quint as an explanation.
They also know that Sally was Quint’s daughter and the last of his family line. She refused to finish the tapestry, however, leaving it to sit in her home. She chose the life of a peat farmer over weaving, much to her father’s great chagrin. When she died, it was the last chance for the Copperknob family to finish that tapestry.
Shadow: ?
Specter: ?
Angela's Deific Dictionary
Undead: ?
Undead Overlord: ?
Shishin Spirit: ?
Wraith: ?
Undead Overlord: ?
Shishin Spirit: ?
Wraith: ?
Aquilae: Bestiary of the Realm: Volume 1 (Fifth Edition / 5E)
Undead: ?
Allip Low: ?
Allip Medium: ?
Allip Advanced: ?
Allip Elite: ?
Apostasy Wraith Low: ?
Apostasy Wraith Medium: ?
Apostasy Wraith Advanced: ?
Apostasy Wraith Elite: ?
Attic Whisperer Low: ?
Attic Whisperer Medium: ?
Attic Whisperer Advanced: ?
Attic Whisperer Elite: ?
Bakejukira Low: ?
Bakejukira Medium: ?
Bakejukira Advanced: ?
Bakejukira Elite: ?
Undead Fish: ?
Undead Sea Bird: ?
Banshee Low: ?
Banshee Medium: ?
Banshee Advanced: ?
Banshee Elite: ?
Bat Skaveling Low: ?
Bat Skaveling Medium: ?
Bat Skaveling Advanced: ?
Bat Skaveling Elite: ?
Ghoul: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight.
Bat Sootwing Low: ?
Bat Sootwing Medium: ?
Bat Sootwing Advanced: ?
Bat Sootwing Elite: ?
Baykok Low: ?
Baykok Medium: ?
Baykok Advanced: ?
Baykok Elite: ?
Beheaded Low: ?
Beheaded Medium: ?
Beheaded Advanced: ?
Beheaded Elite: ?
Beheaded Belching Low: ?
Beheaded Belching Medium: ?
Beheaded Belching Advanced: ?
Beheaded Belching Elite: ?
Beheaded Flaming Low: ?
Beheaded Flaming Medium: ?
Beheaded Flaming Advanced: ?
Beheaded Flaming Elite: ?
Beheaded Grabbing Low: ?
Beheaded Grabbing Medium: ?
Beheaded Grabbing Advanced: ?
Beheaded Grabbing Elite: ?
Beheaded Screaming Low: ?
Beheaded Screaming Medium: ?
Beheaded Screaming Advanced: ?
Beheaded Screaming Elite: ?
Beheaded Familiar Low: ?
Beheaded Familiar Medium: ?
Beheaded Familiar Advanced: ?
Beheaded Familiar Elite: ?
Beheaded Swarming Low: ?
Beheaded Swarming Medium: ?
Beheaded Swarming Advanced: ?
Beheaded Swarming Elite: ?
Berbalang Low: ?
Berbalang Medium: ?
Berbalang Advanced: ?
Berbalang Elite: ?
Bhuta Low: ?
Bhuta Medium: ?
Bhuta Advanced: ?
Bhuta Elite: ?
Blast Shadow Low: ?
Blast Shadow Medium: ?
Blast Shadow Advanced: ?
Blast Shadow Elite: ?
Bodak Low: A humanoid slain by a bodak’s death gaze rises as a bodak 24 hours later.
Bodak Medium: A humanoid slain by a bodak’s death gaze rises as a bodak 24 hours later.
Bodak Advanced: A humanoid slain by a bodak’s death gaze rises as a bodak 24 hours later.
Bodak Elite: A humanoid slain by a bodak’s death gaze rises as a bodak 24 hours later.
Bonestorm Low: ?
Bonestorm Medium: ?
Bonestorm Advanced: ?
Bonestorm Elite: ?
Carrionstorm Low: ?
Carrionstorm Medium: ?
Carrionstorm Advanced: ?
Carrionstorm Elite: ?
Chained Spirit Low: ?
Chained Spirit Medium: ?
Chained Spirit Advanced: ?
Chained Spirit Elite: ?
Spectre: Any humanoid slain by a chained spirit becomes a spectre in 1d4 rounds.
Charnel Colossus Low: ?
Charnel Colossus Medium: ?
Charnel Colossus Advanced: ?
Charnel Colossus Elite: ?
Void Zombie: Void Death Disease.
Skeleton: ?
Skeleton Warrior: ?
Disease: Void Death: Bite - injury; save Constitution; onset 1 hour; frequency 1/day; effect Dex and Con damage; an infected creature who dies rises as a void zombie 2d4 hours later; cure 2 consecutive saves. Ability score damage is healed in full following a full rest.
Allip Low: ?
Allip Medium: ?
Allip Advanced: ?
Allip Elite: ?
Apostasy Wraith Low: ?
Apostasy Wraith Medium: ?
Apostasy Wraith Advanced: ?
Apostasy Wraith Elite: ?
Attic Whisperer Low: ?
Attic Whisperer Medium: ?
Attic Whisperer Advanced: ?
Attic Whisperer Elite: ?
Bakejukira Low: ?
Bakejukira Medium: ?
Bakejukira Advanced: ?
Bakejukira Elite: ?
Undead Fish: ?
Undead Sea Bird: ?
Banshee Low: ?
Banshee Medium: ?
Banshee Advanced: ?
Banshee Elite: ?
Bat Skaveling Low: ?
Bat Skaveling Medium: ?
Bat Skaveling Advanced: ?
Bat Skaveling Elite: ?
Ghoul: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight.
Bat Sootwing Low: ?
Bat Sootwing Medium: ?
Bat Sootwing Advanced: ?
Bat Sootwing Elite: ?
Baykok Low: ?
Baykok Medium: ?
Baykok Advanced: ?
Baykok Elite: ?
Beheaded Low: ?
Beheaded Medium: ?
Beheaded Advanced: ?
Beheaded Elite: ?
Beheaded Belching Low: ?
Beheaded Belching Medium: ?
Beheaded Belching Advanced: ?
Beheaded Belching Elite: ?
Beheaded Flaming Low: ?
Beheaded Flaming Medium: ?
Beheaded Flaming Advanced: ?
Beheaded Flaming Elite: ?
Beheaded Grabbing Low: ?
Beheaded Grabbing Medium: ?
Beheaded Grabbing Advanced: ?
Beheaded Grabbing Elite: ?
Beheaded Screaming Low: ?
Beheaded Screaming Medium: ?
Beheaded Screaming Advanced: ?
Beheaded Screaming Elite: ?
Beheaded Familiar Low: ?
Beheaded Familiar Medium: ?
Beheaded Familiar Advanced: ?
Beheaded Familiar Elite: ?
Beheaded Swarming Low: ?
Beheaded Swarming Medium: ?
Beheaded Swarming Advanced: ?
Beheaded Swarming Elite: ?
Berbalang Low: ?
Berbalang Medium: ?
Berbalang Advanced: ?
Berbalang Elite: ?
Bhuta Low: ?
Bhuta Medium: ?
Bhuta Advanced: ?
Bhuta Elite: ?
Blast Shadow Low: ?
Blast Shadow Medium: ?
Blast Shadow Advanced: ?
Blast Shadow Elite: ?
Bodak Low: A humanoid slain by a bodak’s death gaze rises as a bodak 24 hours later.
Bodak Medium: A humanoid slain by a bodak’s death gaze rises as a bodak 24 hours later.
Bodak Advanced: A humanoid slain by a bodak’s death gaze rises as a bodak 24 hours later.
Bodak Elite: A humanoid slain by a bodak’s death gaze rises as a bodak 24 hours later.
Bonestorm Low: ?
Bonestorm Medium: ?
Bonestorm Advanced: ?
Bonestorm Elite: ?
Carrionstorm Low: ?
Carrionstorm Medium: ?
Carrionstorm Advanced: ?
Carrionstorm Elite: ?
Chained Spirit Low: ?
Chained Spirit Medium: ?
Chained Spirit Advanced: ?
Chained Spirit Elite: ?
Spectre: Any humanoid slain by a chained spirit becomes a spectre in 1d4 rounds.
Charnel Colossus Low: ?
Charnel Colossus Medium: ?
Charnel Colossus Advanced: ?
Charnel Colossus Elite: ?
Void Zombie: Void Death Disease.
Skeleton: ?
Skeleton Warrior: ?
Disease: Void Death: Bite - injury; save Constitution; onset 1 hour; frequency 1/day; effect Dex and Con damage; an infected creature who dies rises as a void zombie 2d4 hours later; cure 2 consecutive saves. Ability score damage is healed in full following a full rest.
Arctic Ancestries, Cultures, & More
Draugr, The Frozen Dead: Draugrs are the frozen dead, returned to walk the wastes in search of the warmth of living beings. These undead died in anger, raging at the injustice of their early death at the hands of the elements.
A humanoid slain by [a draugr's warmth drain] attack rises 24 hours later as a draugr, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a draugr's warmth drain] attack rises 24 hours later as a draugr, unless the humanoid is restored to life or its body is destroyed.
Arkadia - The Greek Setting for 5e
Nyssian Pharaoh, Black Pharaoh, Lich: The Black Pharaohs are liches from faraway Nys, the ancient desert kingdom of the dead across the sea. Initiated into the highest mysteries of their age-old religion, they are the most insidious and powerful cultists of the Worm, the undead titan slain by Crixys who lives on in the bowels of the Nyssian temples beneath the desert. For centuries its broken husk has whispered to the drow of the desert, teaching them forbidden secrets of life and death in exchange for their eternal service.
The Cult of the Worm works in secret in Crixos, spreading the plague of undeath, each victim feeding the ravenous shade of the titan. Tales are told of golden sarcophagi bearing the bodies of pharaohs smuggled across the sea in the holds of Crixian ships, their crew secret servants of the Cult. Nyssian exiles of Hekamh claim the pharaohs leave their phylacteries behind, canopic jars containing their hearts suspended in the ichor of the Worm, an alchemical secret only they understand. Thus the anchor of their immortality remains in Nys, safe in underground temple pyramids, where they will be reborn if slain doing the Cult's work in Arkadia.
The Worm is dead, slain by Crixys in their fierce battle beneath the world. Though only its dry husk remains, it whispers still, worshiped in Nys as a dead god. It promises power, eternal life, for those who would serve it. Nyssian drow long ago struck this bargain, trading their mortality for something more. Their priests place their organs in canopic jars of stone, filled with the coagulated ichor of the Worm, neither dead nor living, but suspended in between.
Shade: The fallen denied Crixys' burial rites often return to Arkadia as shades, especially around the sacred city.
Some shades, denied proper funeral rites, return as apparitions, haunting spectres whose unrest calls them back.
Blighted Mummy Bind Shade power.
Apparition: ?
Haunting Spectre: ?
Shambling Husk: Feeding on the lifeforce of land and creature, the Worm drank deep. Now an insatiable blight spreads across a dead sea to Arkadia, a festering plague upon its shores. And as the land decays, the dead rise; a symptom, perhaps, of the Worm’s occult design. Fae are twisted by its curse, and mortals fall sick, only to return as shambling husks or silent shades, robbed of their mortal rest.
Silent Shade: Feeding on the lifeforce of land and creature, the Worm drank deep. Now an insatiable blight spreads across a dead sea to Arkadia, a festering plague upon its shores. And as the land decays, the dead rise; a symptom, perhaps, of the Worm’s occult design. Fae are twisted by its curse, and mortals fall sick, only to return as shambling husks or silent shades, robbed of their mortal rest.
The Worm, Ravenous Shade, Undead Titan: ?
Blighted Mummy: The Cult creates powerful mummified undead servants through a secret embalmic process.
Plague Zombie: If a victim dies while afflicted with [Nyssian plague], they become a plague zombie after 1d4 hours.
A humanoid slain by a [blighted mummy's life drain] attack rises 24 hours later as a plague zombie under the mummy's control, unless the humanoid is restored to life or its body is destroyed.
Victims of the plague rise as undead, unbound shambling corpses driven by the singular desire to spread the plague's corruption.
Feeding on the lifeforce of land and creature, the Worm drank deep. Now an insatiable blight spreads across a dead sea to Arkadia, a festering plague upon its shores. And as the land decays, the dead rise; a symptom, perhaps, of the Worm’s occult design. Fae are twisted by its curse, and mortals fall sick, only to return as shambling husks or silent shades, robbed of their mortal rest.
The Plague is a disease borne from the withered, dead land of Nys. Some believe it to be a curse placed with the Worm’s dying breath. Others say his dark blood poisoned the very earth to its bones, killing Nys before seeping across the sea. The blight corrupts all it touches. Those who are afflicted with the pestilence suffer fever and weakness. Their necrotic flesh begins to rot, and festering sores open across their body as they decay. Those that succumb to the plague soon rise as undead, twisted shambling remnants of what they once were.
Undead, The Dead: ?
Powerful Undead: ?
Undead Servant: ?
Mummified Undead Servant: ?
Wandering Undead Victim of the Plague: ?
Undead Unbound Shambling Corpse: ?
Powerful Necromancer-Lich: ?The Dead King: ?
Ancient Wraith: ?
Rapidly Decomposing Zombie: The Dead King's Shambling Servant Warlock Patron power.
Zombie: ?
Mummy: The Dead King's Wrappings of the King Warlock Patron power.
Bind Shade. The Mummy 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 shade in the space of its corpse or in the nearest unoccupied space. The shade is under the mummy's control. The mummy can have no more than one shade under its control at a time.
Shambling Servant
When you reach 6th level, your patron shows you how to raise undead servants of your own. As a bonus action, you can raise a rapidly decomposing zombie under your control from the corpse of a Medium or Small humanoid within 10 feet of you. In combat, the zombie's turn comes immediately after yours. The zombie collapses within 1 minute or if it moves more than 60 feet from you, and follows your mental commands to the best of its ability. The zombie’s hit point maximum is increased by your warlock level, and its weapon attack and damage rolls are increased by your proficiency bonus. Additionally, when you take the Attack action, you can forgo one of your attacks to allow this zombie to make one attack as its reaction.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Wrappings of the King
Starting at 14th level you learn forbidden secrets of preserving the dead. As an action you can transform a zombie under your control within 10 feet of you into a mummy under your control. The mummy decomposes within 1 hour or if it moves more than 60 feet from you, and follows your verbal orders to the best of its ability. The mummy’s hit point maximum is increased by your warlock level, and its weapon attack and damage rolls are increased by your proficiency bonus. Additionally, when you take the Attack action, you can forgo one of your attacks to allow this mummy to make one attack as its reaction.
The Cult of the Worm works in secret in Crixos, spreading the plague of undeath, each victim feeding the ravenous shade of the titan. Tales are told of golden sarcophagi bearing the bodies of pharaohs smuggled across the sea in the holds of Crixian ships, their crew secret servants of the Cult. Nyssian exiles of Hekamh claim the pharaohs leave their phylacteries behind, canopic jars containing their hearts suspended in the ichor of the Worm, an alchemical secret only they understand. Thus the anchor of their immortality remains in Nys, safe in underground temple pyramids, where they will be reborn if slain doing the Cult's work in Arkadia.
The Worm is dead, slain by Crixys in their fierce battle beneath the world. Though only its dry husk remains, it whispers still, worshiped in Nys as a dead god. It promises power, eternal life, for those who would serve it. Nyssian drow long ago struck this bargain, trading their mortality for something more. Their priests place their organs in canopic jars of stone, filled with the coagulated ichor of the Worm, neither dead nor living, but suspended in between.
Shade: The fallen denied Crixys' burial rites often return to Arkadia as shades, especially around the sacred city.
Some shades, denied proper funeral rites, return as apparitions, haunting spectres whose unrest calls them back.
Blighted Mummy Bind Shade power.
Apparition: ?
Haunting Spectre: ?
Shambling Husk: Feeding on the lifeforce of land and creature, the Worm drank deep. Now an insatiable blight spreads across a dead sea to Arkadia, a festering plague upon its shores. And as the land decays, the dead rise; a symptom, perhaps, of the Worm’s occult design. Fae are twisted by its curse, and mortals fall sick, only to return as shambling husks or silent shades, robbed of their mortal rest.
Silent Shade: Feeding on the lifeforce of land and creature, the Worm drank deep. Now an insatiable blight spreads across a dead sea to Arkadia, a festering plague upon its shores. And as the land decays, the dead rise; a symptom, perhaps, of the Worm’s occult design. Fae are twisted by its curse, and mortals fall sick, only to return as shambling husks or silent shades, robbed of their mortal rest.
The Worm, Ravenous Shade, Undead Titan: ?
Blighted Mummy: The Cult creates powerful mummified undead servants through a secret embalmic process.
Plague Zombie: If a victim dies while afflicted with [Nyssian plague], they become a plague zombie after 1d4 hours.
A humanoid slain by a [blighted mummy's life drain] attack rises 24 hours later as a plague zombie under the mummy's control, unless the humanoid is restored to life or its body is destroyed.
Victims of the plague rise as undead, unbound shambling corpses driven by the singular desire to spread the plague's corruption.
Feeding on the lifeforce of land and creature, the Worm drank deep. Now an insatiable blight spreads across a dead sea to Arkadia, a festering plague upon its shores. And as the land decays, the dead rise; a symptom, perhaps, of the Worm’s occult design. Fae are twisted by its curse, and mortals fall sick, only to return as shambling husks or silent shades, robbed of their mortal rest.
The Plague is a disease borne from the withered, dead land of Nys. Some believe it to be a curse placed with the Worm’s dying breath. Others say his dark blood poisoned the very earth to its bones, killing Nys before seeping across the sea. The blight corrupts all it touches. Those who are afflicted with the pestilence suffer fever and weakness. Their necrotic flesh begins to rot, and festering sores open across their body as they decay. Those that succumb to the plague soon rise as undead, twisted shambling remnants of what they once were.
Undead, The Dead: ?
Powerful Undead: ?
Undead Servant: ?
Mummified Undead Servant: ?
Wandering Undead Victim of the Plague: ?
Undead Unbound Shambling Corpse: ?
Powerful Necromancer-Lich: ?The Dead King: ?
Ancient Wraith: ?
Rapidly Decomposing Zombie: The Dead King's Shambling Servant Warlock Patron power.
Zombie: ?
Mummy: The Dead King's Wrappings of the King Warlock Patron power.
Bind Shade. The Mummy 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 shade in the space of its corpse or in the nearest unoccupied space. The shade is under the mummy's control. The mummy can have no more than one shade under its control at a time.
Shambling Servant
When you reach 6th level, your patron shows you how to raise undead servants of your own. As a bonus action, you can raise a rapidly decomposing zombie under your control from the corpse of a Medium or Small humanoid within 10 feet of you. In combat, the zombie's turn comes immediately after yours. The zombie collapses within 1 minute or if it moves more than 60 feet from you, and follows your mental commands to the best of its ability. The zombie’s hit point maximum is increased by your warlock level, and its weapon attack and damage rolls are increased by your proficiency bonus. Additionally, when you take the Attack action, you can forgo one of your attacks to allow this zombie to make one attack as its reaction.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Wrappings of the King
Starting at 14th level you learn forbidden secrets of preserving the dead. As an action you can transform a zombie under your control within 10 feet of you into a mummy under your control. The mummy decomposes within 1 hour or if it moves more than 60 feet from you, and follows your verbal orders to the best of its ability. The mummy’s hit point maximum is increased by your warlock level, and its weapon attack and damage rolls are increased by your proficiency bonus. Additionally, when you take the Attack action, you can forgo one of your attacks to allow this mummy to make one attack as its reaction.
Arcanis 5E Campaign Setting
Undead, Soulless Dead: These are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic, some unholy curse, or the blessing of Neroth, the God of Death.
Undead Val'Mordane: Val'Mordane bloodline Neroth's Embrace rank 5 power.
Undead Aspect of Neroth: Aspect of Neroth Neroth's Gift power.
Undead Deathbringer of Neroth: Deathbringer of Neroth Neroth's Gift power.
Shade, Bodiless Soul: Shades are restless souls who refuse or are unable to return to Beltine’s Caldron until some business or deed remains unfinished.
When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.
Very Dangerous Shade: Should a dwarf die when he is not in possession of a soul shard, or if a soul shard containing their soul is destroyed, they are either lost to oblivion or, in rare cases, become a very dangerous shade.
Mindless Undead: ?
Revenant: Call Revenant spell.
Intelligent Undead: Intelligent undead are created by using the soul of the person as the catalyst that powers the transformation.
Mindless Undead: ?
Undead Spawned from Watery Grave: ?
Sea-Spawned Undead: ?
Incorporeal Undead: When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.
Corporeal Undead: ?
Undead Ancestor: ?
Sentient Undead: ?
Ethereal Undead: When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.
Restless Soul: ?
Unquiet Spirit: ?
Walking Corpse: ?
Ghost: When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.
When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.
Aspect of Cadic Shadow: Aspect of Cadic My Shadow Obeys power.
Shadow, Regular Shadow: ?
Skeletal Warhorse: ?
Skeleton: ?
Specter: When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.
When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.
Vampire: ?
Wraith: When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.
When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.
Zombie, Common Zombie: ?
Call Revenant
5th-level necromancy
Secret Spell: Faithful of Neroth
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a pair of 50 gp silver bracers which are put on the body’s wrists and are not consumed by the casting of the spell.)
Duration: Instantaneous
You touch the body of a creature who was murdered within the last 10 hours and utter an oath of vengeance, empowering the soul’s discarded intellect and infusing it with your lord’s power.
You raise the touched creature as a revenant intent on seeking down and killing the person who caused their death. If your target was aware of the attack and saw the face or know the name of their killer, they will use their innate abilities to hunt them down. Otherwise they will look to you for guidance.
The revenant’s respite from death is short-lived. It has a number of days equal to your level to find and kill its murderer. Once the time has elapsed, or when the revenant wills it, the revenant instantly decays and turns to dust. The revenant’s equipment, clothing, and the bracers used as the material component of this spell remain.
My Shadow Obeys
Starting at 17th level you may, as an action, animate your own shadow. Your shadow uses the same statistics as a regular shadow with the following exceptions: it cannot create new shadows; its hit points are equal to your maximum hit points; and it adds your Charisma bonus to its Armor Class, attack, and damage rolls.
This shadow is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any commands that you issue to it (no action required by you as you and your shadow possess a telepathic link with a range of 100 feet). If you don’t issue any commands, your shadow moves to defends you from hostile creatures but otherwise takes no actions
Your shadow remains in existence for 1 minute. Once you use this feature, you cannot use it again until you complete a short rest.
Neroth’s Embrace (Rank 5): The greatest blessing of Neroth does not come lightly, and few receive them with such open arms as the val’Mordane. The journey into unlife carries with it great power and strength, shedding the fears and frailties of the human form in exchange for life everlasting. Though only those closest to Neroth’s teachings truly comprehend this.
When you gain this bloodline power you become undead. You gain all the racial traits listed in the “Undead Heroes” side bar as well as the following traits:
Forever Bound To Flesh: Your intellect will never be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious but are still required to make death saving throws, although you do so with advantage. If you fail three death saving throws, you are destroyed. The energy that animated your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you.
If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 day of your destruction. To restore you to undeath with a spell requires an additional material component, a black onyx worth 300gp, which is consumed.
If you are not restored within 1 day of your destruction, your intellect disperses completely and you cease to exist. This duration may be extended with spells such as gentle repose which anchors your intellect to your body for the spells duration.
Neroth’s Gift
At 17th level you become undead. You gain all the racial traits listed in the Undead Heroes side bar as well as the following traits:
Forever Bound to Flesh: Your intellect will never be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious and make death saving throws as normal. If you fail three death saving throws, you are destroyed. The energy that animates your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you.
If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 minute of your destruction. To restore you to undeath in this way requires an additional material component, a black onyx worth 300gp, which is consumed.
If you are not restored after 1 minute, your intellect disperses completely, and you cease to exist.
Neroth’s Gift
Upon reaching 20th level you receive the Gift of Neroth, you gain all the racial traits listed in the “Undead Heroes” side bar as well as the following traits:
Forever Bound to Flesh: Your intellect cannot be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious and you make death saving throws as normal. If you fail three death saving throws, you are destroyed. The energy that animates your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you.
If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 minute of your destruction. To restore you to undeath in this way requires an additional material component, a black onyx worth 300gp, which is consumed.
If you are not restored after 1 minute, your intellect disperses completely, and you cease to exist.
Necrotic Exhaustion: If you use a class feature, racial trait or magic item that would normally cause you to gain a level of exhaustion, you must temporarily bleed off some of the energy animating your corporeal vessel. Instead of gaining a level of exhaustion, your hit point maximum is reduced by 10. This reduction cannot be removed by any means except completing a long rest.
Undead Val'Mordane: Val'Mordane bloodline Neroth's Embrace rank 5 power.
Undead Aspect of Neroth: Aspect of Neroth Neroth's Gift power.
Undead Deathbringer of Neroth: Deathbringer of Neroth Neroth's Gift power.
Shade, Bodiless Soul: Shades are restless souls who refuse or are unable to return to Beltine’s Caldron until some business or deed remains unfinished.
When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.
Very Dangerous Shade: Should a dwarf die when he is not in possession of a soul shard, or if a soul shard containing their soul is destroyed, they are either lost to oblivion or, in rare cases, become a very dangerous shade.
Mindless Undead: ?
Revenant: Call Revenant spell.
Intelligent Undead: Intelligent undead are created by using the soul of the person as the catalyst that powers the transformation.
Mindless Undead: ?
Undead Spawned from Watery Grave: ?
Sea-Spawned Undead: ?
Incorporeal Undead: When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.
Corporeal Undead: ?
Undead Ancestor: ?
Sentient Undead: ?
Ethereal Undead: When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.
Restless Soul: ?
Unquiet Spirit: ?
Walking Corpse: ?
Ghost: When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.
When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.
Aspect of Cadic Shadow: Aspect of Cadic My Shadow Obeys power.
Shadow, Regular Shadow: ?
Skeletal Warhorse: ?
Skeleton: ?
Specter: When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.
When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.
Vampire: ?
Wraith: When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.
When souls do go astray and remain upon the Mortal Realm as shades, ghosts, specters, wraiths, and other non-corporeal entities, it is the Beltinian priests that are called to lay the unquiet spirits to rest. Given the amount of war, disease, and dangers that exist upon Arcanis, many bodies are not given final rites and a proper burial. This causes many ethereal undead to haunt the land and making Beltinian exorcists a common sight.
Zombie, Common Zombie: ?
Call Revenant
5th-level necromancy
Secret Spell: Faithful of Neroth
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a pair of 50 gp silver bracers which are put on the body’s wrists and are not consumed by the casting of the spell.)
Duration: Instantaneous
You touch the body of a creature who was murdered within the last 10 hours and utter an oath of vengeance, empowering the soul’s discarded intellect and infusing it with your lord’s power.
You raise the touched creature as a revenant intent on seeking down and killing the person who caused their death. If your target was aware of the attack and saw the face or know the name of their killer, they will use their innate abilities to hunt them down. Otherwise they will look to you for guidance.
The revenant’s respite from death is short-lived. It has a number of days equal to your level to find and kill its murderer. Once the time has elapsed, or when the revenant wills it, the revenant instantly decays and turns to dust. The revenant’s equipment, clothing, and the bracers used as the material component of this spell remain.
My Shadow Obeys
Starting at 17th level you may, as an action, animate your own shadow. Your shadow uses the same statistics as a regular shadow with the following exceptions: it cannot create new shadows; its hit points are equal to your maximum hit points; and it adds your Charisma bonus to its Armor Class, attack, and damage rolls.
This shadow is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any commands that you issue to it (no action required by you as you and your shadow possess a telepathic link with a range of 100 feet). If you don’t issue any commands, your shadow moves to defends you from hostile creatures but otherwise takes no actions
Your shadow remains in existence for 1 minute. Once you use this feature, you cannot use it again until you complete a short rest.
Neroth’s Embrace (Rank 5): The greatest blessing of Neroth does not come lightly, and few receive them with such open arms as the val’Mordane. The journey into unlife carries with it great power and strength, shedding the fears and frailties of the human form in exchange for life everlasting. Though only those closest to Neroth’s teachings truly comprehend this.
When you gain this bloodline power you become undead. You gain all the racial traits listed in the “Undead Heroes” side bar as well as the following traits:
Forever Bound To Flesh: Your intellect will never be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious but are still required to make death saving throws, although you do so with advantage. If you fail three death saving throws, you are destroyed. The energy that animated your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you.
If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 day of your destruction. To restore you to undeath with a spell requires an additional material component, a black onyx worth 300gp, which is consumed.
If you are not restored within 1 day of your destruction, your intellect disperses completely and you cease to exist. This duration may be extended with spells such as gentle repose which anchors your intellect to your body for the spells duration.
Neroth’s Gift
At 17th level you become undead. You gain all the racial traits listed in the Undead Heroes side bar as well as the following traits:
Forever Bound to Flesh: Your intellect will never be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious and make death saving throws as normal. If you fail three death saving throws, you are destroyed. The energy that animates your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you.
If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 minute of your destruction. To restore you to undeath in this way requires an additional material component, a black onyx worth 300gp, which is consumed.
If you are not restored after 1 minute, your intellect disperses completely, and you cease to exist.
Neroth’s Gift
Upon reaching 20th level you receive the Gift of Neroth, you gain all the racial traits listed in the “Undead Heroes” side bar as well as the following traits:
Forever Bound to Flesh: Your intellect cannot be separated from your mortal vessel. When you reach 0 hit points you become incapacitated instead of unconscious and you make death saving throws as normal. If you fail three death saving throws, you are destroyed. The energy that animates your corporeal form dissipates and your intellect begins to fray at the edges. Revivify and similar magic that restores the living to life has no effect on you.
If you are destroyed, you can be restored by the animate dead spell or similar magic, as long as it is cast within 1 minute of your destruction. To restore you to undeath in this way requires an additional material component, a black onyx worth 300gp, which is consumed.
If you are not restored after 1 minute, your intellect disperses completely, and you cease to exist.
Necrotic Exhaustion: If you use a class feature, racial trait or magic item that would normally cause you to gain a level of exhaustion, you must temporarily bleed off some of the energy animating your corporeal vessel. Instead of gaining a level of exhaustion, your hit point maximum is reduced by 10. This reduction cannot be removed by any means except completing a long rest.
Arcanis 5e Primer
Intelligent Undead: Intelligent undead are beings of pure intellect, as their souls are destroyed as the catalyst that raises the dead back to a semblance of life.
Undead Warhorse: ?
Undead: ?
Undead: Deathbringer of Neroth Neroth's Gift power.
Revenant: Call Revenant spell.
Call Revenant
5th-level necromancy
Secret Spell: Faithful of Neroth
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a pair of 50gp silver bracers put on the body’s wrists and are not consumed by the casting of the spell.)
Duration: Instantaneous
You touch a freshly murdered body and utter an oath of vengeance, empowering the being’s discarded intellect and infusing it with your lord’s power.
When cast upon the body of an intelligent creature murdered within the last 10 hours, you raise them as a revenant intent on seeking out and killing the person who caused their death. If the once-living creature was aware of the attack and either saw their attacker’s face or knows their name, the revenant will hunt them down. Otherwise, the revenant will look to you for guidance.
The revenant has a number of days equal to your caster level to find and kill their murderer. Once the time has elapsed the revenant will instantly decay, leaving only a pile of rotted meat, some clothing and the bracers used to cast the spell. In some cases, such as when the revenant’s murderer dies before the revenant can exact justice, the revenant can choose to end this spell before the duration elapses.
Neroth’s Gift
Upon reaching 20th level you receive the holiest blessing of Neroth.
• You become undead, gaining resistance to necrotic damage and vulnerability to radiant damage.
• You no longer need to eat, sleep, or breathe.
• You become immune to poison damage and the poisoned condition.
• You gain advantage on all saving throws against being turned or spells and effects which impart the frightened condition.
Undead: Necromancy spells manipulate the energies of life and death. Such spells can restore life force, drain the life energy from another creature, create the undead, or bring the dead back to life.
Spells and class features allow characters to transform into animals, summon creatures to serve as familiars, and create undead.
Powerful Undead: ?
Skeleton, Undead Skeleton: Animate Dead spell.
Zombie: 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.
Animate Dead spell.
Life Drain spell.
Banshee: ?
Ghoul: ?
Flameskull: ?
Lich: ?
Shadow: ?
Will-o'-Wisp: ?
Animate Dead
Necromantic
Components: V, S, M
Casting Time: 1 action
Range: Touch
Targets: 1 corpse; see text
Duration: Instantaneous
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again.
Regardless of the type of undead you create with this spell; you can’t create more than 1 undead creature with a single casting of Animate Dead. Casting this spell in a desecrated area (see the Consecrate spell) doubles this limit.
The undead you create remain under your control indefinitely. As a bonus action, you can mentally command any undead you made with this spell if it is within 400 feet of you (if you control multiple undead, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the undead 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 undead creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Life Drain
Necromantic
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 living creature
Duration: Concentration, up 1 minute/caster level
Saving Throw: Constitution negates; see text
The target must succeed on a Constitution saving throw or its hit point maximum is reduced by 4d6. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under your control, unless the humanoid is restored to life or its body is destroyed. You may only control a number of undead equal to your twice your proficiency bonus.
Undead Warhorse: ?
Undead: ?
Undead: Deathbringer of Neroth Neroth's Gift power.
Revenant: Call Revenant spell.
Call Revenant
5th-level necromancy
Secret Spell: Faithful of Neroth
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a pair of 50gp silver bracers put on the body’s wrists and are not consumed by the casting of the spell.)
Duration: Instantaneous
You touch a freshly murdered body and utter an oath of vengeance, empowering the being’s discarded intellect and infusing it with your lord’s power.
When cast upon the body of an intelligent creature murdered within the last 10 hours, you raise them as a revenant intent on seeking out and killing the person who caused their death. If the once-living creature was aware of the attack and either saw their attacker’s face or knows their name, the revenant will hunt them down. Otherwise, the revenant will look to you for guidance.
The revenant has a number of days equal to your caster level to find and kill their murderer. Once the time has elapsed the revenant will instantly decay, leaving only a pile of rotted meat, some clothing and the bracers used to cast the spell. In some cases, such as when the revenant’s murderer dies before the revenant can exact justice, the revenant can choose to end this spell before the duration elapses.
Neroth’s Gift
Upon reaching 20th level you receive the holiest blessing of Neroth.
• You become undead, gaining resistance to necrotic damage and vulnerability to radiant damage.
• You no longer need to eat, sleep, or breathe.
• You become immune to poison damage and the poisoned condition.
• You gain advantage on all saving throws against being turned or spells and effects which impart the frightened condition.
Arcanis 5E - The Blessed Lands Codex Geographica vol. I
Askis World Primer
Bad Apples (Level 3 PCs)
Bard's Gate for Fifth Edition
Bard's Gate – The Riot Act
Barrow Keep: Den of Spies
Barrowmaze Complete 5e
Battle for Carrion Vale
Beastlands Maelstrom Of Undead
Beasts of Flesh and Steel
Beasts of Legend: Beasts of the East (5e)
Beasts of Legend: Boreal Bestiary (5e)
Beasts of Legend: Coldwood Codex (5e)
Beasts of Legend: Construct Codex (5E)
Beasts of Legend: Fairy Tale Creatures (5E)
Beasts of the East: China (5e)
Beasts of the East: India (5e)
Beasts of the East: Japan (5e)
5th Edition -- U2 Verdant Rage
5th Edition -- Under Dark and Misty Ground
Before the Stroke of Midnight - Level 9 Adventure and Compendium
Beneath The Black Rose (5E)
Beneath the Festered Sun (5e)
Beneath the Monolith
Beneath the Stone
BEOWULF: Age of Heroes
BEOWULF: Horror at Herrogate
Bespoke Bestiary
Bestiary of Benevolent Monsters
Beware the Silent Stalker
BF1 Tower of Skulls (5e)
Bigger Bads for 5th Edition D&D
Black magic
5e
Vampire: ?
Will-o'-Wisp: ?
Blades & Blasters 5E: Bestiary & Rulebook
Blood Sea: the Crimson Abyss (5e)
Blood Vaults of Sister Alkava for 5th Edition
Bloodpunk - A Guide to Tolia 5E
Book of Beginnings
Book of Binding
Book of Ebon Tides for 5th Edition
Book of Lairs 5e
Book of Lost Spells for Fifth Edition
Book of True Evil (5E)
Borderland Provinces (5e)
Brutalix - Critical Hit and Critical Fail charts
Campaign Backdrop: Wolfsbane Hollow (5e)
Campaign Codex #2: Lesser Undead (5e)
Canon of the Void
Careless Adventurer's Guide to Hazards
Carrion Crown #1 Haunting of Harrowstone 5e Conversion
Carrion Crown #2 Trial of the Beast 5e Conversion
Carrion Crown #3 Broken Moon 5e Conversion
Castle of Mirrors
Castle of the Mad Archmage Adventure Book - 5E Version
Cat and Mouse for 5th Edition
Caturday (5e)
Celawyn's Guide to Wilderness and Fey
Champions of Krynn Chapter 1 The Mystery of the Lost Patrol
Champions of Krynn Chapter 2 Descent Into the Crypts
Chaos Rising (5e)
Chaos Rising 2: Into the Abyss (5e)
Character Creation Kit: A Dead Man's Guide to Dragongrin
Children of Inri'ath
Choe Pho: A New World of Fantasy
Cities & Towns
Cities of Sundara: Moüd (5E)
City Backdrop: Languard (5e)
City of Brass (Fifth Edition)
City of Cats for 5th Edition
Codex Miscellaneorum
Cold Mountain 5e
Colossus Wake (5e)
Cosy Wilds (5E Compatible)
Courts of the Shadow Fey for 5th Edition
Creature Codex for 5th Edition
Creature Codex Lairs for 5th Edition
Creatures from Fairy-Tale and Myth 5e
Creatures of Shadows over Vathak (5th Edition) Graven Earth Elemental
Creeping Cold 5E Version
Critical Rolls (5E)
Cry Havoc! (The Dogs of Orcus)
Crypt of the SCIENCE-WIZARD 5E
Crypts of Azarumme (5E)
Cults of Sundara (5E)
Custom Ancestries & Cultures
Cutthroats and Crew (5E)
D&D CLASSIC EDITION (HOUSERULE)
Headless Raider: As the Imperium of Man was beset by the Sword of the Heavens and his Nierite army of the Cleansing Flame, not everyone rallied to the Imperator’s cause. A group of Yhing hir, members of some of the val’Haupt’s vassal families, used the chaos that ensued to raid undefended towns and rob the host of refugees fleeing the capital of all their worldly possessions, as well as exact some much needed revenge.
Led by Urcatto, a merciless former centurion of a cavalry auxilia, the raiders numbered fifty veteran horsemen who spent years training and fighting together. When their home villages were threatened by Leonydes val’Virdan and his forces, his troops were forbidden from engaging the Nierite army and instead were ordered to provide protection to the families of the Imperial Court who were fleeing to the west. This so enraged Urcatto that he disobeyed orders and fled across the Blessed Lands, skirting around the invaders until reaching his homeland, only to find his family slaughtered and his village burnt to the ground. Gathering the few survivors that escaped the carnage, Urcatto and his raiders began a long campaign of vengeance on both the Nierite forces and the fleeing imperial refugees, enriching themselves in the process.
For years, even after the fall of the Imperium, Urcatto and his raiders preyed upon everyone from Nierite warriors to merchant caravans, mocking the Sword of the Heavens and his inability to protect those traveling through Blessed Lands in the hopes of luring the newly installed imperator out from his throne room and into battle. These constant pinpricks against Leonydes finally roused his ire and he engaged Urcatto with only his personal bodyguards, but rather than doom the Nierite leader, Urcatto ruefully discovered that the Sword of the Heavens was unstoppable on the battlefield. Within hours, his raiders were defeated and soon faced the flaming justice of the Paragon of Nier. Urcatto and his five remaining lieutenants were forced to watch the execution of his followers, until finally Leonydes himself beheaded the last of the raiders and buried their heads in the dry earth of the Blessed Lands, leaving their bodies out to rot.
Unbeknownst to the Nierites, a small group of Urcatto’s people remained in hiding while the battle took place. One of these was a village shaman who took the bodies of the six decapitated raiders and performed profane and unclean rites upon them. He called upon the dark spirits of the cursed land to infuse the bodies of Urcatto and his men so that they could continue seeking vengeance against the Nierites. For eight days and nights the shaman invoked his foul rites until on the ninth evening, the light of the green moon shone down upon the bodies and Urcatto and his men rose, their chilling laugh made all the more unreal given that they were headless.
Urcatto, Headless Raider: As the Imperium of Man was beset by the Sword of the Heavens and his Nierite army of the Cleansing Flame, not everyone rallied to the Imperator’s cause. A group of Yhing hir, members of some of the val’Haupt’s vassal families, used the chaos that ensued to raid undefended towns and rob the host of refugees fleeing the capital of all their worldly possessions, as well as exact some much needed revenge.
Led by Urcatto, a merciless former centurion of a cavalry auxilia, the raiders numbered fifty veteran horsemen who spent years training and fighting together. When their home villages were threatened by Leonydes val’Virdan and his forces, his troops were forbidden from engaging the Nierite army and instead were ordered to provide protection to the families of the Imperial Court who were fleeing to the west. This so enraged Urcatto that he disobeyed orders and fled across the Blessed Lands, skirting around the invaders until reaching his homeland, only to find his family slaughtered and his village burnt to the ground. Gathering the few survivors that escaped the carnage, Urcatto and his raiders began a long campaign of vengeance on both the Nierite forces and the fleeing imperial refugees, enriching themselves in the process.
For years, even after the fall of the Imperium, Urcatto and his raiders preyed upon everyone from Nierite warriors to merchant caravans, mocking the Sword of the Heavens and his inability to protect those traveling through Blessed Lands in the hopes of luring the newly installed imperator out from his throne room and into battle. These constant pinpricks against Leonydes finally roused his ire and he engaged Urcatto with only his personal bodyguards, but rather than doom the Nierite leader, Urcatto ruefully discovered that the Sword of the Heavens was unstoppable on the battlefield. Within hours, his raiders were defeated and soon faced the flaming justice of the Paragon of Nier. Urcatto and his five remaining lieutenants were forced to watch the execution of his followers, until finally Leonydes himself beheaded the last of the raiders and buried their heads in the dry earth of the Blessed Lands, leaving their bodies out to rot.
Unbeknownst to the Nierites, a small group of Urcatto’s people remained in hiding while the battle took place. One of these was a village shaman who took the bodies of the six decapitated raiders and performed profane and unclean rites upon them. He called upon the dark spirits of the cursed land to infuse the bodies of Urcatto and his men so that they could continue seeking vengeance against the Nierites. For eight days and nights the shaman invoked his foul rites until on the ninth evening, the light of the green moon shone down upon the bodies and Urcatto and his men rose, their chilling laugh made all the more unreal given that they were headless.
Flaming Steed: ?
Spirit Swarm: A Headless Raider binds all of its victim’s souls to it, creating a swarm of spirits which rend anyone who comes close.
[A]ny creature reduced to 0 hit points with the rider’s spectral claws suffer disadvantage on all death saving throws, if the creature dies they are drawn into the raider’s spirit swarm and dead forever.
Since that time, ages ago, the Headless Raiders ride out of the Blessed Lands upon their undead steeds whenever the green light of Viridis shines down upon them. The souls of all those who fell to their blades are dragged behind them, tethered to their unnatural mounts, and forced to fight on their behalf.
Undead: Also known as the Twin Towers, this enormous structure’s centerpiece are its two turrets, one dedicated to Beltine and the other to Her husband, Neroth, which stand in the eastern portion of the Blessed Lands. With the exception of the Lost Citadel of Nier, no other fortification is as feared or avoided as these two. Legend has it that generation upon generation of adherents and zealots of those deities were bound to the towers upon their deaths, acting as eternal guardians. Even more terrifying is that the countless enemies captured during the centuries that the Imperium held sway were sacrificed to Neroth or Beltine, with either their desiccated bodies or spirits doomed to defend their former foes for eternity.
Bloated Undead: ?
Malicious Undead: ?
Undead Steed: ?
Ghost: Of Leonydes, even after almost five decades, only wild and unsubstantiated rumors are all that remain. Many claim he died at the hand of the same forces that decimated his army. A few whisper that he is still alive, a prisoner within the lost Citadel of Nier, there to be tortured for eternity at the hands of his many victims, ghosts that will not rest until their thirst for vengeance is satiated.
Aquatic Ghoul: ?
Ghoul: ?
Skeleton: Black Wind weather event.
Specter: Counted among the most haunted places in the First City, this ancient manor house must have once belonged to a wealthy member of the aristocracy or merchant class given its location and impressive construction. The spire towers on the two foremost corners gives a clue that the manse was built, or at least the towers raised, during the middle dynastic period of the Imperium, where such spires were in architectural vogue.
The irresistible lure of riches still unclaimed within this place tugs at the greed of many an adventurer and scholar, looking to bring to light artifacts from another age, purely for research and posterity, of course. What they found within were terrible spectral horrors that attacked when they ventured beyond the once opulent foyer.
Every expedition into the old house has met with ever more increasing hostility until a Beltinian priestess of some notoriety made her way into the place. After fending off an initial attack that forced her to run blindly through the house and eventually through a rotted wall, the priestess discovered that this was once the meeting place of a secret society of Beltinians. By communing with one of the less hostile spirits, she discovered that this group would find those that wished to end their existence due to an unhappy life, a blemish upon their or their family’s honor, or for some other unbearable reason. Suicide to escape one’s lot in life being a loathsome sin in the eyes of the God’s, these tortured souls were damned if they did and damned if they didn’t.
This society gave them another way out. They would be given release from this life through a sanctified ritual that would not displease the Gods. In exchange, their souls would forever more be tethered to this place, tasked with defending it and the members of this esoteric order, unless commanded to move beyond these walls at the command of the order’s leader.
There was one last bit of information imparted upon the priestess that made her depart hastily. This house had been a spirit trap for so long that any who die here will find that their soul cannot move on to face the Judgment of Nier and then on to the afterlife, but instead become one of the legion of specters confined herein.
Spectral Fire Wraith: ?
Wraith: ?
Zombie: Black Wind weather event.
Black Wind
The Black Wind appears most commonly in the western end of the Blessed Lands near the foothills of the Aqtau Mountains. It typically takes the form of a purplish cloud that drops viscous precipitation, which is immediately absorbed by any surface it falls upon. Within seconds, any corpse that may be buried in the ground is animated, creating several undead creatures. These undead last for the duration of the storm and have an intense hunger for any living creature they can find. These storms can last anywhere from minutes to hours.
Range: Varied (often 1-mile radius)
Duration: Varied (10 minutes to 6 hours)
Effect: While the storm rages, each minute, 2d6 skeletons or zombies rise out of the ground within 100 feet of any living creature. The undead will target these living creatures until the storm ends, after which they simply collapse. This weather event can easily scale up to give Heroes of any level either a terrifying challenge or act as a simple reminder of the dangers of the Blessed Lands.
Led by Urcatto, a merciless former centurion of a cavalry auxilia, the raiders numbered fifty veteran horsemen who spent years training and fighting together. When their home villages were threatened by Leonydes val’Virdan and his forces, his troops were forbidden from engaging the Nierite army and instead were ordered to provide protection to the families of the Imperial Court who were fleeing to the west. This so enraged Urcatto that he disobeyed orders and fled across the Blessed Lands, skirting around the invaders until reaching his homeland, only to find his family slaughtered and his village burnt to the ground. Gathering the few survivors that escaped the carnage, Urcatto and his raiders began a long campaign of vengeance on both the Nierite forces and the fleeing imperial refugees, enriching themselves in the process.
For years, even after the fall of the Imperium, Urcatto and his raiders preyed upon everyone from Nierite warriors to merchant caravans, mocking the Sword of the Heavens and his inability to protect those traveling through Blessed Lands in the hopes of luring the newly installed imperator out from his throne room and into battle. These constant pinpricks against Leonydes finally roused his ire and he engaged Urcatto with only his personal bodyguards, but rather than doom the Nierite leader, Urcatto ruefully discovered that the Sword of the Heavens was unstoppable on the battlefield. Within hours, his raiders were defeated and soon faced the flaming justice of the Paragon of Nier. Urcatto and his five remaining lieutenants were forced to watch the execution of his followers, until finally Leonydes himself beheaded the last of the raiders and buried their heads in the dry earth of the Blessed Lands, leaving their bodies out to rot.
Unbeknownst to the Nierites, a small group of Urcatto’s people remained in hiding while the battle took place. One of these was a village shaman who took the bodies of the six decapitated raiders and performed profane and unclean rites upon them. He called upon the dark spirits of the cursed land to infuse the bodies of Urcatto and his men so that they could continue seeking vengeance against the Nierites. For eight days and nights the shaman invoked his foul rites until on the ninth evening, the light of the green moon shone down upon the bodies and Urcatto and his men rose, their chilling laugh made all the more unreal given that they were headless.
Urcatto, Headless Raider: As the Imperium of Man was beset by the Sword of the Heavens and his Nierite army of the Cleansing Flame, not everyone rallied to the Imperator’s cause. A group of Yhing hir, members of some of the val’Haupt’s vassal families, used the chaos that ensued to raid undefended towns and rob the host of refugees fleeing the capital of all their worldly possessions, as well as exact some much needed revenge.
Led by Urcatto, a merciless former centurion of a cavalry auxilia, the raiders numbered fifty veteran horsemen who spent years training and fighting together. When their home villages were threatened by Leonydes val’Virdan and his forces, his troops were forbidden from engaging the Nierite army and instead were ordered to provide protection to the families of the Imperial Court who were fleeing to the west. This so enraged Urcatto that he disobeyed orders and fled across the Blessed Lands, skirting around the invaders until reaching his homeland, only to find his family slaughtered and his village burnt to the ground. Gathering the few survivors that escaped the carnage, Urcatto and his raiders began a long campaign of vengeance on both the Nierite forces and the fleeing imperial refugees, enriching themselves in the process.
For years, even after the fall of the Imperium, Urcatto and his raiders preyed upon everyone from Nierite warriors to merchant caravans, mocking the Sword of the Heavens and his inability to protect those traveling through Blessed Lands in the hopes of luring the newly installed imperator out from his throne room and into battle. These constant pinpricks against Leonydes finally roused his ire and he engaged Urcatto with only his personal bodyguards, but rather than doom the Nierite leader, Urcatto ruefully discovered that the Sword of the Heavens was unstoppable on the battlefield. Within hours, his raiders were defeated and soon faced the flaming justice of the Paragon of Nier. Urcatto and his five remaining lieutenants were forced to watch the execution of his followers, until finally Leonydes himself beheaded the last of the raiders and buried their heads in the dry earth of the Blessed Lands, leaving their bodies out to rot.
Unbeknownst to the Nierites, a small group of Urcatto’s people remained in hiding while the battle took place. One of these was a village shaman who took the bodies of the six decapitated raiders and performed profane and unclean rites upon them. He called upon the dark spirits of the cursed land to infuse the bodies of Urcatto and his men so that they could continue seeking vengeance against the Nierites. For eight days and nights the shaman invoked his foul rites until on the ninth evening, the light of the green moon shone down upon the bodies and Urcatto and his men rose, their chilling laugh made all the more unreal given that they were headless.
Flaming Steed: ?
Spirit Swarm: A Headless Raider binds all of its victim’s souls to it, creating a swarm of spirits which rend anyone who comes close.
[A]ny creature reduced to 0 hit points with the rider’s spectral claws suffer disadvantage on all death saving throws, if the creature dies they are drawn into the raider’s spirit swarm and dead forever.
Since that time, ages ago, the Headless Raiders ride out of the Blessed Lands upon their undead steeds whenever the green light of Viridis shines down upon them. The souls of all those who fell to their blades are dragged behind them, tethered to their unnatural mounts, and forced to fight on their behalf.
Undead: Also known as the Twin Towers, this enormous structure’s centerpiece are its two turrets, one dedicated to Beltine and the other to Her husband, Neroth, which stand in the eastern portion of the Blessed Lands. With the exception of the Lost Citadel of Nier, no other fortification is as feared or avoided as these two. Legend has it that generation upon generation of adherents and zealots of those deities were bound to the towers upon their deaths, acting as eternal guardians. Even more terrifying is that the countless enemies captured during the centuries that the Imperium held sway were sacrificed to Neroth or Beltine, with either their desiccated bodies or spirits doomed to defend their former foes for eternity.
Bloated Undead: ?
Malicious Undead: ?
Undead Steed: ?
Ghost: Of Leonydes, even after almost five decades, only wild and unsubstantiated rumors are all that remain. Many claim he died at the hand of the same forces that decimated his army. A few whisper that he is still alive, a prisoner within the lost Citadel of Nier, there to be tortured for eternity at the hands of his many victims, ghosts that will not rest until their thirst for vengeance is satiated.
Aquatic Ghoul: ?
Ghoul: ?
Skeleton: Black Wind weather event.
Specter: Counted among the most haunted places in the First City, this ancient manor house must have once belonged to a wealthy member of the aristocracy or merchant class given its location and impressive construction. The spire towers on the two foremost corners gives a clue that the manse was built, or at least the towers raised, during the middle dynastic period of the Imperium, where such spires were in architectural vogue.
The irresistible lure of riches still unclaimed within this place tugs at the greed of many an adventurer and scholar, looking to bring to light artifacts from another age, purely for research and posterity, of course. What they found within were terrible spectral horrors that attacked when they ventured beyond the once opulent foyer.
Every expedition into the old house has met with ever more increasing hostility until a Beltinian priestess of some notoriety made her way into the place. After fending off an initial attack that forced her to run blindly through the house and eventually through a rotted wall, the priestess discovered that this was once the meeting place of a secret society of Beltinians. By communing with one of the less hostile spirits, she discovered that this group would find those that wished to end their existence due to an unhappy life, a blemish upon their or their family’s honor, or for some other unbearable reason. Suicide to escape one’s lot in life being a loathsome sin in the eyes of the God’s, these tortured souls were damned if they did and damned if they didn’t.
This society gave them another way out. They would be given release from this life through a sanctified ritual that would not displease the Gods. In exchange, their souls would forever more be tethered to this place, tasked with defending it and the members of this esoteric order, unless commanded to move beyond these walls at the command of the order’s leader.
There was one last bit of information imparted upon the priestess that made her depart hastily. This house had been a spirit trap for so long that any who die here will find that their soul cannot move on to face the Judgment of Nier and then on to the afterlife, but instead become one of the legion of specters confined herein.
Spectral Fire Wraith: ?
Wraith: ?
Zombie: Black Wind weather event.
Black Wind
The Black Wind appears most commonly in the western end of the Blessed Lands near the foothills of the Aqtau Mountains. It typically takes the form of a purplish cloud that drops viscous precipitation, which is immediately absorbed by any surface it falls upon. Within seconds, any corpse that may be buried in the ground is animated, creating several undead creatures. These undead last for the duration of the storm and have an intense hunger for any living creature they can find. These storms can last anywhere from minutes to hours.
Range: Varied (often 1-mile radius)
Duration: Varied (10 minutes to 6 hours)
Effect: While the storm rages, each minute, 2d6 skeletons or zombies rise out of the ground within 100 feet of any living creature. The undead will target these living creatures until the storm ends, after which they simply collapse. This weather event can easily scale up to give Heroes of any level either a terrifying challenge or act as a simple reminder of the dangers of the Blessed Lands.
Askis World Primer
Undead. The Dead: ?
Slavering Undead: ?
Foul Undead Mage: ?
Vined Skeletal Monstrosity, Undead Servant: ?
Mindless Recruit of the Silent Knights, Member of the Ministerium Immorte: Knowing the dangers that could result from the Taenarius Tunnels but aware that removing them would be impossible, the Celestial Heroes sought a way to maintain the danger they could not destroy and tried a wide variety of means. Legions of soldiers sacrificed their lives in the entombing darkness, automata returned to the surface as crazed killers, and in time only one solution presented itself. So it is that for the denizens of Askis, there is service even in death: the Minesterium Inmorte.
It is not at all widely known but virtually everyone donates their corpse to public service when they finally pass away. Most funeral rites involve incineration of the body but even those who choose not to be cremated are ultimately recruited, the corpse taken away to The Ministry after the final viewings and bereavement have passed (ostensibly in the interests of the public health). Once there the Quibus Pythonicus prepare the remains with holy oils and salves to ensure the smell of decay does not emanate and then raise it to patrol the world’s waters and subterranean passageways. Before being sent into the field a mindless recruit of the Silent Knights is encased in sacred armor that completely covers their body, leaving nothing to see but the intense glare of their undead gaze.
Saint Argyripus, The Breathless Saint, Bereaving Ghost: After the philosopher scientist released a maddening gas to spread all over Regredior, the brave Argyrippus ignored the warnings of the Golden Redeemers and ventured out into the mind-altering mist. He heaved and spat before drew in a breath so deep that the the city-wide fog withdrew from the streets and into his lungs! The dwarf died for his efforts and his bereaving ghost sometimes haunts the night in Regredior to recant his death, but the citizens of the city shall ne’er forget his noble sacrifice and without fail they have honored him thrice a year since.
Vicefroth, Ghost, Spirit: ?
Neracito, Ghost: ?
Lich: ?
Lich-Queen: ?
Ulnayr, Lich: ?
Vampire: ?
Vampiric Warmaster: ?
Living Dead: ?
Slavering Undead: ?
Foul Undead Mage: ?
Vined Skeletal Monstrosity, Undead Servant: ?
Mindless Recruit of the Silent Knights, Member of the Ministerium Immorte: Knowing the dangers that could result from the Taenarius Tunnels but aware that removing them would be impossible, the Celestial Heroes sought a way to maintain the danger they could not destroy and tried a wide variety of means. Legions of soldiers sacrificed their lives in the entombing darkness, automata returned to the surface as crazed killers, and in time only one solution presented itself. So it is that for the denizens of Askis, there is service even in death: the Minesterium Inmorte.
It is not at all widely known but virtually everyone donates their corpse to public service when they finally pass away. Most funeral rites involve incineration of the body but even those who choose not to be cremated are ultimately recruited, the corpse taken away to The Ministry after the final viewings and bereavement have passed (ostensibly in the interests of the public health). Once there the Quibus Pythonicus prepare the remains with holy oils and salves to ensure the smell of decay does not emanate and then raise it to patrol the world’s waters and subterranean passageways. Before being sent into the field a mindless recruit of the Silent Knights is encased in sacred armor that completely covers their body, leaving nothing to see but the intense glare of their undead gaze.
Saint Argyripus, The Breathless Saint, Bereaving Ghost: After the philosopher scientist released a maddening gas to spread all over Regredior, the brave Argyrippus ignored the warnings of the Golden Redeemers and ventured out into the mind-altering mist. He heaved and spat before drew in a breath so deep that the the city-wide fog withdrew from the streets and into his lungs! The dwarf died for his efforts and his bereaving ghost sometimes haunts the night in Regredior to recant his death, but the citizens of the city shall ne’er forget his noble sacrifice and without fail they have honored him thrice a year since.
Vicefroth, Ghost, Spirit: ?
Neracito, Ghost: ?
Lich: ?
Lich-Queen: ?
Ulnayr, Lich: ?
Vampire: ?
Vampiric Warmaster: ?
Living Dead: ?
Bad Apples (Level 3 PCs)
Zombie: If the party attempts to inspect the bandits’ bodies before they’ve appeased Newton Tell’s poltergeist in the cider mill, the late orchard keeper manifests in a rage and raises the corpses as zombies.
Newton Tell, Poltergeist: The mill owner, Newton Tell, is dead, slain by bandits days ago. The bandits considered his orchard to be an ideal hideout, and murdered the poor man while he was picking apples. His spirit rose as a poltergeist, left in anguish at the thought that [Town] will be without its beloved cider for the harvest festival.
Newton Tell, Poltergeist: The mill owner, Newton Tell, is dead, slain by bandits days ago. The bandits considered his orchard to be an ideal hideout, and murdered the poor man while he was picking apples. His spirit rose as a poltergeist, left in anguish at the thought that [Town] will be without its beloved cider for the harvest festival.
Bard's Gate for Fifth Edition
Lich, Gremag: Less than two decades after the end of the Age of Kings and the destruction of the long-forgotten Phoromyceaen civilization, the Sorcerer-King of destroyed Tharistra completed his transformation into a lich and relocated his lair into the newly created caverns and faults of the Stoneheart range’s flanks.
Skeleton, Undead Skeleton: As with the ghoul encounter, these animated corpses were freed by a cleric or necromancer of Orcus who has set them loose within the city to watch the chaos.
Animated Corpse: ?
Lich-Queen Trystecce: ?
Vampire: ?
Balcoth the Wraith-Mage: ?
Font Skeleton: Font skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir in the Stoneheart Mountain dungeon. These skeletons are covered in red stains from the blood within the font from which they are spawned. Their eyes glow with a fiendish light. They normally wield longswords and use shields, as these are the weapons of the goddess of paladins and these skeletons exist as mockeries of the followers of that deity.
Plague Ghoul: ?
Ghoul: These fiends were created from the corpses of criminals by a cleric or necromancer of Orcus who has set the beasts loose within the city.
Salipus has since managed to ensnare a few ratfolk who now dwell with him as ghouls in the darkness, snatching living things from the water of the backflow pool, and enticing ratfolks and wererats to their doom.
Ratfolk Ghoul: ?
Bil Noct Nog: The corpse remains inanimate unless his treasures are disturbed, at which point he springs to life, attacking with the sword, and summoning the spirit grizzly to join him in combat.
Corpse: Canopic Urn of the Undead magic item.
Spirit Bear: ?
Lich, Salvager of Death: ?
Mummy Lord, High Lord of Death: ?
Vampire Spawn: These unfortunate beings were created by Felicity.
If Tjorvi is not rescued and is transformed into a vampire by Entrade, then a whole other level of hell erupts for the citizens of Bard’s Gate as Tjorvi goes on a rage-fueled feeding frenzy in the city after turning his own crew into spawn.
Ancient Vampire: ?
Felicity Bigh, Lesser Vampire: In the battle, Alecia and her subordinate vampires fought the heroes to a standstill, and while the party was able to escape, the results were devastating. The group had sustained terrible wounds in the fight, and before they were able to disengage from the horrific battle Felicity herself had perished. Blinded in their loss at Felicity’s death, the party said their heartfelt goodbyes and buried Felicity in a beautiful and quiet meadow. Little did the companions realize that Felicity had been turned, and when Alecia came to her grave that night she brought Felicity out of the ground as her latest spawn and tool of destruction.
Entrade, Lesser Vampire, Vampire Torturer: ?
Subordinate Vampire: ?
Master Vampire: ?
Alecia, Vampire: Alecia, a lesser priestess of Thanatos and spawn of Hethel.
Spawn: ?
Ghost: The shop is in the burned section of the Market District, and occasional “ghostly sounds” emanate from the partially boarded-up shop, leaving any nighttime passers-by with the impression it is haunted. The noise is supposed to be generated by an elaborate system of pipes and wind chimes designed to keep snoops away; however, recently a former victim of Galera’s has come back to torment anyone trying to do business with her.
Shadow: This encounter is with 1d4+1 shadows that haunt a darkened alley or the home where a murder/suicide took place.
There are 1d8+2 shadows in this area, those lesser members who were not transformed into shades, but were instead murdered in the dark fog that enveloped the island after the curse was evoked.
Glimmer Gem magic item.
Swarm of Shadow Rats: Fredo’s room has become home to a nest of shadow rats, being several huge rat-swarms that were transformed by the shadows in area 11.
Fear Guard: ?
The Quiet Woman, Mrs. O'Neal, Ghost, Resident Phantom, Spirit: ?
Myrean Dyrin, Ghost, Angry Spirit: F’arin has an especially despicable fetish when it comes to women of pure elven descent. He cannot resist them, and the more powerful and alluring they are, the more desirous of them he becomes until he maddeningly stalks them as if they were his targets for assassination and finally murders them in a hideous fashion that is very pleasing to his god. In a fit of jealous rage and lust-filled passion he murdered Myrean Dyrin, the famous elven actress, and hid her body quite maliciously within a costume trunk at the Masque and Lute. Her ghost haunts the theater still, looking for a vessel to possess that is strong enough to withstand F’arin D’un and bring peace to her angry spirit.
Loomin The Inn-Wight, Inn Wight: Krants is being haunted by Loomin, an inn wight (variant poltergeist specter with overnight life drain), the spirit of a little boy who died from neglect here many years ago.
Specter Poltergeist: ?
Cadaver: ?
Wight: ?
Bloody Bones: ?
Fetch: ?
Specter: This encounter is with the specter of a cruel old resident of the neighborhood or one of its victims. The original specter is likely the mean old man from up the street, or the creepy cat lady.
Zombie: As with the ghoul encounter, these animated corpses were freed by a cleric or necromancer of Orcus who has set them loose within the city to watch the chaos.
She uses her scroll of animate dead to raise any fallen gnolls as zombies if the need should arise.
Wraith: The wraith is the unkind spirit of a convicted murderer, now out to get revenge upon the sheriffs who caught him in the act of his crime.
Mummy: Canopic Urn of the Undead magic item.
Cimota: ?
Mohrg: ?
Ghast: ?
Ghast Guard: ?
Will-o'-Wisp: ?
Claw-in-Chains: ?
Clopek the Mummy, Mummy: A set of three alabaster canopic jars sit on an ornate bookshelf filled with scrolls and ecclesiastical texts about the worship of the Cat Goddess. One scroll contains the spell create greater undead. If the contents of the canopic jars are poured together on the floor and the scroll uttered, a mummy can be raised from their contents. The mummy is a former priest of the Temple of Bast named Clopek.
Salipus the Ghast, Hungry Ghast: ?
Lesser Vampire: Any vampire spawn that escape final destruction at the hands of the PCs become lesser vampires if Entrade is killed and soon begin hunting the PCs across the city at night to take their vengeance.
Tjorvi Thrugurson, Vampire: If Tjorvi is not rescued and is transformed into a vampire by Entrade, then a whole other level of hell erupts for the citizens of Bard’s Gate as Tjorvi goes on a rage-fueled feeding frenzy in the city after turning his own crew into spawn.
Canopic Urn of the Undead
Wondrous item, very rare (requires attunement)
Crafted by placing both a humanoid corpse’s dissected heart and the cremated ashes of the body within the urn, and then treating the remains with a dark alchemical mixture, the necromancer fashions a portable undead servant. When the urn is opened and a command word spoken, the corpse’s body rises up out of the urn to serve whoever possesses the vessel. The corpse is considered a mummy, but the urn’s owner is immune to the conjured mummy’s dreadful glare power.
The mummy serves until it or its clay urn is destroyed. If the mummy is destroyed, the necromancer may craft a new mummy for the empty urn. If the urn is destroyed while the mummy is active, the mummy becomes uncontrolled.
Glimmer Gem
Wondrous item, legendary
The glimmer gem is the cursed magical jewel that caused the entire Grey Deacons Thieves’ Guild to vanish from Bard’s Gate. This rare jacinth was first crafted by a wizard for use in his magic jar spell, yet when the fatal crack appeared, it caused the spell to go awry. The stone now draws the body and soul into it, projecting the soul to the astral plane. The body appears as a small sparkling speck within the gem and is reflected as a shade or shadow creature of its former self. Prior to its theft by Rowling Jenks, the glimmer gem was in the possession of the Grand Vizier of Efreet, who used its powers to manipulate shadow, teaching him the method to enslave other spellcasters and steal their magical energies. The glimmer gem has 40 facets, and each facet is capable of capturing the spirit of another victim and turning them into a shade or shadow.
Any living being that comes within 10ft of the glimmer gem must make a successful DC 20 Fort save or be drawn into the gem. Victims of 4th level and below are instantly transformed into a shadow. Victims of level 4 and above must make a DC 20 Wisdom save. If this save succeeds they are instead transformed into a shade. Those failing the second save become shadows. Beings so transformed are trapped within a 500ft spherical proximity to the glimmer gem. Destroyed shades or shadows reform in 24 hours.
The glimmer gem may only be destroyed by a magic or adamantine weapon, or by means of magic spells such as disintegrate and shatter. It has AC 22 and 20 hp.
If destroyed, any beings trapped within the glimmer gem cease to exist, their spirits simply twinkling out. Beings turned to shade or shadow by the glimmer gem, and those destroyed when the gem is destroyed, may only be raised by means of true resurrection or wish.
Skeleton, Undead Skeleton: As with the ghoul encounter, these animated corpses were freed by a cleric or necromancer of Orcus who has set them loose within the city to watch the chaos.
Animated Corpse: ?
Lich-Queen Trystecce: ?
Vampire: ?
Balcoth the Wraith-Mage: ?
Font Skeleton: Font skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir in the Stoneheart Mountain dungeon. These skeletons are covered in red stains from the blood within the font from which they are spawned. Their eyes glow with a fiendish light. They normally wield longswords and use shields, as these are the weapons of the goddess of paladins and these skeletons exist as mockeries of the followers of that deity.
Plague Ghoul: ?
Ghoul: These fiends were created from the corpses of criminals by a cleric or necromancer of Orcus who has set the beasts loose within the city.
Salipus has since managed to ensnare a few ratfolk who now dwell with him as ghouls in the darkness, snatching living things from the water of the backflow pool, and enticing ratfolks and wererats to their doom.
Ratfolk Ghoul: ?
Bil Noct Nog: The corpse remains inanimate unless his treasures are disturbed, at which point he springs to life, attacking with the sword, and summoning the spirit grizzly to join him in combat.
Corpse: Canopic Urn of the Undead magic item.
Spirit Bear: ?
Lich, Salvager of Death: ?
Mummy Lord, High Lord of Death: ?
Vampire Spawn: These unfortunate beings were created by Felicity.
If Tjorvi is not rescued and is transformed into a vampire by Entrade, then a whole other level of hell erupts for the citizens of Bard’s Gate as Tjorvi goes on a rage-fueled feeding frenzy in the city after turning his own crew into spawn.
Ancient Vampire: ?
Felicity Bigh, Lesser Vampire: In the battle, Alecia and her subordinate vampires fought the heroes to a standstill, and while the party was able to escape, the results were devastating. The group had sustained terrible wounds in the fight, and before they were able to disengage from the horrific battle Felicity herself had perished. Blinded in their loss at Felicity’s death, the party said their heartfelt goodbyes and buried Felicity in a beautiful and quiet meadow. Little did the companions realize that Felicity had been turned, and when Alecia came to her grave that night she brought Felicity out of the ground as her latest spawn and tool of destruction.
Entrade, Lesser Vampire, Vampire Torturer: ?
Subordinate Vampire: ?
Master Vampire: ?
Alecia, Vampire: Alecia, a lesser priestess of Thanatos and spawn of Hethel.
Spawn: ?
Ghost: The shop is in the burned section of the Market District, and occasional “ghostly sounds” emanate from the partially boarded-up shop, leaving any nighttime passers-by with the impression it is haunted. The noise is supposed to be generated by an elaborate system of pipes and wind chimes designed to keep snoops away; however, recently a former victim of Galera’s has come back to torment anyone trying to do business with her.
Shadow: This encounter is with 1d4+1 shadows that haunt a darkened alley or the home where a murder/suicide took place.
There are 1d8+2 shadows in this area, those lesser members who were not transformed into shades, but were instead murdered in the dark fog that enveloped the island after the curse was evoked.
Glimmer Gem magic item.
Swarm of Shadow Rats: Fredo’s room has become home to a nest of shadow rats, being several huge rat-swarms that were transformed by the shadows in area 11.
Fear Guard: ?
The Quiet Woman, Mrs. O'Neal, Ghost, Resident Phantom, Spirit: ?
Myrean Dyrin, Ghost, Angry Spirit: F’arin has an especially despicable fetish when it comes to women of pure elven descent. He cannot resist them, and the more powerful and alluring they are, the more desirous of them he becomes until he maddeningly stalks them as if they were his targets for assassination and finally murders them in a hideous fashion that is very pleasing to his god. In a fit of jealous rage and lust-filled passion he murdered Myrean Dyrin, the famous elven actress, and hid her body quite maliciously within a costume trunk at the Masque and Lute. Her ghost haunts the theater still, looking for a vessel to possess that is strong enough to withstand F’arin D’un and bring peace to her angry spirit.
Loomin The Inn-Wight, Inn Wight: Krants is being haunted by Loomin, an inn wight (variant poltergeist specter with overnight life drain), the spirit of a little boy who died from neglect here many years ago.
Specter Poltergeist: ?
Cadaver: ?
Wight: ?
Bloody Bones: ?
Fetch: ?
Specter: This encounter is with the specter of a cruel old resident of the neighborhood or one of its victims. The original specter is likely the mean old man from up the street, or the creepy cat lady.
Zombie: As with the ghoul encounter, these animated corpses were freed by a cleric or necromancer of Orcus who has set them loose within the city to watch the chaos.
She uses her scroll of animate dead to raise any fallen gnolls as zombies if the need should arise.
Wraith: The wraith is the unkind spirit of a convicted murderer, now out to get revenge upon the sheriffs who caught him in the act of his crime.
Mummy: Canopic Urn of the Undead magic item.
Cimota: ?
Mohrg: ?
Ghast: ?
Ghast Guard: ?
Will-o'-Wisp: ?
Claw-in-Chains: ?
Clopek the Mummy, Mummy: A set of three alabaster canopic jars sit on an ornate bookshelf filled with scrolls and ecclesiastical texts about the worship of the Cat Goddess. One scroll contains the spell create greater undead. If the contents of the canopic jars are poured together on the floor and the scroll uttered, a mummy can be raised from their contents. The mummy is a former priest of the Temple of Bast named Clopek.
Salipus the Ghast, Hungry Ghast: ?
Lesser Vampire: Any vampire spawn that escape final destruction at the hands of the PCs become lesser vampires if Entrade is killed and soon begin hunting the PCs across the city at night to take their vengeance.
Tjorvi Thrugurson, Vampire: If Tjorvi is not rescued and is transformed into a vampire by Entrade, then a whole other level of hell erupts for the citizens of Bard’s Gate as Tjorvi goes on a rage-fueled feeding frenzy in the city after turning his own crew into spawn.
Canopic Urn of the Undead
Wondrous item, very rare (requires attunement)
Crafted by placing both a humanoid corpse’s dissected heart and the cremated ashes of the body within the urn, and then treating the remains with a dark alchemical mixture, the necromancer fashions a portable undead servant. When the urn is opened and a command word spoken, the corpse’s body rises up out of the urn to serve whoever possesses the vessel. The corpse is considered a mummy, but the urn’s owner is immune to the conjured mummy’s dreadful glare power.
The mummy serves until it or its clay urn is destroyed. If the mummy is destroyed, the necromancer may craft a new mummy for the empty urn. If the urn is destroyed while the mummy is active, the mummy becomes uncontrolled.
Glimmer Gem
Wondrous item, legendary
The glimmer gem is the cursed magical jewel that caused the entire Grey Deacons Thieves’ Guild to vanish from Bard’s Gate. This rare jacinth was first crafted by a wizard for use in his magic jar spell, yet when the fatal crack appeared, it caused the spell to go awry. The stone now draws the body and soul into it, projecting the soul to the astral plane. The body appears as a small sparkling speck within the gem and is reflected as a shade or shadow creature of its former self. Prior to its theft by Rowling Jenks, the glimmer gem was in the possession of the Grand Vizier of Efreet, who used its powers to manipulate shadow, teaching him the method to enslave other spellcasters and steal their magical energies. The glimmer gem has 40 facets, and each facet is capable of capturing the spirit of another victim and turning them into a shade or shadow.
Any living being that comes within 10ft of the glimmer gem must make a successful DC 20 Fort save or be drawn into the gem. Victims of 4th level and below are instantly transformed into a shadow. Victims of level 4 and above must make a DC 20 Wisdom save. If this save succeeds they are instead transformed into a shade. Those failing the second save become shadows. Beings so transformed are trapped within a 500ft spherical proximity to the glimmer gem. Destroyed shades or shadows reform in 24 hours.
The glimmer gem may only be destroyed by a magic or adamantine weapon, or by means of magic spells such as disintegrate and shatter. It has AC 22 and 20 hp.
If destroyed, any beings trapped within the glimmer gem cease to exist, their spirits simply twinkling out. Beings turned to shade or shadow by the glimmer gem, and those destroyed when the gem is destroyed, may only be raised by means of true resurrection or wish.
Bard's Gate – The Riot Act
Zombie: ?
Bloodthirsty Zombie: ?
Zombie-Guard: ?
Bloodthirsty Zombie: ?
Zombie-Guard: ?
Barrow Keep: Den of Spies
Shade, Shadow, Hungry Shadow: ?
Shade Lord: ?
Previous Archon's Ghost: ?
Ghost: ?
Angry Spirit of Someone Murdered and Buried Without the Proper Rites: ?
Shade Lord: ?
Previous Archon's Ghost: ?
Ghost: ?
Angry Spirit of Someone Murdered and Buried Without the Proper Rites: ?
Barrowmaze Complete 5e
Barrow Abomination: A Barrow Abomination is a physical manifestation of Nergal’s chaos energy and the corruptive power of The Tablet of Chaos.
Barrow Ghast, Greater Ghast: ?
Barrow Mummy: ?
Barrow Wight: Tablet of Chaos relic.
Coffer Corpse: ?
Corpse Candle: If a creature is killed by the corpse candle, either directly or as a result of being led into a trap, the corpse candle rolls a d10. On a result of 10, the creature rises as another corpse candle after 1 minute.
These are the lights of an undead creature called a Corpse Candle (1), attempting to draw the PCs to the corner of the room where it was pummeled and killed by two Greater Barrow Guardians (2).
The door to this room is ajar. The body of a human thief in an advanced state of decay lies face down in the doorway. He was killed by a massive wound from behind. The thief has risen as a vengeful Corpse Candle (1) and now attempts to draw others into the same fate.
Crypt Shade: This undead creature is a roughly human-shaped collection of shadows, dust, rotted burial linens, bone fragments, and other sepulcher debris. Spawned from chaos and lingering hate, crypt shades feed on the fear and pain of their victims.
Crypt Shade Greater: ?
Crypt Knight: Crypt Knights are all that remain of a secret martial order—the Black Legion—devoted to Nergal, God of the Underworld. When The Tablet of Chaos was hidden, the order gathered together and willingly allowed their life energy to be drained by Nergal’s undead. They rose in death as crypt knights devoted to the protection of the Dark God’s great temples and The Tablet of Chaos.
In addition, the close proximity of The Tablet has spawned new forms of undead, including Crypt Knights, former antipaladins of Nergal, and Spectral Dead, ghostly phantoms that endlessly wander the dark corridors of Barrowmaze.
Crypt Thing: Powerful magic-users create crypt things to serve as guardians to their tombs or to protect special treasures.
Dread Knight: It is unknown if they achieved their state through a fall from grace or if they were created by the dark gods.
Undead Warhorse: ?
Ghaist: On a failed save [against a ghaist's Breath of Death attack], the target instantly dies; 30 minutes after being killed by this effect, the victim rises as a ghaist.
Giant Ant Exoskeleton: These undead creatures are the dry animated husks of giant ants.
Huecuva: ?
Lich-Dragon: A lich-dragon is the combination of a Lich and a Black Dragon.
Mummy of Zuul: A mummy of Zuul is a former priest of the chaos deity of the elements.
Neb'Enakhet, Mummified Cat: Neb’Enakhet are sacred, mummified cats placed in the tombs of the social elite.
Phantom: A phantom is a ghostly, residual, reoccurring image. A phantom is merely an image, an echo of life, and possesses no intelligence.
Poltergeist: ?
Skeleton Black, Black Bones: Black skeletons, or black bones, are the skeletal remains of mighty warriors infused with dark magic to make them stronger than a standard skeleton.
Skeleton Exploding Bone, Exploding Bones: ?
Skeleton Fossil: Fossilized skeletons are effectively made of rock and are harder to destroy than regular skeletons. In some instances the fossilization process has been induced deliberately.
Skeleton Sapphire: ?
Skeleton Warrior, Skeletal Warrior: Once a proud fighter of great ability, a skeleton warrior appears as a skeleton draped in the tattered clothes they possessed in life.
A skeletal warrior exists in an undead state because its soul was trapped in a golden circlet.
Son of Gaxx, Daughter of Gaxx: Victims killed by [a Son of Gaxx's] Rot Grubs will rise in 1d4 days as a Son or Daughter of Gaxx.
Tablet of Chaos relic.
Spectral Dead: The spectral dead are the incorporeal spirits of warriors interred in Barrowmaze long ago. They have heard the call to rise that emanates from The Tablet of Chaos, but their physical remains have disintegrated to dust. With no bones to occupy, these vengeful spirits wander Barrowmaze aimlessly, particularly in the areas close to The Tablet.
In addition, the close proximity of The Tablet has spawned new forms of undead, including Crypt Knights, former antipaladins of Nergal, and Spectral Dead, ghostly phantoms that endlessly wander the dark corridors of Barrowmaze.
Zombie Funeral Pyre, Bombie: Funeral pyre zombies, sometimes referred to as “Bombies” by veteran adventurers, are a strange necromantic construct. They appear as normal zombies except for black runes written on their decaying flesh.
An assortment of 11 different zombies have risen here in response to The Tablet of Chaos. They include Ravenous Zombies (3), Funeral Pyre Zombies (4), and JuJu Zombies (4) armed with light crossbows.
Zombie Juju: An assortment of 11 different zombies have risen here in response to The Tablet of Chaos. They include Ravenous Zombies (3), Funeral Pyre Zombies (4), and JuJu Zombies (4) armed with light crossbows.
Zombie Ravenous, Ravenous Dead: An assortment of 11 different zombies have risen here in response to The Tablet of Chaos. They include Ravenous Zombies (3), Funeral Pyre Zombies (4), and JuJu Zombies (4) armed with light crossbows.
Undead, The Dead: Moreover, The Tablet of Chaos, secreted in a vast labyrinthine burial site, has defiled the sanctity of the crypts. The relic has called the dead and commanded them to rise from their graves!
Prior to his presumed death, Nergal ensured his followers interred his most powerful artifact, The Tablet of Chaos, deep in Barrowmaze. Over time The Tablet has called the dead to rise.
To illustrate the power of The Tablet of Chaos, Barrowmaze possesses both “defiled” and “quiet” crypts. Defiled crypts (noted on the map as #210 D1 or #355 D6), represent spaces where undead can be found—The Tablet has called the dead to rise! Quiet crypts (such as #210 Q2 or #223 Q5) are tombs where the dead have not yet risen in response to the unholy relic.
The Acolytes commonly raise their own dead to serve as foot soldiers.
The Tablet of Chaos, an ancient relic created by Nergal himself, continues to exert his power and is the reason why the dead have risen in Barrowmaze.
The Necromancers will then search the bodies, animate several undead, and head north and east.
The bodies of twelve sacrifices litter the altar; Zur and Emnuron will likely cast Animate Dead to bolster their ranks.
If The Keeper has already been destroyed, Ossithrax will likely be more conservative. He cannot be surprised, so he would likely prepare with spells to make himself invisible (etc.) and animate the dead that are strewn about the chamber.
Nergal's Undead: ?
Undead Minion: ?
Terrifying and Deadly Undead: ?
Undead Abomination: ?
Wandering Undead: ?
Terrible Undead Monster: ?
Evil Undead: ?
Undead Northman: ?
Restless Undead: ?
Terrible Undead Creature: ?
Undead Necromantic Construct: ?
Hideous Rotting Undead Creature: ?
Hideous Coffer Corpse: ?
Corpse Candle, Vengeful Corpse Candle: ?
Nileed Enad, Greater Crypt Shade: Anyone who enters will disturb the final resting place of Nileed Enad, a follower of Nergal in life. The Tablet of Chaos has called to him, and he has risen as a terrible undead monster, a Greater Crypt Shade (1) whose evil nature is so strong that cold negative energy flows from it.
Malevolent Greater Crypt Shade: ?
Vengeful Crypt Knight: ?
Lord Varghoulis of Nergal, Dread Knight: ?
Reuts Ool, Ghaist: ?
Ossithrax Pejorative, Lich-Dragon: For centuries, Ossithrax Pejorative, an ancient black dragon, ruled the Barrowmoor swamp and laid waste to the surrounding region. He tunneled below a huge barrow mound and into the Great Temple of Nergal (#375). There he sat upon his vast hoard, and in time, died jealously clutching his gold.
Untold centuries passed, and slowly the chaos energy of The Tablet began calling to him to return to his now skeletal form. Ossithrax awoke as a Lich-Dragon, a monster that is both a lich and an Ancient Black Dragon.
His personality was fused with The Keeper of the Tablet, and now the two exist simultaneously in the remains of the other.
The power of The Tablet has melded the personalities of Ossithrax and The Keeper of the Tablet.
Dhekeon the Disgraced, Skeletal Warrior, Undead Abomination: Many centuries ago, when the clerics of St. Ygg, the God of Righteousness, learned of Barrowmaze and the Pit of Chaos, they created a unique magic item called the Fount of Law. They charged their most devout paladins, including myself, with the task of throwing the Fount into the Pit and closing it forever. Led by Sir Guy de O’Veargne, we fought our way through Nergal’s undead hordes. We were about to complete our great quest—and then I betrayed my fellow knights.
Seduced by the promise of wealth and power, I, Dhekeon, once a noble young paladin of St. Ygg, lured my fellow knights into a trap. I murdered Sir Guy myself with a thrust of my sword. The remaining knights were overrun and put to death. The followers of Nergal then buried me alive within this barrow. I am a traitor and a liar.
Upon my death, St. Ygg refused to embrace me in the afterlife. Instead, the God of Righteousness sent me back and cursed me to walk the realm for eternity as one of the very undead abominations I swore to destroy.
Powerful Daughter of Gaxx: ?
Enhanced Daughter of Gaxx: ?
Hephecates, Spectral Dead: ?
Vermingetrix the Reaver, More Powerful and Sentient Funeral Pyre Zombie: Due to the Tablet of Chaos he has animated into a more powerful and sentient Funeral Pyre Zombie (1).
Glossmira, Thrice-Cursed, Bitch of the Deep, Terrible Banshee: Glossmira was an elven witch said to possess a strange power to control and manipulate the Plane of Water. She was slain for witchcraft and has risen as a terrible Banshee (1).
Terrible Banshee: ?
Venfeful Banshee: A large stone sarcophagus holds the remains of a woman who was slain by her lover for another woman. She has returned as a vengeful Banshee (1).
Banshee: ?
Grizelda the Ghastly Gourmet, Barrow Ghast, Greater Ghast: ?
Ghast, Standard Ghast: ?
Emil Muzz, Barrow Ghast: ?
Krisella, Halfling Powerful Ghast: ?
Arnaxelda, Human Powerful Ghast: ?
Nasty Ghast: ?
Minos, Minotaur Ghast: ?
Sir Guy de O'veargne, Ghost, Spirit: ?
Ghost: ?
Sir Wildrif, Ghost: ?
Ghoul: ?
Green-Skinned Ghoul: ?
Parnel, Ghoul: ?
Ravenous Ghoul: ?
Ascyet Vie Yannarg, Keeper of the Tablet, Lich: Foreseeing the treachery of his sons Orcus and Set, Nergal commanded Yannarg to hide The Tablet within a series of secret vaults, where his sons’ followers could not reach it. Nergal promised him that through The Tablet he would wield great power, and so he, and several other dark priests, were entombed to guard The Tablet for eternity. When Yannarg closed his eyes for the last time, he reopened them as a lich and became The Keeper of the Tablet.
In life, The Keeper was known by the name Ascyet (Az-say-et) Vie Yannarg. Yannarg was a powerful necromancer and cleric of Nergal. Yannarg received The Tablet from Nergal himself and was charged with burying the relic deep in Barrowmaze. Upon his death, The Tablet elevated him to lichdom and he has devoted himself to its protection.
Lich: The Tablet [of Chaos] both consumes the possessor’s life essence and imbues it with negative energy over time. Upon death, The Tablet elevates its possessor to lichdom, thus always ensuring a Keeper of the Tablet.
Mummy, Standard Mummy: ?
The Green Mummy, Unique Barrow Mummy, Mummified Horror: ?
Wretched Mummy: ?
Powerful Mummy of Zuul: ?
High Priest Zvin Lorktho, Powerful Mummy Lord: ?
Sacred Mummified Cat: ?
Shadow: ?
Skeleton, Mundane Skeleton, Normal Skeleton, Regular Skeleton: ?
Skeletal Horse: ?
Tough Sapphire Skeleton: ?
Yellow Glowing Skeleton: ?
Giant Skeletal Dragon: ?
Specter: Tablet of Chaos relic.
Terrible Specter: A terrible Specter (1) has risen here in response to The Tablet of Chaos.
Vengeful Specter: ?
Fecal Nul, Specter: This crypt is haunted by Fecal Nul, who has risen as a Specter (1). An evil man in life, Nul bartered lives as an evil slavetrader.
Vampire: ?
Bloodthirsty Vampire: ?
Staked Vampire: ?
Uthuk Amon Thar, Great and Terrible Vampire: Thar has heard the call of The Tablet and has risen as a great and terrible Vampire (1).
Wight, Normal Wight: Anyone reduced to zero hit points [by the Tomb of the Sacred Blade's glyphs], including hirelings, will immediately rise as a Wight.
A humanoid slain by [a barrow wight's life drain] attack rises 24 hours later as a normal wight under the barrow wight’s control.
Terrifying Barrow Wight: ?
Wight in Platemail: ?
Rendar Serouc, Barrow Wight: ?
Yasuq-Jac, Terrifying Wight: ?
Dreaded Barrow Wight: ?
Fearsome Barrow Wight: ?
Rorteb Meerab, Powerful Barrow Wight: ?
Will-O-Wisp: ?
Wraith: Tablet of Chaos relic.
Bareus of Barrowcrest, Wraith: Bareus, who, sadly, has risen as a Wraith (1) in response to The Tablet of Chaos.
Terrible Wraith: ?
Fearsome Wraith: ?
Roeth Blackshield, Wraith: ?
Able Blackshield, Wraith: ?
Zombie, Normal Zombie, Regular Zombie, Standard Zombie: ?
Shuffling Zombie: ?
Ogre Zombie: ?
Lizardman Dried Husk: ?
Dry Animated Husk: ?
Spirit of the Dead: ?
Spirit: ?
Vengeful Incorporeal Spirit: ?
Incorporeal Spirit: ?
Vengeful Spirit: ?
The Tablet of Chaos
Sages only speculate as to the origin of The Tablet of Chaos. Some believe The Tablet was created by Nergal himself. Others suggest a supreme being—the all-father of the gods—gave a great tablet of knowledge to the pantheon of law, neutrality, and chaos.
Regardless of the origin, it is known that Nergal possessed the relic for millennia. Upon learning of the coming betrayal of his sons Orcus and Set, he hid The Tablet with his most loyal followers. Nergal instructed them to seek the ancient crypts of Barrowmaze and to bury The Tablet behind many wards and traps. Nergal’s most powerful follower became a lich of great power—known as The Keeper of the Tablet—to safeguard the relic until he returned.
Prime Power:
1. Nergal’s Beckoning: This power is a stronger, more powerful, mass-effect form of the spell Animate Dead.
Nergal’s Beckoning animates the dead and they remain animated until destroyed. Unlike the spell Animate Dead, which limits the total number of undead created, Nergal’s Beckoning produces a mass effect. All remains within 1 mile of The Tablet of Chaos, starting with those closest in proximity and extending outward, are affected. However, the undead created by The Beckoning are not animated immediately. Rather, it is the prolonged and sustained exposure to The Tablet over time that calls the dead to rise.
Major Benign Effects:
1. Wither Life: When this power is used, a beam of dark energy extends from The Tablet and automatically strikes a single target. Roll 1d20. The result is the number of Constitution points, or life essence, drained from the target. If the number exceeds the total constitution of the victim, the target will rise immediately as a (roll 1d4):
Wither Life 1. Son of Gaxx 3. Barrow Wight 2. Wraith 4. Specter
2. Scarab Plague: Once per day, the possessor can cast Insect Plague at 9th level (spell save DC 20).
Minor Benign Effects:
1. Animate Dead: The wielder of The Tablet can cast Animate Dead three times per day at 9th level.
2. Speak with Dead: The possessor of The Tablet can cast Speak with Dead three times per day.
Major Malevolent Effects:
1. Alignment Change: The alignment of the possessor changes immediately to Chaotic Evil.
2. Keeper of the Tablet: The Tablet both consumes the possessor’s life essence and imbues it with negative energy over time. Upon death, The Tablet elevates its possessor to lichdom, thus always ensuring a Keeper of the Tablet.
Minor Malevolent Effects:
1. Pollute Holy Water: All holy water within 50 feet of The Tablet of Chaos is instantly polluted.
2. Decay Vegetation: All vegetation within 30 feet of The Tablet of Chaos withers and dies.
Destroying The Tablet of Chaos
The Tablet is impervious to spells, physical attacks, and most magic items. The Tablet can be destroyed by sundering a powerful lawful-aligned magic item or weapon against it. Examples include the Fount of Law, the Aspergillum of Palantis, Caliburn, the Armature of Palantis, the Spear Predestined, or an item deemed appropriate by the GM.
Alternate Ending: If Dhekeon is present when the PCs reach The Tablet he will exclaim, “My time has come my friends. Blessed St. Ygg has told me what I must do. Farewell.” He will then destroy The Tablet and himself by sundering his mighty Greatsword +3 on the relic. Dhekeon, his sword, and The Tablet will all be consumed in a great explosion of chaos energy. The PCs will then be teleported to #232.
Barrow Ghast, Greater Ghast: ?
Barrow Mummy: ?
Barrow Wight: Tablet of Chaos relic.
Coffer Corpse: ?
Corpse Candle: If a creature is killed by the corpse candle, either directly or as a result of being led into a trap, the corpse candle rolls a d10. On a result of 10, the creature rises as another corpse candle after 1 minute.
These are the lights of an undead creature called a Corpse Candle (1), attempting to draw the PCs to the corner of the room where it was pummeled and killed by two Greater Barrow Guardians (2).
The door to this room is ajar. The body of a human thief in an advanced state of decay lies face down in the doorway. He was killed by a massive wound from behind. The thief has risen as a vengeful Corpse Candle (1) and now attempts to draw others into the same fate.
Crypt Shade: This undead creature is a roughly human-shaped collection of shadows, dust, rotted burial linens, bone fragments, and other sepulcher debris. Spawned from chaos and lingering hate, crypt shades feed on the fear and pain of their victims.
Crypt Shade Greater: ?
Crypt Knight: Crypt Knights are all that remain of a secret martial order—the Black Legion—devoted to Nergal, God of the Underworld. When The Tablet of Chaos was hidden, the order gathered together and willingly allowed their life energy to be drained by Nergal’s undead. They rose in death as crypt knights devoted to the protection of the Dark God’s great temples and The Tablet of Chaos.
In addition, the close proximity of The Tablet has spawned new forms of undead, including Crypt Knights, former antipaladins of Nergal, and Spectral Dead, ghostly phantoms that endlessly wander the dark corridors of Barrowmaze.
Crypt Thing: Powerful magic-users create crypt things to serve as guardians to their tombs or to protect special treasures.
Dread Knight: It is unknown if they achieved their state through a fall from grace or if they were created by the dark gods.
Undead Warhorse: ?
Ghaist: On a failed save [against a ghaist's Breath of Death attack], the target instantly dies; 30 minutes after being killed by this effect, the victim rises as a ghaist.
Giant Ant Exoskeleton: These undead creatures are the dry animated husks of giant ants.
Huecuva: ?
Lich-Dragon: A lich-dragon is the combination of a Lich and a Black Dragon.
Mummy of Zuul: A mummy of Zuul is a former priest of the chaos deity of the elements.
Neb'Enakhet, Mummified Cat: Neb’Enakhet are sacred, mummified cats placed in the tombs of the social elite.
Phantom: A phantom is a ghostly, residual, reoccurring image. A phantom is merely an image, an echo of life, and possesses no intelligence.
Poltergeist: ?
Skeleton Black, Black Bones: Black skeletons, or black bones, are the skeletal remains of mighty warriors infused with dark magic to make them stronger than a standard skeleton.
Skeleton Exploding Bone, Exploding Bones: ?
Skeleton Fossil: Fossilized skeletons are effectively made of rock and are harder to destroy than regular skeletons. In some instances the fossilization process has been induced deliberately.
Skeleton Sapphire: ?
Skeleton Warrior, Skeletal Warrior: Once a proud fighter of great ability, a skeleton warrior appears as a skeleton draped in the tattered clothes they possessed in life.
A skeletal warrior exists in an undead state because its soul was trapped in a golden circlet.
Son of Gaxx, Daughter of Gaxx: Victims killed by [a Son of Gaxx's] Rot Grubs will rise in 1d4 days as a Son or Daughter of Gaxx.
Tablet of Chaos relic.
Spectral Dead: The spectral dead are the incorporeal spirits of warriors interred in Barrowmaze long ago. They have heard the call to rise that emanates from The Tablet of Chaos, but their physical remains have disintegrated to dust. With no bones to occupy, these vengeful spirits wander Barrowmaze aimlessly, particularly in the areas close to The Tablet.
In addition, the close proximity of The Tablet has spawned new forms of undead, including Crypt Knights, former antipaladins of Nergal, and Spectral Dead, ghostly phantoms that endlessly wander the dark corridors of Barrowmaze.
Zombie Funeral Pyre, Bombie: Funeral pyre zombies, sometimes referred to as “Bombies” by veteran adventurers, are a strange necromantic construct. They appear as normal zombies except for black runes written on their decaying flesh.
An assortment of 11 different zombies have risen here in response to The Tablet of Chaos. They include Ravenous Zombies (3), Funeral Pyre Zombies (4), and JuJu Zombies (4) armed with light crossbows.
Zombie Juju: An assortment of 11 different zombies have risen here in response to The Tablet of Chaos. They include Ravenous Zombies (3), Funeral Pyre Zombies (4), and JuJu Zombies (4) armed with light crossbows.
Zombie Ravenous, Ravenous Dead: An assortment of 11 different zombies have risen here in response to The Tablet of Chaos. They include Ravenous Zombies (3), Funeral Pyre Zombies (4), and JuJu Zombies (4) armed with light crossbows.
Undead, The Dead: Moreover, The Tablet of Chaos, secreted in a vast labyrinthine burial site, has defiled the sanctity of the crypts. The relic has called the dead and commanded them to rise from their graves!
Prior to his presumed death, Nergal ensured his followers interred his most powerful artifact, The Tablet of Chaos, deep in Barrowmaze. Over time The Tablet has called the dead to rise.
To illustrate the power of The Tablet of Chaos, Barrowmaze possesses both “defiled” and “quiet” crypts. Defiled crypts (noted on the map as #210 D1 or #355 D6), represent spaces where undead can be found—The Tablet has called the dead to rise! Quiet crypts (such as #210 Q2 or #223 Q5) are tombs where the dead have not yet risen in response to the unholy relic.
The Acolytes commonly raise their own dead to serve as foot soldiers.
The Tablet of Chaos, an ancient relic created by Nergal himself, continues to exert his power and is the reason why the dead have risen in Barrowmaze.
The Necromancers will then search the bodies, animate several undead, and head north and east.
The bodies of twelve sacrifices litter the altar; Zur and Emnuron will likely cast Animate Dead to bolster their ranks.
If The Keeper has already been destroyed, Ossithrax will likely be more conservative. He cannot be surprised, so he would likely prepare with spells to make himself invisible (etc.) and animate the dead that are strewn about the chamber.
Nergal's Undead: ?
Undead Minion: ?
Terrifying and Deadly Undead: ?
Undead Abomination: ?
Wandering Undead: ?
Terrible Undead Monster: ?
Evil Undead: ?
Undead Northman: ?
Restless Undead: ?
Terrible Undead Creature: ?
Undead Necromantic Construct: ?
Hideous Rotting Undead Creature: ?
Hideous Coffer Corpse: ?
Corpse Candle, Vengeful Corpse Candle: ?
Nileed Enad, Greater Crypt Shade: Anyone who enters will disturb the final resting place of Nileed Enad, a follower of Nergal in life. The Tablet of Chaos has called to him, and he has risen as a terrible undead monster, a Greater Crypt Shade (1) whose evil nature is so strong that cold negative energy flows from it.
Malevolent Greater Crypt Shade: ?
Vengeful Crypt Knight: ?
Lord Varghoulis of Nergal, Dread Knight: ?
Reuts Ool, Ghaist: ?
Ossithrax Pejorative, Lich-Dragon: For centuries, Ossithrax Pejorative, an ancient black dragon, ruled the Barrowmoor swamp and laid waste to the surrounding region. He tunneled below a huge barrow mound and into the Great Temple of Nergal (#375). There he sat upon his vast hoard, and in time, died jealously clutching his gold.
Untold centuries passed, and slowly the chaos energy of The Tablet began calling to him to return to his now skeletal form. Ossithrax awoke as a Lich-Dragon, a monster that is both a lich and an Ancient Black Dragon.
His personality was fused with The Keeper of the Tablet, and now the two exist simultaneously in the remains of the other.
The power of The Tablet has melded the personalities of Ossithrax and The Keeper of the Tablet.
Dhekeon the Disgraced, Skeletal Warrior, Undead Abomination: Many centuries ago, when the clerics of St. Ygg, the God of Righteousness, learned of Barrowmaze and the Pit of Chaos, they created a unique magic item called the Fount of Law. They charged their most devout paladins, including myself, with the task of throwing the Fount into the Pit and closing it forever. Led by Sir Guy de O’Veargne, we fought our way through Nergal’s undead hordes. We were about to complete our great quest—and then I betrayed my fellow knights.
Seduced by the promise of wealth and power, I, Dhekeon, once a noble young paladin of St. Ygg, lured my fellow knights into a trap. I murdered Sir Guy myself with a thrust of my sword. The remaining knights were overrun and put to death. The followers of Nergal then buried me alive within this barrow. I am a traitor and a liar.
Upon my death, St. Ygg refused to embrace me in the afterlife. Instead, the God of Righteousness sent me back and cursed me to walk the realm for eternity as one of the very undead abominations I swore to destroy.
Powerful Daughter of Gaxx: ?
Enhanced Daughter of Gaxx: ?
Hephecates, Spectral Dead: ?
Vermingetrix the Reaver, More Powerful and Sentient Funeral Pyre Zombie: Due to the Tablet of Chaos he has animated into a more powerful and sentient Funeral Pyre Zombie (1).
Glossmira, Thrice-Cursed, Bitch of the Deep, Terrible Banshee: Glossmira was an elven witch said to possess a strange power to control and manipulate the Plane of Water. She was slain for witchcraft and has risen as a terrible Banshee (1).
Terrible Banshee: ?
Venfeful Banshee: A large stone sarcophagus holds the remains of a woman who was slain by her lover for another woman. She has returned as a vengeful Banshee (1).
Banshee: ?
Grizelda the Ghastly Gourmet, Barrow Ghast, Greater Ghast: ?
Ghast, Standard Ghast: ?
Emil Muzz, Barrow Ghast: ?
Krisella, Halfling Powerful Ghast: ?
Arnaxelda, Human Powerful Ghast: ?
Nasty Ghast: ?
Minos, Minotaur Ghast: ?
Sir Guy de O'veargne, Ghost, Spirit: ?
Ghost: ?
Sir Wildrif, Ghost: ?
Ghoul: ?
Green-Skinned Ghoul: ?
Parnel, Ghoul: ?
Ravenous Ghoul: ?
Ascyet Vie Yannarg, Keeper of the Tablet, Lich: Foreseeing the treachery of his sons Orcus and Set, Nergal commanded Yannarg to hide The Tablet within a series of secret vaults, where his sons’ followers could not reach it. Nergal promised him that through The Tablet he would wield great power, and so he, and several other dark priests, were entombed to guard The Tablet for eternity. When Yannarg closed his eyes for the last time, he reopened them as a lich and became The Keeper of the Tablet.
In life, The Keeper was known by the name Ascyet (Az-say-et) Vie Yannarg. Yannarg was a powerful necromancer and cleric of Nergal. Yannarg received The Tablet from Nergal himself and was charged with burying the relic deep in Barrowmaze. Upon his death, The Tablet elevated him to lichdom and he has devoted himself to its protection.
Lich: The Tablet [of Chaos] both consumes the possessor’s life essence and imbues it with negative energy over time. Upon death, The Tablet elevates its possessor to lichdom, thus always ensuring a Keeper of the Tablet.
Mummy, Standard Mummy: ?
The Green Mummy, Unique Barrow Mummy, Mummified Horror: ?
Wretched Mummy: ?
Powerful Mummy of Zuul: ?
High Priest Zvin Lorktho, Powerful Mummy Lord: ?
Sacred Mummified Cat: ?
Shadow: ?
Skeleton, Mundane Skeleton, Normal Skeleton, Regular Skeleton: ?
Skeletal Horse: ?
Tough Sapphire Skeleton: ?
Yellow Glowing Skeleton: ?
Giant Skeletal Dragon: ?
Specter: Tablet of Chaos relic.
Terrible Specter: A terrible Specter (1) has risen here in response to The Tablet of Chaos.
Vengeful Specter: ?
Fecal Nul, Specter: This crypt is haunted by Fecal Nul, who has risen as a Specter (1). An evil man in life, Nul bartered lives as an evil slavetrader.
Vampire: ?
Bloodthirsty Vampire: ?
Staked Vampire: ?
Uthuk Amon Thar, Great and Terrible Vampire: Thar has heard the call of The Tablet and has risen as a great and terrible Vampire (1).
Wight, Normal Wight: Anyone reduced to zero hit points [by the Tomb of the Sacred Blade's glyphs], including hirelings, will immediately rise as a Wight.
A humanoid slain by [a barrow wight's life drain] attack rises 24 hours later as a normal wight under the barrow wight’s control.
Terrifying Barrow Wight: ?
Wight in Platemail: ?
Rendar Serouc, Barrow Wight: ?
Yasuq-Jac, Terrifying Wight: ?
Dreaded Barrow Wight: ?
Fearsome Barrow Wight: ?
Rorteb Meerab, Powerful Barrow Wight: ?
Will-O-Wisp: ?
Wraith: Tablet of Chaos relic.
Bareus of Barrowcrest, Wraith: Bareus, who, sadly, has risen as a Wraith (1) in response to The Tablet of Chaos.
Terrible Wraith: ?
Fearsome Wraith: ?
Roeth Blackshield, Wraith: ?
Able Blackshield, Wraith: ?
Zombie, Normal Zombie, Regular Zombie, Standard Zombie: ?
Shuffling Zombie: ?
Ogre Zombie: ?
Lizardman Dried Husk: ?
Dry Animated Husk: ?
Spirit of the Dead: ?
Spirit: ?
Vengeful Incorporeal Spirit: ?
Incorporeal Spirit: ?
Vengeful Spirit: ?
The Tablet of Chaos
Sages only speculate as to the origin of The Tablet of Chaos. Some believe The Tablet was created by Nergal himself. Others suggest a supreme being—the all-father of the gods—gave a great tablet of knowledge to the pantheon of law, neutrality, and chaos.
Regardless of the origin, it is known that Nergal possessed the relic for millennia. Upon learning of the coming betrayal of his sons Orcus and Set, he hid The Tablet with his most loyal followers. Nergal instructed them to seek the ancient crypts of Barrowmaze and to bury The Tablet behind many wards and traps. Nergal’s most powerful follower became a lich of great power—known as The Keeper of the Tablet—to safeguard the relic until he returned.
Prime Power:
1. Nergal’s Beckoning: This power is a stronger, more powerful, mass-effect form of the spell Animate Dead.
Nergal’s Beckoning animates the dead and they remain animated until destroyed. Unlike the spell Animate Dead, which limits the total number of undead created, Nergal’s Beckoning produces a mass effect. All remains within 1 mile of The Tablet of Chaos, starting with those closest in proximity and extending outward, are affected. However, the undead created by The Beckoning are not animated immediately. Rather, it is the prolonged and sustained exposure to The Tablet over time that calls the dead to rise.
Major Benign Effects:
1. Wither Life: When this power is used, a beam of dark energy extends from The Tablet and automatically strikes a single target. Roll 1d20. The result is the number of Constitution points, or life essence, drained from the target. If the number exceeds the total constitution of the victim, the target will rise immediately as a (roll 1d4):
Wither Life 1. Son of Gaxx 3. Barrow Wight 2. Wraith 4. Specter
2. Scarab Plague: Once per day, the possessor can cast Insect Plague at 9th level (spell save DC 20).
Minor Benign Effects:
1. Animate Dead: The wielder of The Tablet can cast Animate Dead three times per day at 9th level.
2. Speak with Dead: The possessor of The Tablet can cast Speak with Dead three times per day.
Major Malevolent Effects:
1. Alignment Change: The alignment of the possessor changes immediately to Chaotic Evil.
2. Keeper of the Tablet: The Tablet both consumes the possessor’s life essence and imbues it with negative energy over time. Upon death, The Tablet elevates its possessor to lichdom, thus always ensuring a Keeper of the Tablet.
Minor Malevolent Effects:
1. Pollute Holy Water: All holy water within 50 feet of The Tablet of Chaos is instantly polluted.
2. Decay Vegetation: All vegetation within 30 feet of The Tablet of Chaos withers and dies.
Destroying The Tablet of Chaos
The Tablet is impervious to spells, physical attacks, and most magic items. The Tablet can be destroyed by sundering a powerful lawful-aligned magic item or weapon against it. Examples include the Fount of Law, the Aspergillum of Palantis, Caliburn, the Armature of Palantis, the Spear Predestined, or an item deemed appropriate by the GM.
Alternate Ending: If Dhekeon is present when the PCs reach The Tablet he will exclaim, “My time has come my friends. Blessed St. Ygg has told me what I must do. Farewell.” He will then destroy The Tablet and himself by sundering his mighty Greatsword +3 on the relic. Dhekeon, his sword, and The Tablet will all be consumed in a great explosion of chaos energy. The PCs will then be teleported to #232.
Battle for Carrion Vale
Corpse Drake: ?
Feral Vampire: Corrupt Blood magic item.
Night Lord, Night Lord Vampire: ?
Saint Aranak, Golden Skull of a Dead Saint: ?
Undead Behemoth: Necromancer Uthrek (57, creepy, grandiose) is animating the corpses to create an Undead Behemoth.
Corpse Drake, Dragon Skeleton With a Malevolent Spirit Powered by the Living Creatures Trapped in its Ribcage, Massive Creature: ?
Feral Vampire, Fragile Undead Creature, Dark Figure, Humanoid With Gray Skin and Red Eyes: ?
Night Lord, Aristocratic Vampire From the Stars With Gray Skin and Red Eyes: ?
Valeska Vane, Night Lord: ?
Undead Behemoth, Massive Turtle-Shaped Mass of Human Corpses, Giant Gestalt Corspe-Turtle: ?
Undead, Undead Creature: ?
Undead Servant: Speak to Jenek. He offers dark power if you help him claim the skull. If you do, then he becomes a Holy Lich, turns every survivor in the vale into an undead servant, and the PCs become his undead knights.
Undead Knight: Speak to Jenek. He offers dark power if you help him claim the skull. If you do, then he becomes a Holy Lich, turns every survivor in the vale into an undead servant, and the PCs become his undead knights.
Undead Fighter: ?
Undead Person: ?
Sad Ghost: ?
Father Chyme, Ghost, Softly Glowing Figure: ?
Ghost, Softly Glowing Figure: ?
Jenek Marro, Holy Lich: Speak to Jenek. He offers dark power if you help him claim the skull. If you do, then he becomes a Holy Lich, turns every survivor in the vale into an undead servant, and the PCs become his undead knights.
Large Mass of Skeletons: ?
CORRUPT BLOOD 250 GP
This diseased blood carries a vampiric infection. When a creature drinks this, they become violently ill for 1 hour. Roll 1d6. On a 4-6, the creature recovers unharmed. On a 1-3, the creature becomes a feral vampire.
Feral Vampire: Corrupt Blood magic item.
Night Lord, Night Lord Vampire: ?
Saint Aranak, Golden Skull of a Dead Saint: ?
Undead Behemoth: Necromancer Uthrek (57, creepy, grandiose) is animating the corpses to create an Undead Behemoth.
Corpse Drake, Dragon Skeleton With a Malevolent Spirit Powered by the Living Creatures Trapped in its Ribcage, Massive Creature: ?
Feral Vampire, Fragile Undead Creature, Dark Figure, Humanoid With Gray Skin and Red Eyes: ?
Night Lord, Aristocratic Vampire From the Stars With Gray Skin and Red Eyes: ?
Valeska Vane, Night Lord: ?
Undead Behemoth, Massive Turtle-Shaped Mass of Human Corpses, Giant Gestalt Corspe-Turtle: ?
Undead, Undead Creature: ?
Undead Servant: Speak to Jenek. He offers dark power if you help him claim the skull. If you do, then he becomes a Holy Lich, turns every survivor in the vale into an undead servant, and the PCs become his undead knights.
Undead Knight: Speak to Jenek. He offers dark power if you help him claim the skull. If you do, then he becomes a Holy Lich, turns every survivor in the vale into an undead servant, and the PCs become his undead knights.
Undead Fighter: ?
Undead Person: ?
Sad Ghost: ?
Father Chyme, Ghost, Softly Glowing Figure: ?
Ghost, Softly Glowing Figure: ?
Jenek Marro, Holy Lich: Speak to Jenek. He offers dark power if you help him claim the skull. If you do, then he becomes a Holy Lich, turns every survivor in the vale into an undead servant, and the PCs become his undead knights.
Large Mass of Skeletons: ?
CORRUPT BLOOD 250 GP
This diseased blood carries a vampiric infection. When a creature drinks this, they become violently ill for 1 hour. Roll 1d6. On a 4-6, the creature recovers unharmed. On a 1-3, the creature becomes a feral vampire.
Beastlands Maelstrom Of Undead
Stoberraead: ?
Beaestiich: ?
Terread: ?
Bulringead: ?
Jewliriaobie: ?
Pentiich: ?
Craibraobie: ?
Miniithaobie: ?
Draead: ?
Ambiringobie: ?
Jewliminousich: ?
Smidiaead: ?
Ambiellton: ?
Smiead: ?
Dreelleobie: ?
Pasriaead: ?
Terrellton: ?
Lasampire: ?
Millitoisead: ?
Ruohenixobie: ?
Streead: ?
Bulithaobie: ?
Fasriaead: ?
Centielleobie: ?
Pentieeead: ?
Pasibraead: ?
Streoorellton: ?
Craoorobie: ?
Beatoisead: ?
Streibraich: ?
Beaecroellton: ?
Gleniocich: ?
Rangighich: ?
Draead: ?
Centiriaead: ?
Roiccerraellton: ?
Miniriaampire: ?
Rayighich: ?
Stokeeampire: ?
Fasobie: ?
Raampire: ?
Pasampire: ?
Lasenixead: ?
Braibraobie: ?
Refleeampire: ?
Ambiich: ?
Stokeeich: ?
Streelleampire: ?
Sextidiaampire: ?
Bulelleobie: ?
Dreelleead: ?
Teroobie: ?
Faskeeampire: ?
Pasich: ?
Beaighead: ?
Jewlikeeich: ?
Dexiestiead: ?
Diaich: ?
Tarroorampire: ?
Magiellton: ?
Leacerraampire: ?
Centiich: ?
Stoampire: ?
Glenioorich: ?
Terrampire: ?
Ruohellton: ?
Teroobie: ?
Tarrampire: ?
Crayreobie: ?
Centioorobie: ?
Bulobie: ?
Jewliobie: ?
Pasarampire: ?
Beatoisead: ?
Proobie: ?
Minienixead: ?
Streampire: ?
Dreampire: ?
Leaestiampire: ?
Pentitoisampire: ?
Miniobie: ?
Rayich: ?
Raead: ?
Pasead: ?
Millieeich: ?
Diaestiich: ?
Rakeeobie: ?
Dreberraead: ?
Reflead: ?
Stotoisobie: ?
Centiead: ?
Rangooread: ?
Pentikeeellton: ?
Terrremiead: ?
Proellton: ?
Craellton: ?
Terraterellton: ?
Reflremiellton: ?
Terroorich: ?
Braightellton: ?
Stoelleampire: ?
Rangeeampire: ?
Pastoisellton: ?
Pasead: ?
Prominousead: ?
Dexienixellton: ?
Magiyreellton: ?
Terotoisellton: ?
Magiringich: ?
Sextieeampire: ?
Pasobie: ?
Bulringampire: ?
Gleniestiich: ?
Centiberraellton: ?
Rayenixich: ?
Teroighellton: ?
Proead: ?
Lengierraead: ?
Fasich: ?
Draich: ?
Centiich: ?
Lascrotich: ?
Rangyreampire: ?
Dexioxiich: ?
Stoead: ?
Diaead: ?
Teroestiampire: ?
Roicibraobie: ?
Lengienixampire: ?
Ruohead: ?
Reflaterobie: ?
Lasminousead: ?
Streich: ?
Draellton: ?
Sextitoisampire: ?
Magiorghellton: ?
Rangcerraobie: ?
Lasyreellton: ?
Fasithaampire: ?
Centiightead: ?
Terooxiampire: ?
Beatoisich: ?
Magiyreampire: ?
Roicorghampire: ?
Beayreich: ?
Lengiibraead: ?
Ambioxiobie: ?
Rayich: ?
Proyreellton: ?
Stoerraobie: ?
Laserraobie: ?
Draoxiich: ?
Sextiaterich: ?
Magiampire: ?
Raenixead: ?
Pentierraead: ?
Diaringellton: ?
Terrornaellton: ?
Rangead: ?
Craead: ?
Proead: ?
Magikeeampire: ?
Beaead: ?
Teroich: ?
Smiornaampire: ?
Miniterraellton: ?
Learemiobie: ?
Rangterraobie: ?
Lasenixobie: ?
Pentiobie: ?
Dexiremiobie: ?
Terryreampire: ?
Brariaich: ?
Raellton: ?
Leaithaellton: ?
Ruohightobie: ?
Teroterraich: ?
Dexiringobie: ?
Raornaampire: ?
Sextieeead: ?
Dexiampire: ?
Gleniterraich: ?
Lastoisampire: ?
Lengikeeobie: ?
Pastoisobie: ?
Stooorich: ?
Lasoorich: ?
Centiellton: ?
Ruohelleich: ?
Lengiringead: ?
Ambiobie: ?
Miniithaellton: ?
Rayeeich: ?
Rayelleich: ?
Craampire: ?
Braoorich: ?
Lengiringead: ?
Lasocellton: ?
Craestiich: ?
Dreremiampire: ?
Centiooread: ?
Tarrenixobie: ?
Centiellton: ?
Roicorghampire: ?
Pasaterobie: ?
Braoorich: ?
Milliead: ?
Roicead: ?
Teroaterellton: ?
Streead: ?
Gleniead: ?
Stoich: ?
Leaich: ?
Terrringobie: ?
Reflithaampire: ?
Tarrich: ?
Fasenixich: ?
Dreellton: ?
Proibraead: ?
Draerraead: ?
Stoaterich: ?
Storingead: ?
Ambidiaead: ?
Rayoorampire: ?
Rangellton: ?
Strecerraead: ?
Glenieeich: ?
Roicocead: ?
Strecerraampire: ?
Milliellton: ?
Centiterraich: ?
Smiremiobie: ?
Centiringead: ?
Draooread: ?
Rangremiellton: ?
Diaberraellton: ?
Leayreampire: ?
Ambicrotich: ?
Streornaampire: ?
Tarryreellton: ?
Miniampire: ?
Terread: ?
Miniich: ?
Fasyreampire: ?
Ambitoisobie: ?
Gleniampire: ?
Draibraampire: ?
Craaterich: ?
Craightobie: ?
Teroaterellton: ?
Rayobie: ?
Diaibraampire: ?
Ambiringellton: ?
Draead: ?
Fasellton: ?
Fasellton: ?
Centioxiead: ?
Lengiampire: ?
Gleniampire: ?
Rayminousellton: ?
Raibraobie: ?
Proibraobie: ?
Diaobie: ?
Pasampire: ?
Faselleich: ?
Magiobie: ?
Terokeeellton: ?
Terrerraobie: ?
Pasyreead: ?
Reflellton: ?
Reflriaampire: ?
Proringobie: ?
Proremiampire: ?
Ambienixampire: ?
Beaich: ?
Diaberraich: ?
Lengiobie: ?
Streellton: ?
Lasobie: ?
Dreead: ?
Diaterraobie: ?
Bulobie: ?
Ambioorich: ?
Streighobie: ?
Fasriaead: ?
Proampire: ?
Beaestiich: ?
Terread: ?
Bulringead: ?
Jewliriaobie: ?
Pentiich: ?
Craibraobie: ?
Miniithaobie: ?
Draead: ?
Ambiringobie: ?
Jewliminousich: ?
Smidiaead: ?
Ambiellton: ?
Smiead: ?
Dreelleobie: ?
Pasriaead: ?
Terrellton: ?
Lasampire: ?
Millitoisead: ?
Ruohenixobie: ?
Streead: ?
Bulithaobie: ?
Fasriaead: ?
Centielleobie: ?
Pentieeead: ?
Pasibraead: ?
Streoorellton: ?
Craoorobie: ?
Beatoisead: ?
Streibraich: ?
Beaecroellton: ?
Gleniocich: ?
Rangighich: ?
Draead: ?
Centiriaead: ?
Roiccerraellton: ?
Miniriaampire: ?
Rayighich: ?
Stokeeampire: ?
Fasobie: ?
Raampire: ?
Pasampire: ?
Lasenixead: ?
Braibraobie: ?
Refleeampire: ?
Ambiich: ?
Stokeeich: ?
Streelleampire: ?
Sextidiaampire: ?
Bulelleobie: ?
Dreelleead: ?
Teroobie: ?
Faskeeampire: ?
Pasich: ?
Beaighead: ?
Jewlikeeich: ?
Dexiestiead: ?
Diaich: ?
Tarroorampire: ?
Magiellton: ?
Leacerraampire: ?
Centiich: ?
Stoampire: ?
Glenioorich: ?
Terrampire: ?
Ruohellton: ?
Teroobie: ?
Tarrampire: ?
Crayreobie: ?
Centioorobie: ?
Bulobie: ?
Jewliobie: ?
Pasarampire: ?
Beatoisead: ?
Proobie: ?
Minienixead: ?
Streampire: ?
Dreampire: ?
Leaestiampire: ?
Pentitoisampire: ?
Miniobie: ?
Rayich: ?
Raead: ?
Pasead: ?
Millieeich: ?
Diaestiich: ?
Rakeeobie: ?
Dreberraead: ?
Reflead: ?
Stotoisobie: ?
Centiead: ?
Rangooread: ?
Pentikeeellton: ?
Terrremiead: ?
Proellton: ?
Craellton: ?
Terraterellton: ?
Reflremiellton: ?
Terroorich: ?
Braightellton: ?
Stoelleampire: ?
Rangeeampire: ?
Pastoisellton: ?
Pasead: ?
Prominousead: ?
Dexienixellton: ?
Magiyreellton: ?
Terotoisellton: ?
Magiringich: ?
Sextieeampire: ?
Pasobie: ?
Bulringampire: ?
Gleniestiich: ?
Centiberraellton: ?
Rayenixich: ?
Teroighellton: ?
Proead: ?
Lengierraead: ?
Fasich: ?
Draich: ?
Centiich: ?
Lascrotich: ?
Rangyreampire: ?
Dexioxiich: ?
Stoead: ?
Diaead: ?
Teroestiampire: ?
Roicibraobie: ?
Lengienixampire: ?
Ruohead: ?
Reflaterobie: ?
Lasminousead: ?
Streich: ?
Draellton: ?
Sextitoisampire: ?
Magiorghellton: ?
Rangcerraobie: ?
Lasyreellton: ?
Fasithaampire: ?
Centiightead: ?
Terooxiampire: ?
Beatoisich: ?
Magiyreampire: ?
Roicorghampire: ?
Beayreich: ?
Lengiibraead: ?
Ambioxiobie: ?
Rayich: ?
Proyreellton: ?
Stoerraobie: ?
Laserraobie: ?
Draoxiich: ?
Sextiaterich: ?
Magiampire: ?
Raenixead: ?
Pentierraead: ?
Diaringellton: ?
Terrornaellton: ?
Rangead: ?
Craead: ?
Proead: ?
Magikeeampire: ?
Beaead: ?
Teroich: ?
Smiornaampire: ?
Miniterraellton: ?
Learemiobie: ?
Rangterraobie: ?
Lasenixobie: ?
Pentiobie: ?
Dexiremiobie: ?
Terryreampire: ?
Brariaich: ?
Raellton: ?
Leaithaellton: ?
Ruohightobie: ?
Teroterraich: ?
Dexiringobie: ?
Raornaampire: ?
Sextieeead: ?
Dexiampire: ?
Gleniterraich: ?
Lastoisampire: ?
Lengikeeobie: ?
Pastoisobie: ?
Stooorich: ?
Lasoorich: ?
Centiellton: ?
Ruohelleich: ?
Lengiringead: ?
Ambiobie: ?
Miniithaellton: ?
Rayeeich: ?
Rayelleich: ?
Craampire: ?
Braoorich: ?
Lengiringead: ?
Lasocellton: ?
Craestiich: ?
Dreremiampire: ?
Centiooread: ?
Tarrenixobie: ?
Centiellton: ?
Roicorghampire: ?
Pasaterobie: ?
Braoorich: ?
Milliead: ?
Roicead: ?
Teroaterellton: ?
Streead: ?
Gleniead: ?
Stoich: ?
Leaich: ?
Terrringobie: ?
Reflithaampire: ?
Tarrich: ?
Fasenixich: ?
Dreellton: ?
Proibraead: ?
Draerraead: ?
Stoaterich: ?
Storingead: ?
Ambidiaead: ?
Rayoorampire: ?
Rangellton: ?
Strecerraead: ?
Glenieeich: ?
Roicocead: ?
Strecerraampire: ?
Milliellton: ?
Centiterraich: ?
Smiremiobie: ?
Centiringead: ?
Draooread: ?
Rangremiellton: ?
Diaberraellton: ?
Leayreampire: ?
Ambicrotich: ?
Streornaampire: ?
Tarryreellton: ?
Miniampire: ?
Terread: ?
Miniich: ?
Fasyreampire: ?
Ambitoisobie: ?
Gleniampire: ?
Draibraampire: ?
Craaterich: ?
Craightobie: ?
Teroaterellton: ?
Rayobie: ?
Diaibraampire: ?
Ambiringellton: ?
Draead: ?
Fasellton: ?
Fasellton: ?
Centioxiead: ?
Lengiampire: ?
Gleniampire: ?
Rayminousellton: ?
Raibraobie: ?
Proibraobie: ?
Diaobie: ?
Pasampire: ?
Faselleich: ?
Magiobie: ?
Terokeeellton: ?
Terrerraobie: ?
Pasyreead: ?
Reflellton: ?
Reflriaampire: ?
Proringobie: ?
Proremiampire: ?
Ambienixampire: ?
Beaich: ?
Diaberraich: ?
Lengiobie: ?
Streellton: ?
Lasobie: ?
Dreead: ?
Diaterraobie: ?
Bulobie: ?
Ambioorich: ?
Streighobie: ?
Fasriaead: ?
Proampire: ?
Beasts of Flesh and Steel
Undead: ?
Ghost: ?
Lich: ?
Lich King: ?
Ghost: ?
Lich: ?
Lich King: ?
Beasts of Legend: Beasts of the East (5e)
Undead: ?
Srin-Po, Ghoul Aristocrat: The srin-po are a class of undead often referred to as ‘ghoul aristocrats’. The association with ghouls is incorrect, as srin-po are actually a unique form of undead, created when particularly affluent members of society are slain in (what they perceive as) a disgraceful manner, and later buried.
Ghoul: ?
Vampire: ?
Undead Nobility: ?
Undead Noble: ?
Srin-Po, Ghoul Aristocrat: The srin-po are a class of undead often referred to as ‘ghoul aristocrats’. The association with ghouls is incorrect, as srin-po are actually a unique form of undead, created when particularly affluent members of society are slain in (what they perceive as) a disgraceful manner, and later buried.
Ghoul: ?
Vampire: ?
Undead Nobility: ?
Undead Noble: ?
Beasts of Legend: Boreal Bestiary (5e)
Green Child: Beneath the soured mires of the cold wastelands, black swamps, and chilling ice moors stir the remnants of man’s most horrific sins, the tumultuary corpses of wrongfully slain children. What force stirs their souls to unrest remains an enigma, for certainly the green children are evil creatures capable of perpetrating vengeful and sadistic acts upon the living. Some surmise that their violence serves as an act of justice; however, these malevolent beings lack ethics and indiscriminately attack any mortals they encounter.
Gaunt Corpse: ?
Lithesome Horror: ?
Tumultuary Corpse: ?
Evil Creature: ?
Malevolent Being: ?
Undead: ?
Gaunt Corpse: ?
Lithesome Horror: ?
Tumultuary Corpse: ?
Evil Creature: ?
Malevolent Being: ?
Undead: ?
Beasts of Legend: Coldwood Codex (5e)
Vile Undead: ?
Spirit of the Dead: ?
Unliving Foe: ?
Undead: ?
Standard Zombie: ?
Faleich-Wyrm, Ravening Faleich-Wyrm: The ravening faleich-wyrm was created as an undead engine of destruction but proved too powerful and deadly for even its creators to control, now broken free and spreading leech-ridden plague and corruption wherever they go.
In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead war-beast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrms, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive. Yet the arcane madness that once afflicted their living brains caused their deterioration, making them impossible to control in undeath.
To retain secrecy, they altered the raising ritual, placing the undead creatures in a sort of stasis. This allowed the cabal to create hundreds of Faleich-wyrms that they could later raise simultaneously, using a single final ritual.
Undead Engine of Destruction: ?
Undead War-Beast: ?
Undead Leech: ?
Slough, Ancient and Terrible Slough: The ancient and terrible slough is an undead druid spreading blight and corruption as they gnaw at the heart of the woodlands and wild lands they once protected.
A slough is powerful undead creature, a former druid that steals her power directly from the earth she once swore to protect. To sustain herself in undeath a slough manipulates a specially prepared dolmen known as a weirdstone to siphon life from the earth, which she then feeds upon to empower for her own dark and malevolent existence.
All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough.
Undead Druid: ?
Powerful Undead Creature: ?
Ugrohter, Sadistic Ugrohter: The sadistic ugrohter once was fey itself in life, but its lineage has been left far behind, replaced by a murderous impulse to dole out cruelty with deadly ensorcelled needles.
Ugrohters are undead fey whose accursed souls become trapped upon the Material Plane.
Ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld’s influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out of Otherworld and then slew him. The severing of this bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey then rose from the dead, gruesomely transformed into ugrohters.
Undead Fey: ?
Barrow Wight: The barrow wight is an undead warlord, deadly skilled with a sword but also with nightmarish sorcerous incantations that make escaping its haunted demesne nearly impossible, unless it lets you escape for its own fell purposes.
Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people.
While greed runs deeply in the cold heart of a barrow wight, it is not only avarice but a thirst for power and authority that drives them into their restless undead state.
Undead Warlord: ?
Boreal Wight: The boreal wight is far less regal, the spirit of the dead abandoned in the depths of the cold woods, its hate making it one with the forest floor where it has lain in a shallow grave, dragging others down to musty death.
Boreal wights are the restless dead left unburied in the evergreen forests of the north.
They seek to share their undying pain with any living humanoid creatures they meet, filling the forests with victims who [are] like themselves.
Unlike common wights, the undead flesh of boreal wights bonds in a strange way with the needle-strewn forest floor where their unburied remains are left to rot and corrupt. The tattered and shriveled remnants of their flesh and garments alike are stained brown and deep green, with bits of earth, jagged stone fragments, gnarled roots, and fallen evergreen needles clinging to them and knitting together into razor-edged vines threaded around and through the wight’s flesh.
Restless Dead: ?
Common Wight: ?
Boreal Spawn: A humanoid killed by a boreal wight that is either restrained by its thornbind ability or buried in the earth rises as a boreal spawn after 1 minute. Corpses freed from the thornbind or removed from the earth before 1 minute are spared the transformation.
The Slough’s Weirdstone
A weirdstone is magical item that serves as the source of the slough’s mystic power. A typical weirdstone is a roughly egg-shaped boulder about three cubic feet in volume and entirely scribed with strange runes. Weirdstones weigh roughly 4,000 lbs.
Blasphemous versions of dolmen and similar druidic stones, the slough’s weirdstone draws energy directly from the earth. This allows the slough to use the earth’s energies to restore her own druid powers even though she herself is an abomination that violates the druidic code.
Weirdstones allow the user to cast spells as a druid with a caster level equal to the creator at the time of its creation (minimum 7th). As these dolmen are typically handed down or stolen by their users, the caster levels of acquired weirdstones varies.
Undead creatures that cast druidic spells in their previous life may tap into the weirdstone’s power automatically. A living creature who wishes to use a weirdstone must spend 8 hours in meditation. At the end of 8 hours, they may attempt an Intelligence (Arcane) or Intelligence (Nature) check (DC 8 + the stone’s caster level). A successful check attunes the stone to the user and allows them to cast spells as a druid of the weirdstone’s level until they take a full rest. After a full rest, the user loses attunement and must attempt to attune the wierdstone again to regain use of its powers. Each attempt by a living creature to attune the stone reduces the creature’s hit point maximum by 2d10 (13) whether or not the skill check is successful. The user’s hit point maximum returns at a rate of 1d10 (6) per full rest.
Spirit of the Dead: ?
Unliving Foe: ?
Undead: ?
Standard Zombie: ?
Faleich-Wyrm, Ravening Faleich-Wyrm: The ravening faleich-wyrm was created as an undead engine of destruction but proved too powerful and deadly for even its creators to control, now broken free and spreading leech-ridden plague and corruption wherever they go.
In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead war-beast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrms, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive. Yet the arcane madness that once afflicted their living brains caused their deterioration, making them impossible to control in undeath.
To retain secrecy, they altered the raising ritual, placing the undead creatures in a sort of stasis. This allowed the cabal to create hundreds of Faleich-wyrms that they could later raise simultaneously, using a single final ritual.
Undead Engine of Destruction: ?
Undead War-Beast: ?
Undead Leech: ?
Slough, Ancient and Terrible Slough: The ancient and terrible slough is an undead druid spreading blight and corruption as they gnaw at the heart of the woodlands and wild lands they once protected.
A slough is powerful undead creature, a former druid that steals her power directly from the earth she once swore to protect. To sustain herself in undeath a slough manipulates a specially prepared dolmen known as a weirdstone to siphon life from the earth, which she then feeds upon to empower for her own dark and malevolent existence.
All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough.
Undead Druid: ?
Powerful Undead Creature: ?
Ugrohter, Sadistic Ugrohter: The sadistic ugrohter once was fey itself in life, but its lineage has been left far behind, replaced by a murderous impulse to dole out cruelty with deadly ensorcelled needles.
Ugrohters are undead fey whose accursed souls become trapped upon the Material Plane.
Ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld’s influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out of Otherworld and then slew him. The severing of this bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey then rose from the dead, gruesomely transformed into ugrohters.
Undead Fey: ?
Barrow Wight: The barrow wight is an undead warlord, deadly skilled with a sword but also with nightmarish sorcerous incantations that make escaping its haunted demesne nearly impossible, unless it lets you escape for its own fell purposes.
Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people.
While greed runs deeply in the cold heart of a barrow wight, it is not only avarice but a thirst for power and authority that drives them into their restless undead state.
Undead Warlord: ?
Boreal Wight: The boreal wight is far less regal, the spirit of the dead abandoned in the depths of the cold woods, its hate making it one with the forest floor where it has lain in a shallow grave, dragging others down to musty death.
Boreal wights are the restless dead left unburied in the evergreen forests of the north.
They seek to share their undying pain with any living humanoid creatures they meet, filling the forests with victims who [are] like themselves.
Unlike common wights, the undead flesh of boreal wights bonds in a strange way with the needle-strewn forest floor where their unburied remains are left to rot and corrupt. The tattered and shriveled remnants of their flesh and garments alike are stained brown and deep green, with bits of earth, jagged stone fragments, gnarled roots, and fallen evergreen needles clinging to them and knitting together into razor-edged vines threaded around and through the wight’s flesh.
Restless Dead: ?
Common Wight: ?
Boreal Spawn: A humanoid killed by a boreal wight that is either restrained by its thornbind ability or buried in the earth rises as a boreal spawn after 1 minute. Corpses freed from the thornbind or removed from the earth before 1 minute are spared the transformation.
The Slough’s Weirdstone
A weirdstone is magical item that serves as the source of the slough’s mystic power. A typical weirdstone is a roughly egg-shaped boulder about three cubic feet in volume and entirely scribed with strange runes. Weirdstones weigh roughly 4,000 lbs.
Blasphemous versions of dolmen and similar druidic stones, the slough’s weirdstone draws energy directly from the earth. This allows the slough to use the earth’s energies to restore her own druid powers even though she herself is an abomination that violates the druidic code.
Weirdstones allow the user to cast spells as a druid with a caster level equal to the creator at the time of its creation (minimum 7th). As these dolmen are typically handed down or stolen by their users, the caster levels of acquired weirdstones varies.
Undead creatures that cast druidic spells in their previous life may tap into the weirdstone’s power automatically. A living creature who wishes to use a weirdstone must spend 8 hours in meditation. At the end of 8 hours, they may attempt an Intelligence (Arcane) or Intelligence (Nature) check (DC 8 + the stone’s caster level). A successful check attunes the stone to the user and allows them to cast spells as a druid of the weirdstone’s level until they take a full rest. After a full rest, the user loses attunement and must attempt to attune the wierdstone again to regain use of its powers. Each attempt by a living creature to attune the stone reduces the creature’s hit point maximum by 2d10 (13) whether or not the skill check is successful. The user’s hit point maximum returns at a rate of 1d10 (6) per full rest.
Beasts of Legend: Construct Codex (5E)
Ghost: ?
Undead: ?
Haunt: ?
Undead: ?
Haunt: ?
Beasts of Legend: Fairy Tale Creatures (5E)
Terror Banshee: A banshee is the undead spirit of an elven woman who, in her last moments of life, either committed some sort of heinous betrayal of her friends and family or was herself dealt a soul-shattering, torturous death at the hands of those she thought were her allies and loved ones. In either event, the spirit of the slain elf rises with the next sunset as a creature of indiscriminate vengeance whose hatred of the living targets both innocent and guilty with equal ferocity.
Undead Spirit: ?
Nearly Mindless Harbinger of Death: ?
Wicked Will-o'-Wisp, Mythic Will-o'-Wisp, Jack o’ the Lanterns, Corpse Candle, Walking Fire, Pine Light, Spooklight, Rushlight: ?
Dangerous Predator: ?
False Guide: ?
Evil Creature: ?
Undead Spirit: ?
Nearly Mindless Harbinger of Death: ?
Wicked Will-o'-Wisp, Mythic Will-o'-Wisp, Jack o’ the Lanterns, Corpse Candle, Walking Fire, Pine Light, Spooklight, Rushlight: ?
Dangerous Predator: ?
False Guide: ?
Evil Creature: ?
Beasts of the East: China (5e)
Celestial Stag: Celestial stags arise when a mine collapses and traps the miners underground. Then, if the miners are fed by the essences of the earth and the metal they are digging for, they become a form of undead, able to move and talk, although with bodies that are quite dead.
Undead: ?
Chiang-Shih Vampire, Ch’ing-Shih, Hishsue-K’uei, Blood-Suck Demon, Jiang-Shi, Kiang-Shi, Kyonshi, Qing-Shi, Kyuketsuki, Corpse Demon, Chinese Vampire: A chiang-shih is created when a corpse is animated by the p’oh, or inferior soul. The p’oh tends to remain in the body of the deceased while the han (or superior soul) continues to the afterlife, leading to the corpse becoming a vampire and preying on the living. A chiang-shih can be created when a person dies by drowning, hanging, suicide, or suffocation. The p’oh can also possess someone who dies unexpectedly, or who has not yet been buried. Finally, allowing an animal (such as a cat) to leap over a corpse can also cause it to rise as a chiang-shih.
If the chiang-shih was created due to being improperly buried (or, not buried at all) then it will most likely direct its anger at close relatives and other family members.
The target dies if a chiang-shih's bite effect reduces its hit point maximum to 0. A humanoid slain in this way and then left unburied, or who is improperly buried, or if a cat jumps over their corpse before they are buried, will rise the following night as a chiang-shih.
Vampire, Regular Vampire: ?
Will-o'-Wisp: ?
Warrior Vampire: ?
Spellcaster Vampire: ?
Older More Powerful Chiang-Shih: ?
Hopping Vampire: For some time, China has been known as the land of hopping vampires. Why they hop is unknown, although some theories say it might be due to the custom of burying the dead in a standing position, or because the burial clothing would effectively bind the legs. Others give such reasons as the onset of rigor mortis — thus the joints no longer work, or due to the vampire’s rejection by the earth.
Ghost: The “mother of all specters,” Kwei Mu lives in the Lesser Yü Mountains far to the south. She gives birth to all the ghosts and monsters to be found in the world, producing ten in the morning and then devouring another ten every night.
Chinese Were-Animal: The origins of a Chinese were-animal can vary widely. Some are ghosts, either of a slain animal or a murdered human.
Ghoul: ?
Cat Were-Animal: ?
K'uei, Spirit of One Unable to Obtain the Afterlife and Reincarnation: K’uei are the spirits of those unable to obtain the afterlife and reincarnation.
Typically, k’uei are created when a person dies by violence, such as by drowning, murder, or suicide. A woman who dies while pregnant or during childbirth can also become a k’uei. Formed from the inferior soul (also known as the p’ai or p’oh), a k’uei can either be an insubstantial ghost or a walking corpse (similar in some respects to the chiang-shih).
Drowning Ghost: ?
Insubstantial Ghost: ?
Walking Corpse: ?
Spirit: ?
K'uei Gui Xian, Ghost of the Drowned: Suicides and the ghosts of the drowned.
K'uei Thou-Tzu, Ghost of a Woman Who Died Childless: The ghosts of women who died childless.
Ch'ang K'uei: Those killed and eaten by a tiger.
Angry and Hateful Spirit: ?
K'uei Cheng-Hwang, Ghost Magistrate: ?
Protective Spirit: ?
Evil Spirit: ?
Errant K'uei: ?
Troublesome Spirit: ?
K'uei Wu Ch'ang, Spirit of a Human Who Died From Grief, Spirit of a Human Who Died From Suicide: A wu ch’ang k’uei is another of hell’s messengers. The spirit of a human who either died from grief or by suicide, the wu ch’ang k’uei are sent out to collect the souls of the dead.
Yang Wu Ch'ang: ?
Yin Wu Ch'ang: ?
Errant Ghost: ?
Undead: ?
Chiang-Shih Vampire, Ch’ing-Shih, Hishsue-K’uei, Blood-Suck Demon, Jiang-Shi, Kiang-Shi, Kyonshi, Qing-Shi, Kyuketsuki, Corpse Demon, Chinese Vampire: A chiang-shih is created when a corpse is animated by the p’oh, or inferior soul. The p’oh tends to remain in the body of the deceased while the han (or superior soul) continues to the afterlife, leading to the corpse becoming a vampire and preying on the living. A chiang-shih can be created when a person dies by drowning, hanging, suicide, or suffocation. The p’oh can also possess someone who dies unexpectedly, or who has not yet been buried. Finally, allowing an animal (such as a cat) to leap over a corpse can also cause it to rise as a chiang-shih.
If the chiang-shih was created due to being improperly buried (or, not buried at all) then it will most likely direct its anger at close relatives and other family members.
The target dies if a chiang-shih's bite effect reduces its hit point maximum to 0. A humanoid slain in this way and then left unburied, or who is improperly buried, or if a cat jumps over their corpse before they are buried, will rise the following night as a chiang-shih.
Vampire, Regular Vampire: ?
Will-o'-Wisp: ?
Warrior Vampire: ?
Spellcaster Vampire: ?
Older More Powerful Chiang-Shih: ?
Hopping Vampire: For some time, China has been known as the land of hopping vampires. Why they hop is unknown, although some theories say it might be due to the custom of burying the dead in a standing position, or because the burial clothing would effectively bind the legs. Others give such reasons as the onset of rigor mortis — thus the joints no longer work, or due to the vampire’s rejection by the earth.
Ghost: The “mother of all specters,” Kwei Mu lives in the Lesser Yü Mountains far to the south. She gives birth to all the ghosts and monsters to be found in the world, producing ten in the morning and then devouring another ten every night.
Chinese Were-Animal: The origins of a Chinese were-animal can vary widely. Some are ghosts, either of a slain animal or a murdered human.
Ghoul: ?
Cat Were-Animal: ?
K'uei, Spirit of One Unable to Obtain the Afterlife and Reincarnation: K’uei are the spirits of those unable to obtain the afterlife and reincarnation.
Typically, k’uei are created when a person dies by violence, such as by drowning, murder, or suicide. A woman who dies while pregnant or during childbirth can also become a k’uei. Formed from the inferior soul (also known as the p’ai or p’oh), a k’uei can either be an insubstantial ghost or a walking corpse (similar in some respects to the chiang-shih).
Drowning Ghost: ?
Insubstantial Ghost: ?
Walking Corpse: ?
Spirit: ?
K'uei Gui Xian, Ghost of the Drowned: Suicides and the ghosts of the drowned.
K'uei Thou-Tzu, Ghost of a Woman Who Died Childless: The ghosts of women who died childless.
Ch'ang K'uei: Those killed and eaten by a tiger.
Angry and Hateful Spirit: ?
K'uei Cheng-Hwang, Ghost Magistrate: ?
Protective Spirit: ?
Evil Spirit: ?
Errant K'uei: ?
Troublesome Spirit: ?
K'uei Wu Ch'ang, Spirit of a Human Who Died From Grief, Spirit of a Human Who Died From Suicide: A wu ch’ang k’uei is another of hell’s messengers. The spirit of a human who either died from grief or by suicide, the wu ch’ang k’uei are sent out to collect the souls of the dead.
Yang Wu Ch'ang: ?
Yin Wu Ch'ang: ?
Errant Ghost: ?
Beasts of the East: India (5e)
Ghoul: ?
Vampire: ?
Bhuta, Airi, Bhutas, Bhut, Bhuts: Bhuta (also known as airi, bhutas, bhut, or bhuts) are the ghosts of those who were born deformed, of those who died while insane, those who have died by accident, execution, suicide, or violence, or who were buried without the proper funeral rites being performed.
Ghost: ?
Spirit of Violent Death: ?
Zombie: Bhuta's Possess Corpse power.
Baital's Create Zombie power.
Undead Spirit: ?
Baital, Baital-Pachisi, Baitala, Vetal, Vetala: ?
Corpse-Possessing Ghost: ?
Evil Spirit: ?
Insubstantial Spirit: ?
Vampiric Man-Bat: ?
Churel, Alvantin, Jakhin, Jakhai, Mukai, Nagulai: Found in the Gujarat province of India, a churel is the ghost of a woman who has died in childbirth, died while pregnant, or who broke certain religious taboos before her death. If the woman had been treated poorly prior to dying, then she might come back as a vengeful vampire-like ghost.
To prevent a woman from rising as a churel, there are a number of methods employed to keep her in her grave. First is the place of burial. The woman would be buried in a special place (the exact location varies throughout India), such as within the shadow of the house at noontime. Second is how the woman is buried. The body of the deceased might be placed face-down (to prevent her from rising), or might have nails driven through her hands and feet. The woman’s toes might be bound with an iron ring, have a chain wrapped around her legs, have her feet turned backwards, or simply have her legs broken. Iron nails, millet or mustard seeds, and thorns might be used to keep the churel from escaping the grave, crossing the doorway into a home, or to simply keep her busy counting them until the sun came up. These objects might be placed either in or atop the grave, scattered on the road between the grave and her old home, or at the threshold to the home. Finally, a ball of thread might be buried with the corpse, to keep her busy unwinding instead of rising to haunt her family. In all cases, the body of the deceased is removed from the home by a side door, as not using the front door will confuse the churel, and prevent her from finding her way home.
Vengeful Vampire-Like Ghost: ?
Angry and Vengeful Ghost: ?
Angry Ghost: ?
Gayal, Ut, Ghost of a Male Who Was Buried Without the Proper Rites: The gayal (or ut) is the ghost of a male who was buried without the proper rites being performed. Angry at the disrespect shown for its funeral, as well as the lack of religious observation, the gayal will rise from the grave to exact its revenge on its former family members.
Masan, Masand: A masan (or masand) is the ghost of a child trapped on earth due to improper burial rituals being enacted at its funeral.
Walking Corpse: ?
Pishacha, Pishachi, Kravyad, Eater of the Dead, Paisacha, Picacas, Pisacas, Pisakas, Pishaca, Pishashas, Yaksha, Speeder: Reputed to be the most vicious creatures on earth, formed from the spirits of adulterers, criminals, the insane, or liars, pishachas live in charnel houses, graveyards, deep forests, and similar deserted and forlorn places, where they devour corpses and feed off of the remains of rakshasa kills.
Diseased Ghost: ?
Preta, Hungry Ghost, Khmoch, O-Kuei, Gaki, Agwi, Yidak, Quy, Paret, Pretni: According to Buddhist doctrine, those who have lived a life filled with avarice, envy, gluttony, or miserliness are fated to become a “Hungry Ghost” upon death.
According to Hindu myth, a preta (female: paret, pretni) is a tiny ghost of the dead, no larger than a man’s thumb. They arise when a child is stillborn, or is born crippled or deformed, The preta remains either in the corpse or near the home of the deceased for a year after burial.
Tiny Ghost: ?
Cho-Kem-Ju-Jiki-Netsu-Gaki: ?
Fujo-Ko-Hyaku-Gaki: ?
Ghost Who Receives Discards: ?
Ghost Who Receives Lost Food: ?
Ghost With Foul-Smelling Hair: ?
Ghost With Foul-Smelling Mouths: ?
Ghost With Large Ulcers: ?
Jiki-Ketsu-Gaki: ?
Jiki-Niku-Gaki: ?
Flesh-Eating Ghoul: ?
Jiki-Doku-Gaki: ?
Jiki-Ké-Gaki: ?
Jiki-Fu-Gaki: ?
Jiki-Kwa-Gaki: ?
Kwaku-Shin-Gaki: ?
Needle-Haired Ghost: ?
Needle-Throated Ghost, Shin-Ko-Gaki: ?
Powerful Ghost: ?
Shikko-Gaki: ?
Shinen-Gaki: ?
Torch-Mouthed Ghost: ?
Create Zombie: The baital targets a humanoid within 10’ of it that has been dead for less than 24 hours. The humanoid then rises as a zombie. The zombie is under the baital’s control. The baital can have no more than five zombies under its control at one time.
Possess Corpse: The bhuta targets a humanoid within 10 feet of it that has been dead for less than 24 hours. The bhuta then merges with the corpse, raising it as a zombie. The zombie replaces its Intelligence, Wisdom, and Charisma scores with the bhuta’s. Any damage done to the zombie has no effect on the bhuta until the zombie itself is reduced to 0 Hit Points: and fails its Undead Fortitude saving throw, at which point any left over damage carries over to the bhuta.
Vampire: ?
Bhuta, Airi, Bhutas, Bhut, Bhuts: Bhuta (also known as airi, bhutas, bhut, or bhuts) are the ghosts of those who were born deformed, of those who died while insane, those who have died by accident, execution, suicide, or violence, or who were buried without the proper funeral rites being performed.
Ghost: ?
Spirit of Violent Death: ?
Zombie: Bhuta's Possess Corpse power.
Baital's Create Zombie power.
Undead Spirit: ?
Baital, Baital-Pachisi, Baitala, Vetal, Vetala: ?
Corpse-Possessing Ghost: ?
Evil Spirit: ?
Insubstantial Spirit: ?
Vampiric Man-Bat: ?
Churel, Alvantin, Jakhin, Jakhai, Mukai, Nagulai: Found in the Gujarat province of India, a churel is the ghost of a woman who has died in childbirth, died while pregnant, or who broke certain religious taboos before her death. If the woman had been treated poorly prior to dying, then she might come back as a vengeful vampire-like ghost.
To prevent a woman from rising as a churel, there are a number of methods employed to keep her in her grave. First is the place of burial. The woman would be buried in a special place (the exact location varies throughout India), such as within the shadow of the house at noontime. Second is how the woman is buried. The body of the deceased might be placed face-down (to prevent her from rising), or might have nails driven through her hands and feet. The woman’s toes might be bound with an iron ring, have a chain wrapped around her legs, have her feet turned backwards, or simply have her legs broken. Iron nails, millet or mustard seeds, and thorns might be used to keep the churel from escaping the grave, crossing the doorway into a home, or to simply keep her busy counting them until the sun came up. These objects might be placed either in or atop the grave, scattered on the road between the grave and her old home, or at the threshold to the home. Finally, a ball of thread might be buried with the corpse, to keep her busy unwinding instead of rising to haunt her family. In all cases, the body of the deceased is removed from the home by a side door, as not using the front door will confuse the churel, and prevent her from finding her way home.
Vengeful Vampire-Like Ghost: ?
Angry and Vengeful Ghost: ?
Angry Ghost: ?
Gayal, Ut, Ghost of a Male Who Was Buried Without the Proper Rites: The gayal (or ut) is the ghost of a male who was buried without the proper rites being performed. Angry at the disrespect shown for its funeral, as well as the lack of religious observation, the gayal will rise from the grave to exact its revenge on its former family members.
Masan, Masand: A masan (or masand) is the ghost of a child trapped on earth due to improper burial rituals being enacted at its funeral.
Walking Corpse: ?
Pishacha, Pishachi, Kravyad, Eater of the Dead, Paisacha, Picacas, Pisacas, Pisakas, Pishaca, Pishashas, Yaksha, Speeder: Reputed to be the most vicious creatures on earth, formed from the spirits of adulterers, criminals, the insane, or liars, pishachas live in charnel houses, graveyards, deep forests, and similar deserted and forlorn places, where they devour corpses and feed off of the remains of rakshasa kills.
Diseased Ghost: ?
Preta, Hungry Ghost, Khmoch, O-Kuei, Gaki, Agwi, Yidak, Quy, Paret, Pretni: According to Buddhist doctrine, those who have lived a life filled with avarice, envy, gluttony, or miserliness are fated to become a “Hungry Ghost” upon death.
According to Hindu myth, a preta (female: paret, pretni) is a tiny ghost of the dead, no larger than a man’s thumb. They arise when a child is stillborn, or is born crippled or deformed, The preta remains either in the corpse or near the home of the deceased for a year after burial.
Tiny Ghost: ?
Cho-Kem-Ju-Jiki-Netsu-Gaki: ?
Fujo-Ko-Hyaku-Gaki: ?
Ghost Who Receives Discards: ?
Ghost Who Receives Lost Food: ?
Ghost With Foul-Smelling Hair: ?
Ghost With Foul-Smelling Mouths: ?
Ghost With Large Ulcers: ?
Jiki-Ketsu-Gaki: ?
Jiki-Niku-Gaki: ?
Flesh-Eating Ghoul: ?
Jiki-Doku-Gaki: ?
Jiki-Ké-Gaki: ?
Jiki-Fu-Gaki: ?
Jiki-Kwa-Gaki: ?
Kwaku-Shin-Gaki: ?
Needle-Haired Ghost: ?
Needle-Throated Ghost, Shin-Ko-Gaki: ?
Powerful Ghost: ?
Shikko-Gaki: ?
Shinen-Gaki: ?
Torch-Mouthed Ghost: ?
Create Zombie: The baital targets a humanoid within 10’ of it that has been dead for less than 24 hours. The humanoid then rises as a zombie. The zombie is under the baital’s control. The baital can have no more than five zombies under its control at one time.
Possess Corpse: The bhuta targets a humanoid within 10 feet of it that has been dead for less than 24 hours. The bhuta then merges with the corpse, raising it as a zombie. The zombie replaces its Intelligence, Wisdom, and Charisma scores with the bhuta’s. Any damage done to the zombie has no effect on the bhuta until the zombie itself is reduced to 0 Hit Points: and fails its Undead Fortitude saving throw, at which point any left over damage carries over to the bhuta.
Beasts of the East: Japan (5e)
Kasha: ?
Ghoul-Like Creature: ?
Kowai: If while alive a person enjoyed eating food to the point where they would take and eat another’s meal, then after death they may rise as a kowai.
Ghoul: ?
Kurote: ?
Mouryou, Mohryoh: ?
Undead: ?
Intelligent Undead: ?
Ghost, Shiryo: ?
Ancestral Ghost: ?
Ghost Spirit of the Dead: ?
Yasha: Yasha are humans who have become monsters due to an excess of certain negative emotions, such as anger, hate, or jealousy. More often than not a yasha is female, apparently due to a woman’s great capacity for emotion and/or a natural disposition for assuming monstrous forms (according to certain Buddhists anyway).
Vampire: ?
Vampire Spawn: ?
Ghost Yurei, Dim Spirit, Hazy Spirit, Faint Spirit: Yurei are ghosts (“yurei” translates to “dim/hazy/faint spirit”), usually formed when someone dies in battle, by murder, or from an unexpected accident. Most yurei are women, although male yurei are known.
Hi No Tama, Will o' the Wisp: ?
Ghost of Dead Sailor: ?
Ghost of Those Who Died on Mountain Trail: ?
Ghost Karakasa: ?
Ghost Betobeto-San: ?
Ghost Dorotabou: This rather odd ghost is created when an old man’s rice fields are sold soon after he dies.
Rather Odd Ghost: ?
Ghost Ikiryo, Living Ghost: An ikiryo is created when a person’s strong emotions manifest into physical form. Usually, ikiryo are created by women, a side effect of intense jealousy or anger.
Ghost Gaki, Hungry Ghost, Preta: ?
Ghost Gashadokuro: Standing fifteen times the height of a man (roughly 80 feet tall), the gashadokuro is an immense skeleton, made up of the spirits of people who died from starvation.
Spirit of Person Who Died from Starvation: ?
Ghost Kerakera-Onna, Ghost of a Dead Prostitute, Laughing Woman: The ghost of a dead prostitute, the name “kerakera-onna” means “laughing woman.”
Ghost of Dead Prostitute: ?
Ghost Konaki-Jiji, Spirit of a Child Left to Die in the Woods: Said to be the spirits of children left to die in the woods, a konaki-jiji appears as a small child with an old-man’s face.
Spirit of a Child: ?
Ghost Onbue-Onaki: This creature is either some form of spirit, or the creation of a kitsune or tanuki.
Spirit: ?
Ghost Tukap: This Ainu spirit of the dead tends to appear in dreams, carrying messages from the deceased or from the deity Kamui Fuchi (or other gods).
Anu Spirit of the Dead: ?
Ghost Ubume: These are the ghosts of women who were buried while pregnant and have given birth to a living child while still enclosed in their coffins.
Ghost of a Woman who was Buried While Pregnant and has Given Birth to a Living Child While Still Enclosed in her Coffin: ?
Ghost Zashiki-Warashi: The ghosts of children who sit on a sleeper’s chest, stealing the sleeper’s breath (a condition known as kanashibari). Another version of the zashiki-warashi describes them as mischievous house spirits.
Ghost of a Child: ?
Ghost, Okiku: Okiku was a maid in the home of a samurai and the keeper of one of the samurai’s most treasured possessions: a set of ten ceramic plates acquired from a Dutch trader. As Okiku was very beautiful, the samurai desired her to be his mistress, but she repeatedly refused. Frustrated, the samurai hid one of the plates and then demanded Okiku produce all ten. When she was unable, the samurai told her he’d overlook her carelessness if she agreed to become his mistress. When she once again refused, he killed her in a fit of rage and dumped her body down a well. Every night thereafter, her ghost would rise from the well, slowly count to nine, and then break into a loud wail.
Ghost, Oiwa: The wife of a ronin (a masterless samurai), Oiwa was murdered by her husband after he fell in love with the granddaughter of a rich neighbor. He gave her poison in an attempt to kill her, disfiguring Oiwa terribly before she died. Unfortunately for the ronin, his servant Kohei was aware of what happened. In an effort to cover his tracks, the ronin murdered Kohei, nailed him and Oiwa to either sides of a wooden door, and dumped the door in the river. He then told everyone he’d caught the two having an affair as a justification for his actions.
Ghost, Kohei: The wife of a ronin (a masterless samurai), Oiwa was murdered by her husband after he fell in love with the granddaughter of a rich neighbor. He gave her poison in an attempt to kill her, disfiguring Oiwa terribly before she died. Unfortunately for the ronin, his servant Kohei was aware of what happened. In an effort to cover his tracks, the ronin murdered Kohei, nailed him and Oiwa to either sides of a wooden door, and dumped the door in the river. He then told everyone he’d caught the two having an affair as a justification for his actions.
Ghoul-Like Creature: ?
Kowai: If while alive a person enjoyed eating food to the point where they would take and eat another’s meal, then after death they may rise as a kowai.
Ghoul: ?
Kurote: ?
Mouryou, Mohryoh: ?
Undead: ?
Intelligent Undead: ?
Ghost, Shiryo: ?
Ancestral Ghost: ?
Ghost Spirit of the Dead: ?
Yasha: Yasha are humans who have become monsters due to an excess of certain negative emotions, such as anger, hate, or jealousy. More often than not a yasha is female, apparently due to a woman’s great capacity for emotion and/or a natural disposition for assuming monstrous forms (according to certain Buddhists anyway).
Vampire: ?
Vampire Spawn: ?
Ghost Yurei, Dim Spirit, Hazy Spirit, Faint Spirit: Yurei are ghosts (“yurei” translates to “dim/hazy/faint spirit”), usually formed when someone dies in battle, by murder, or from an unexpected accident. Most yurei are women, although male yurei are known.
Hi No Tama, Will o' the Wisp: ?
Ghost of Dead Sailor: ?
Ghost of Those Who Died on Mountain Trail: ?
Ghost Karakasa: ?
Ghost Betobeto-San: ?
Ghost Dorotabou: This rather odd ghost is created when an old man’s rice fields are sold soon after he dies.
Rather Odd Ghost: ?
Ghost Ikiryo, Living Ghost: An ikiryo is created when a person’s strong emotions manifest into physical form. Usually, ikiryo are created by women, a side effect of intense jealousy or anger.
Ghost Gaki, Hungry Ghost, Preta: ?
Ghost Gashadokuro: Standing fifteen times the height of a man (roughly 80 feet tall), the gashadokuro is an immense skeleton, made up of the spirits of people who died from starvation.
Spirit of Person Who Died from Starvation: ?
Ghost Kerakera-Onna, Ghost of a Dead Prostitute, Laughing Woman: The ghost of a dead prostitute, the name “kerakera-onna” means “laughing woman.”
Ghost of Dead Prostitute: ?
Ghost Konaki-Jiji, Spirit of a Child Left to Die in the Woods: Said to be the spirits of children left to die in the woods, a konaki-jiji appears as a small child with an old-man’s face.
Spirit of a Child: ?
Ghost Onbue-Onaki: This creature is either some form of spirit, or the creation of a kitsune or tanuki.
Spirit: ?
Ghost Tukap: This Ainu spirit of the dead tends to appear in dreams, carrying messages from the deceased or from the deity Kamui Fuchi (or other gods).
Anu Spirit of the Dead: ?
Ghost Ubume: These are the ghosts of women who were buried while pregnant and have given birth to a living child while still enclosed in their coffins.
Ghost of a Woman who was Buried While Pregnant and has Given Birth to a Living Child While Still Enclosed in her Coffin: ?
Ghost Zashiki-Warashi: The ghosts of children who sit on a sleeper’s chest, stealing the sleeper’s breath (a condition known as kanashibari). Another version of the zashiki-warashi describes them as mischievous house spirits.
Ghost of a Child: ?
Ghost, Okiku: Okiku was a maid in the home of a samurai and the keeper of one of the samurai’s most treasured possessions: a set of ten ceramic plates acquired from a Dutch trader. As Okiku was very beautiful, the samurai desired her to be his mistress, but she repeatedly refused. Frustrated, the samurai hid one of the plates and then demanded Okiku produce all ten. When she was unable, the samurai told her he’d overlook her carelessness if she agreed to become his mistress. When she once again refused, he killed her in a fit of rage and dumped her body down a well. Every night thereafter, her ghost would rise from the well, slowly count to nine, and then break into a loud wail.
Ghost, Oiwa: The wife of a ronin (a masterless samurai), Oiwa was murdered by her husband after he fell in love with the granddaughter of a rich neighbor. He gave her poison in an attempt to kill her, disfiguring Oiwa terribly before she died. Unfortunately for the ronin, his servant Kohei was aware of what happened. In an effort to cover his tracks, the ronin murdered Kohei, nailed him and Oiwa to either sides of a wooden door, and dumped the door in the river. He then told everyone he’d caught the two having an affair as a justification for his actions.
Ghost, Kohei: The wife of a ronin (a masterless samurai), Oiwa was murdered by her husband after he fell in love with the granddaughter of a rich neighbor. He gave her poison in an attempt to kill her, disfiguring Oiwa terribly before she died. Unfortunately for the ronin, his servant Kohei was aware of what happened. In an effort to cover his tracks, the ronin murdered Kohei, nailed him and Oiwa to either sides of a wooden door, and dumped the door in the river. He then told everyone he’d caught the two having an affair as a justification for his actions.
5th Edition -- U2 Verdant Rage
Grave Mold: In fact, the mold is far worse. It is an undead creature, formed by Argus from yellow mold with his residual druidic abilities and the Liber Mortis.
Undead Parasitic Growth: ?
Undead: ?
Undead Servant: ?
Ghoul: These figures are ghouls. The burners have been infected with the grave mold so long that the infection has transformed them into the undead: ghouls!
Briana Cloverdael, The First Druid of the Everwood, Banshee: This cairn appears empty of any body save a fine dusting of ash on the bottom of it, but several pieces of jewelry lie in the log along with a rotted cloak. The reason for its lack of a resident is that the former occupant was transformed by Argus into a banshee, who will arrive in 10 rounds after her tomb is opened unless the party has already encountered and defeated her.
Shambling Figure: ?
Thurin de Rysard, The Land's Friend, Wight: ?
Will o' Wisp: ?
Water Ghoul: ?
Zombie: These zombies were part of Argus’ first experiments in necromancy with the Liber Mortis.
Skeleton, Undead Skeleton: As Argus has succumbed to evil and chaos, he can no longer access any of his former druidic abilities. However, he has a bowl of 24 Hydra’s Teeth that he’s enchanted to transform into undead skeletons (again via the Liber Mortis).
Liber Mortis artifact.
Iana, Gaunt: As Argus has succumbed to evil and chaos, he can no longer access any of his former druidic abilities. However, he has a bowl of 24 Hydra’s Teeth that he’s enchanted to transform into undead skeletons (again via the Liber Mortis). He will use them in 6 skeleton increments (create 6 on round one, another 6 on round two) and use the skeletons as cover while he brings the power of the book to bear upon either the party or to finish converting the dryad Iana into a gaunt.
Gaunt: Elves and fey slain by gaunts rise as banshees within 1d4 days. Other beings killed by gaunts rise as a new gaunt within 1d4 days, under the control of the gaunt who slayed them.
Banshee: Elves and fey slain by gaunts rise as banshees within 1d4 days.
Any female wood folk slain as a gaunt has a 5% chance of rising yet again as a banshee in 1d4 days.
Vampire: Liber Mortis artifact.
Specter: Liber Mortis artifact.
Lich: Liber Mortis artifact.
THE LIBER MORTIS
Wondrous Item, Artifact (Requires Atunement)
This book is a collection of some of the greatest spells and treatise on the black art of necromancy in the land. Its black leather cover seems to radiate evil and corruption, even while the book itself is spotless and neat. There is a silver pentagram upon the cover and a book latch along the side keeps the tome closed when not in use.
The Liber is far more than just a spell book, however. It is actually imbued with negative planar energy to the point that it has a will of its own. It cannot dominate its wielder, though it will use dreams and other lures to encourage a caster to delve into its secrets and begin to cast its spells which will affect the caster as noted below.
Random Properties. The Liber Mortis possesses the following random properties:
• 3 minor beneficial properties
• 1 major beneficial properties
• 3 minor detrimental properties
• 2 major detrimental properties
Aura of Evil. The book emits a powerful aura of evil at a 15 foot radius. This is easily detectable by even beings not sensitive to magic and no attribute check is required. Any non-evil creatures in the vicinity of the work will feel a sense of disquiet and morale checks will suffer a –2 penalty.
Enhanced Spellcasting. Any spellcaster (wizard, cleric, druid, etc.) may use the spells in the book, even if their class normally precludes the use of arcane spells. The book adds all spells contained within to the class spells of the character attuned to it. Furthermore, the spells cannot be memorized from the book but can be cast from the book just like a scroll. However, the spell is re-castable and will not disappear as scrolls do. With each spell cast, the caster will lose one point of wisdom and be unaware of its loss. When the caster reaches –1 Wisdom, the book will consume the caster’s soul (no save) and the body will crumble into dust.
Increased Caster Level. Any wizard who reads the tome will gain +1 level in their class. Any other caster will not gain this level advancement.
Alignment Shift. All who peruse of the Liber must make a DC 17 Wisdom save or move one rank in alignment towards chaotic evil. For instance, a lawful good wizard who failed his save would become lawful neutral. A neutral evil druid who failed would become chaotic evil, a chaotic good cleric would become chaotic neutral, etc.
Spell Abilities. Depending on the alignment of the character attuned to it, the Liber Mortis allows access to the following abilities.
1. Allows the user to cast the below spells as noted:
Cleave Flesh (See New Spells) (4/day)
False Life (3/day)
Blindness/Deafness (3/day)
Speak with Dead (3/day)
Animate Dead (2/day)
Magic Circle vs Undead (2/day)
Create Undead (7th level) (1/day)
Create Undead (9th level) (1/week)
2. Allows the reader to attempt to control undead as a cleric of a level equal to the user’s level (regardless of class). Spellcasters use their save DC; non-spellcasters use 8 + Proficiency Bonus + Charisma Bonus to determine save DC.
3. Gives the alchemical recipe for the creation of Hydra’s Teeth. These items (made from the actual teeth of a hydra and other unguents) when properly created, allow the user to bring forth one skeleton per tooth used to serve the caster. The exact recipe and creation cost are left to the discretion of the Castle Keeper.
4. Within its pages gives detailed information on the creation of specters, vampires and liches. This exact information is left to the discretion of the Castle Keeper.
ALIGNMENT
The alignment of the reader affects its capabilities as noted on the chart below. The damage column indicates how much damage the character with the alignment suffers when first handling the book. This happens only once per reader.
TABLE 10: DAMAGE/USE BY ALIGNMENT
Alignment Damage Use Abilities
Lawful Good 4d4 1
Lawful Neutral 3d4 1, 2
Lawful Evil 1d4 1, 2, 3
Neutral Good 3d4 1
Neutral 2d4 1, 2
Neutral Evil 1d4 1, 2, 3
Chaotic Good 2d4 1
Chaotic Neutral 1d4 1, 2, 3
Chaotic Evil – All
Undead Parasitic Growth: ?
Undead: ?
Undead Servant: ?
Ghoul: These figures are ghouls. The burners have been infected with the grave mold so long that the infection has transformed them into the undead: ghouls!
Briana Cloverdael, The First Druid of the Everwood, Banshee: This cairn appears empty of any body save a fine dusting of ash on the bottom of it, but several pieces of jewelry lie in the log along with a rotted cloak. The reason for its lack of a resident is that the former occupant was transformed by Argus into a banshee, who will arrive in 10 rounds after her tomb is opened unless the party has already encountered and defeated her.
Shambling Figure: ?
Thurin de Rysard, The Land's Friend, Wight: ?
Will o' Wisp: ?
Water Ghoul: ?
Zombie: These zombies were part of Argus’ first experiments in necromancy with the Liber Mortis.
Skeleton, Undead Skeleton: As Argus has succumbed to evil and chaos, he can no longer access any of his former druidic abilities. However, he has a bowl of 24 Hydra’s Teeth that he’s enchanted to transform into undead skeletons (again via the Liber Mortis).
Liber Mortis artifact.
Iana, Gaunt: As Argus has succumbed to evil and chaos, he can no longer access any of his former druidic abilities. However, he has a bowl of 24 Hydra’s Teeth that he’s enchanted to transform into undead skeletons (again via the Liber Mortis). He will use them in 6 skeleton increments (create 6 on round one, another 6 on round two) and use the skeletons as cover while he brings the power of the book to bear upon either the party or to finish converting the dryad Iana into a gaunt.
Gaunt: Elves and fey slain by gaunts rise as banshees within 1d4 days. Other beings killed by gaunts rise as a new gaunt within 1d4 days, under the control of the gaunt who slayed them.
Banshee: Elves and fey slain by gaunts rise as banshees within 1d4 days.
Any female wood folk slain as a gaunt has a 5% chance of rising yet again as a banshee in 1d4 days.
Vampire: Liber Mortis artifact.
Specter: Liber Mortis artifact.
Lich: Liber Mortis artifact.
THE LIBER MORTIS
Wondrous Item, Artifact (Requires Atunement)
This book is a collection of some of the greatest spells and treatise on the black art of necromancy in the land. Its black leather cover seems to radiate evil and corruption, even while the book itself is spotless and neat. There is a silver pentagram upon the cover and a book latch along the side keeps the tome closed when not in use.
The Liber is far more than just a spell book, however. It is actually imbued with negative planar energy to the point that it has a will of its own. It cannot dominate its wielder, though it will use dreams and other lures to encourage a caster to delve into its secrets and begin to cast its spells which will affect the caster as noted below.
Random Properties. The Liber Mortis possesses the following random properties:
• 3 minor beneficial properties
• 1 major beneficial properties
• 3 minor detrimental properties
• 2 major detrimental properties
Aura of Evil. The book emits a powerful aura of evil at a 15 foot radius. This is easily detectable by even beings not sensitive to magic and no attribute check is required. Any non-evil creatures in the vicinity of the work will feel a sense of disquiet and morale checks will suffer a –2 penalty.
Enhanced Spellcasting. Any spellcaster (wizard, cleric, druid, etc.) may use the spells in the book, even if their class normally precludes the use of arcane spells. The book adds all spells contained within to the class spells of the character attuned to it. Furthermore, the spells cannot be memorized from the book but can be cast from the book just like a scroll. However, the spell is re-castable and will not disappear as scrolls do. With each spell cast, the caster will lose one point of wisdom and be unaware of its loss. When the caster reaches –1 Wisdom, the book will consume the caster’s soul (no save) and the body will crumble into dust.
Increased Caster Level. Any wizard who reads the tome will gain +1 level in their class. Any other caster will not gain this level advancement.
Alignment Shift. All who peruse of the Liber must make a DC 17 Wisdom save or move one rank in alignment towards chaotic evil. For instance, a lawful good wizard who failed his save would become lawful neutral. A neutral evil druid who failed would become chaotic evil, a chaotic good cleric would become chaotic neutral, etc.
Spell Abilities. Depending on the alignment of the character attuned to it, the Liber Mortis allows access to the following abilities.
1. Allows the user to cast the below spells as noted:
Cleave Flesh (See New Spells) (4/day)
False Life (3/day)
Blindness/Deafness (3/day)
Speak with Dead (3/day)
Animate Dead (2/day)
Magic Circle vs Undead (2/day)
Create Undead (7th level) (1/day)
Create Undead (9th level) (1/week)
2. Allows the reader to attempt to control undead as a cleric of a level equal to the user’s level (regardless of class). Spellcasters use their save DC; non-spellcasters use 8 + Proficiency Bonus + Charisma Bonus to determine save DC.
3. Gives the alchemical recipe for the creation of Hydra’s Teeth. These items (made from the actual teeth of a hydra and other unguents) when properly created, allow the user to bring forth one skeleton per tooth used to serve the caster. The exact recipe and creation cost are left to the discretion of the Castle Keeper.
4. Within its pages gives detailed information on the creation of specters, vampires and liches. This exact information is left to the discretion of the Castle Keeper.
ALIGNMENT
The alignment of the reader affects its capabilities as noted on the chart below. The damage column indicates how much damage the character with the alignment suffers when first handling the book. This happens only once per reader.
TABLE 10: DAMAGE/USE BY ALIGNMENT
Alignment Damage Use Abilities
Lawful Good 4d4 1
Lawful Neutral 3d4 1, 2
Lawful Evil 1d4 1, 2, 3
Neutral Good 3d4 1
Neutral 2d4 1, 2
Neutral Evil 1d4 1, 2, 3
Chaotic Good 2d4 1
Chaotic Neutral 1d4 1, 2, 3
Chaotic Evil – All
5th Edition -- Under Dark and Misty Ground
Ogre Skeleton, Large Ghoulish Skeleton: This is the remains of an ogre that once lived in the dungeon. He is the father of the baby ogre (long since dead) found in room 12. The lifeless skeleton animates if the party disturbs the skeleton in room 12.
In one of the beds is a skeleton. It is small, about dwarf-size, and curled up in a fetal position. This is the skeleton of an ogre child who starved to death after his parents died. His father is the skeleton found in 8A. If the child’s skeleton is disturbed, the ogre skeleton in 8A animates.
The souls of these skeletons are forever locked within Dzeebagd’s walls; the capricious hand of fate denied them entry into the other world. The father died trying to get to his son, and when his son’s skeleton is bothered, the father’s soul animates in the skeleton. It then lumbers towards his son in an effort to save his child again.
Ghost: The souls of these skeletons are forever locked within Dzeebagd’s walls; the capricious hand of fate denied them entry into the other world. The father died trying to get to his son, and when his son’s skeleton is bothered, the father’s soul animates in the skeleton. It then lumbers towards his son in an effort to save his child again. There is nothing that will quench his thirst to kill once it realizes his son is dead. The skeleton chases the characters and fights them until it is defeated. If any other creatures happen to encounter the skeleton, it attacks them also. Its ghost then haunts the dungeon until the remains of the ogre’s body are burned. It would take a hot fire indeed to burn the bones to ash.
In one of the beds is a skeleton. It is small, about dwarf-size, and curled up in a fetal position. This is the skeleton of an ogre child who starved to death after his parents died. His father is the skeleton found in 8A. If the child’s skeleton is disturbed, the ogre skeleton in 8A animates.
The souls of these skeletons are forever locked within Dzeebagd’s walls; the capricious hand of fate denied them entry into the other world. The father died trying to get to his son, and when his son’s skeleton is bothered, the father’s soul animates in the skeleton. It then lumbers towards his son in an effort to save his child again.
Ghost: The souls of these skeletons are forever locked within Dzeebagd’s walls; the capricious hand of fate denied them entry into the other world. The father died trying to get to his son, and when his son’s skeleton is bothered, the father’s soul animates in the skeleton. It then lumbers towards his son in an effort to save his child again. There is nothing that will quench his thirst to kill once it realizes his son is dead. The skeleton chases the characters and fights them until it is defeated. If any other creatures happen to encounter the skeleton, it attacks them also. Its ghost then haunts the dungeon until the remains of the ogre’s body are burned. It would take a hot fire indeed to burn the bones to ash.
Before the Stroke of Midnight - Level 9 Adventure and Compendium
Undead: ?
Duchess Rose Amandian Blackraven, Undead Spirit, Ghost, Restless Spirit, Tormented Spirit, Undead Wraith, Vengeful Spirit: Rose was a female human noble (CN) and Duchess of Shieldsborg Castle. She died after being poisoned by Prunellia. After her death, Rose transformed into an undead spirit that haunts the mausoleum in the Blackraven cemetery.
After Rose Blackraven had passed away, her spirit lingered in the castle long enough to learn the truth about how she died. Prunellia’s betrayal enraged Rose beyond mortal bounds and turned her into an undead creature doomed to forever rage over her fate inside the old mausoleum.
Vengeful Bride: The vengeful bride is the spirit of a bride-to-be who died from mortal sorrow after her fiancé was murdered.
Fearsome Undead: ?
Spirit of a Bride-to-Be: ?
Undead Spirit: ?
Undead Familiar: ?
Ghast: ?
Eerie Ghost: ?
Viola Grey, The Ghost of Shieldsborg Castle, Half-Elf Ghost: ?
Ghostly Apparition: ?
Ghostly Shape: ?
Ghost: Little is known about the Veil of the Afterlife. Some say it was first worn by an ancient queen whose beloved was slain in a battle. The queen mourned so grievously that she perished and became a ghost, doomed to forever haunt a forest in which she and her lover often had walked.
Ghostly Woman: ?
Prunellia, Lich: If the characters didn’t defeat Prunellia, she continues her murderous scheme. Her evilness and magical abilities eventually transform her into a lich, which proceeds to rule the castle and surrounding areas with terrible wrath.
Lich: ?
Infuriated Lich: ?
Mummy Lord: ?
Skeleton: ?
Poltergeist: ?
Restless Spirit: ?
Haunting Spirit: ?
Vampire: Spooky Wild Magic Effect 91-92.
Vampire Spawn: ?
Wight: ?
Wraith: ?
Zombie: A creature killed by a [subtly changed phase] spider rises as a zombie controlled by the DM at the beginning of its next turn.
91–92 If you die within the next minute, you return to life as a vampire or a werewolf. Your alignment and memory remain unchanged.
Duchess Rose Amandian Blackraven, Undead Spirit, Ghost, Restless Spirit, Tormented Spirit, Undead Wraith, Vengeful Spirit: Rose was a female human noble (CN) and Duchess of Shieldsborg Castle. She died after being poisoned by Prunellia. After her death, Rose transformed into an undead spirit that haunts the mausoleum in the Blackraven cemetery.
After Rose Blackraven had passed away, her spirit lingered in the castle long enough to learn the truth about how she died. Prunellia’s betrayal enraged Rose beyond mortal bounds and turned her into an undead creature doomed to forever rage over her fate inside the old mausoleum.
Vengeful Bride: The vengeful bride is the spirit of a bride-to-be who died from mortal sorrow after her fiancé was murdered.
Fearsome Undead: ?
Spirit of a Bride-to-Be: ?
Undead Spirit: ?
Undead Familiar: ?
Ghast: ?
Eerie Ghost: ?
Viola Grey, The Ghost of Shieldsborg Castle, Half-Elf Ghost: ?
Ghostly Apparition: ?
Ghostly Shape: ?
Ghost: Little is known about the Veil of the Afterlife. Some say it was first worn by an ancient queen whose beloved was slain in a battle. The queen mourned so grievously that she perished and became a ghost, doomed to forever haunt a forest in which she and her lover often had walked.
Ghostly Woman: ?
Prunellia, Lich: If the characters didn’t defeat Prunellia, she continues her murderous scheme. Her evilness and magical abilities eventually transform her into a lich, which proceeds to rule the castle and surrounding areas with terrible wrath.
Lich: ?
Infuriated Lich: ?
Mummy Lord: ?
Skeleton: ?
Poltergeist: ?
Restless Spirit: ?
Haunting Spirit: ?
Vampire: Spooky Wild Magic Effect 91-92.
Vampire Spawn: ?
Wight: ?
Wraith: ?
Zombie: A creature killed by a [subtly changed phase] spider rises as a zombie controlled by the DM at the beginning of its next turn.
91–92 If you die within the next minute, you return to life as a vampire or a werewolf. Your alignment and memory remain unchanged.
Beneath The Black Rose (5E)
Eternal Scion: The Eternal Scions were a group of wealthy nobles who felt their elite status gave them expertise far beyond what poorer folk could achieve (including the true experts). This hubris lead them to collect rituals, superstitions, and occult texts that were nothing more than shams and frauds peddled by self-titled “mystics” and “seers."
One of these scams sold by a traveling “mindreader” was a ritual to turn its participants into immortal vampires. While grotesque, the murderous ritual was powerless to invoke true necromantic magic.
In their confidence and ignorance, the Eternal Scions enacted the ritual. They earned nothing but displeasure from the god of death, who would never grant an ultimate form of undeath to such deluded and feeble supplicants. So the god struck down the Eternal Scions in humiliating fashion, turning them into mindless, starving mockeries of vampires.
One night, the Eternal Scions gathered in their hideout below the inn to enact their immortality ritual: Murdering an innocent woman in the name of the god of death and burying themselves beneath her blood so they could rise as vampires. But the god of death laughed at their hubris, turning the Eternal Scions into starving, mindless ghouls, instead.
Eternal Scion, Leathery-Skinned Ghoul, Mislead Cultist, Starving Mockery of a Vampire, Starving Mindless Ghoul, Undead Eternal Scion: ?
Vampire, Immortal Vampire: ?
Eliza Long, Ghost, Spirit, Black-Haired Green-Eyed Ghost: ?
Skeleton: ?
Eliza Long, Wraith: If the PCs destroyed Eliza’s ghost, she reforms over the altar as a wraith in 1d6 days unless her remains were given funeral rites and buried in a cemetery.
One of these scams sold by a traveling “mindreader” was a ritual to turn its participants into immortal vampires. While grotesque, the murderous ritual was powerless to invoke true necromantic magic.
In their confidence and ignorance, the Eternal Scions enacted the ritual. They earned nothing but displeasure from the god of death, who would never grant an ultimate form of undeath to such deluded and feeble supplicants. So the god struck down the Eternal Scions in humiliating fashion, turning them into mindless, starving mockeries of vampires.
One night, the Eternal Scions gathered in their hideout below the inn to enact their immortality ritual: Murdering an innocent woman in the name of the god of death and burying themselves beneath her blood so they could rise as vampires. But the god of death laughed at their hubris, turning the Eternal Scions into starving, mindless ghouls, instead.
Eternal Scion, Leathery-Skinned Ghoul, Mislead Cultist, Starving Mockery of a Vampire, Starving Mindless Ghoul, Undead Eternal Scion: ?
Vampire, Immortal Vampire: ?
Eliza Long, Ghost, Spirit, Black-Haired Green-Eyed Ghost: ?
Skeleton: ?
Eliza Long, Wraith: If the PCs destroyed Eliza’s ghost, she reforms over the altar as a wraith in 1d6 days unless her remains were given funeral rites and buried in a cemetery.
Beneath the Festered Sun (5e)
Kapanek's Shadow: The undead arose spontaneously after Kapanek’s demise, a result of the rupture in her soul the moment she died.
Five Aspects Of The Soul
According to the belief system defended by Kapanek and her followers, every person exists thanks to the communion of distinct parts of the self, namely:
Ren: the name, foundation of one’s identity, without which no one can be addressed.
Ib: the heart, seat of moral, emotions, and rationality, where the essence of life lies.
Sheut: the shadow, a gift from the sun god Ra. A parallel, unbound existence that moves through realms the body cannot reach.
Khat: the physical body, shrouded in all the mysteries of its perfect inner workings, with which one interacts with the material world.
Akh: the spirit, transfigured in death to exist immortally in the afterlife.
When Kapanek died, her innate arcane abilities and the power of her curse split her soul into these different aspects, which were harvested by Kerux and given form through disreputable deals and necromantic magic.
Her sheut dwells in the Anubians’ camp.
Undead: ?
Shadow: If a non-evil humanoid dies from [Kapanek's Shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Mummy, Undead Mummy: The creature inside the library is in fact Kapanek’s mummified body, reanimated as an undead monstrosity.
Five Aspects Of The Soul
According to the belief system defended by Kapanek and her followers, every person exists thanks to the communion of distinct parts of the self, namely:
Ren: the name, foundation of one’s identity, without which no one can be addressed.
Ib: the heart, seat of moral, emotions, and rationality, where the essence of life lies.
Sheut: the shadow, a gift from the sun god Ra. A parallel, unbound existence that moves through realms the body cannot reach.
Khat: the physical body, shrouded in all the mysteries of its perfect inner workings, with which one interacts with the material world.
Akh: the spirit, transfigured in death to exist immortally in the afterlife.
When Kapanek died, her innate arcane abilities and the power of her curse split her soul into these different aspects, which were harvested by Kerux and given form through disreputable deals and necromantic magic.
Her sheut dwells in the Anubians’ camp, while her mummified body stored in the House of Hallowed Resurgence perpetuates the physical khat.
The night Kapanek died, Kerux went back for her corpse. He removed Kapanek’s heart and placed it in an enchanted canopic jar, along with the blood scraped off the ground, and then had the body mummified in honor to their post mortem doctrines. For centuries, Kerux kept the mummy and jar safe from harm, but about sixty years ago, he found a new purpose for these physical remains. Kerux reached out to a then young Yaro, who was starting a surreptitious business building constructs and experimenting with the creation of undead.
Yaro’s collection of yearly journals, cleanly organized and labeled, contains not only notes on the hundreds of constructs and undead created over the course of a career, but also a detailed account of a meeting with someone named Kerux, described as a man bearing a jackal’s skull for a head, about sixty years ago. These passages present numerous notations, question marks, and underlined words; they stand out from the otherwise clean and organized entries. The issue seems to have been some sort of obsession in Yaro’s life. The notes include the following facts.
Kerux commissioned the making of an undead mummy out of an unidentified embalmed cadaver, and a blood golem, using a heart and harvested blood as raw materials.
Yaro accepted the job, paid in advance, and within a couple of months finished the mummy.
Undead Monstrosity: ?
Wight: A wight, the last project Yaro worked on before dementia completely took hold, still dwells in the laboratory.
Five Aspects Of The Soul
According to the belief system defended by Kapanek and her followers, every person exists thanks to the communion of distinct parts of the self, namely:
Ren: the name, foundation of one’s identity, without which no one can be addressed.
Ib: the heart, seat of moral, emotions, and rationality, where the essence of life lies.
Sheut: the shadow, a gift from the sun god Ra. A parallel, unbound existence that moves through realms the body cannot reach.
Khat: the physical body, shrouded in all the mysteries of its perfect inner workings, with which one interacts with the material world.
Akh: the spirit, transfigured in death to exist immortally in the afterlife.
When Kapanek died, her innate arcane abilities and the power of her curse split her soul into these different aspects, which were harvested by Kerux and given form through disreputable deals and necromantic magic.
Her sheut dwells in the Anubians’ camp.
Undead: ?
Shadow: If a non-evil humanoid dies from [Kapanek's Shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Mummy, Undead Mummy: The creature inside the library is in fact Kapanek’s mummified body, reanimated as an undead monstrosity.
Five Aspects Of The Soul
According to the belief system defended by Kapanek and her followers, every person exists thanks to the communion of distinct parts of the self, namely:
Ren: the name, foundation of one’s identity, without which no one can be addressed.
Ib: the heart, seat of moral, emotions, and rationality, where the essence of life lies.
Sheut: the shadow, a gift from the sun god Ra. A parallel, unbound existence that moves through realms the body cannot reach.
Khat: the physical body, shrouded in all the mysteries of its perfect inner workings, with which one interacts with the material world.
Akh: the spirit, transfigured in death to exist immortally in the afterlife.
When Kapanek died, her innate arcane abilities and the power of her curse split her soul into these different aspects, which were harvested by Kerux and given form through disreputable deals and necromantic magic.
Her sheut dwells in the Anubians’ camp, while her mummified body stored in the House of Hallowed Resurgence perpetuates the physical khat.
The night Kapanek died, Kerux went back for her corpse. He removed Kapanek’s heart and placed it in an enchanted canopic jar, along with the blood scraped off the ground, and then had the body mummified in honor to their post mortem doctrines. For centuries, Kerux kept the mummy and jar safe from harm, but about sixty years ago, he found a new purpose for these physical remains. Kerux reached out to a then young Yaro, who was starting a surreptitious business building constructs and experimenting with the creation of undead.
Yaro’s collection of yearly journals, cleanly organized and labeled, contains not only notes on the hundreds of constructs and undead created over the course of a career, but also a detailed account of a meeting with someone named Kerux, described as a man bearing a jackal’s skull for a head, about sixty years ago. These passages present numerous notations, question marks, and underlined words; they stand out from the otherwise clean and organized entries. The issue seems to have been some sort of obsession in Yaro’s life. The notes include the following facts.
Kerux commissioned the making of an undead mummy out of an unidentified embalmed cadaver, and a blood golem, using a heart and harvested blood as raw materials.
Yaro accepted the job, paid in advance, and within a couple of months finished the mummy.
Undead Monstrosity: ?
Wight: A wight, the last project Yaro worked on before dementia completely took hold, still dwells in the laboratory.
Beneath the Monolith
Undead: ?
Ghost: ?
Hungry Spirit: ?
Ghost: ?
Hungry Spirit: ?
Beneath the Stone
Undead: ?
Ghoul: ?
Ghast: ?
Vampire Spawn: ?
Wight: ?
Ghoul: ?
Ghast: ?
Vampire Spawn: ?
Wight: ?
BEOWULF: Age of Heroes
Undead Screamer: The Earth-buried. The screamers seem to have access to primal earth magic and some of them have undergone a ritual that transforms them from living creatures to undead forms, having already ‘died’ once before and rejected the afterlife in order to return to the worldly earth.
The screamer has undergone the earth-buried ritual.
Undead Nicor: ?
Orcneas: ?
Dreag, Revenant: These are revenants, those who return from death, that have arisen again for some purpose. Many are the stories of folk who come back because they have left some uncompleted in life and who finally rest after completing such missions. It’s noble for Heroes to assist the dead if the purpose of the dréag is honourable but sometimes the dead rise to answer the call of a greater evil, or to take revenge on the living.
Heag, Tomb Guardian, Honorable Tomb Guardian: Similarly the héag are associated with the barrows of the dead, but they are defenders of the dead — warriors whose drive to protect others extends beyond death itself.
Once warriors that served to protect their people, their sense of duty extends past death.
Mearcstapa, March-Stepper: March-steppers are those undead who have lost their connection to their burial site and now wander the wilderness.
Most of them are tall and gangly, seemingly stretched into a larger shape than their original bodies. Some legends say that this is because they are always reaching up to the heavens to beseech the gods and always being denied.
Undead Serpent: Legends tell of undead serpents made of the bones of other creatures and reanimated by the power of the earth itself.
By mighty rituals the serpents of the earth can cross back from death’s threshold.
Undead Screamer, The Earth-Buried: ?
Orcneas, Most Common of the Undead in the Lands Between the Two Seas, Ghoul, Dead-Eater, Visitor to the Corpse-Fjord, Corpse-Creature: ?
Dreag, Again-Walker: ?
Corrupted Revenant: ?
Heag, Mound-Dweller, Defender of the Dead, Warrior, Dedicated Protector, Barrow-Folk That Guard Their Kin From Grave Robbers: ?
Mearcstapa, Undead Who Have Lost Their Connection to Their Burial Site, Ceaseless Wanderer: ?
Undead, Undead Creature: ?
Dead Who Wander Away From Their Resting Place: ?
Undead Monster: In life, this person or creature swore a mighty oath to defend their kin. This oath carried through into death and now they rise again whenever they are in danger.
A learned person sought out the means to live forever, but the ruinous process of defying the laws of nature have turned them into a Monster. Now they only seek eternal rest.
Some aspect of the funeral rites were not performed correctly and the Monster seeks a proper burial. However, expressing such a complex request is difficult when a hunger for living flesh overrides all other sensations.
In life this person had some mighty desire or purpose and when they died they could not remain still. They rose again and will attack anything that prevents them from achieving their goals.
There is some great cycle at work here, a story that repeats itself, between generations of a family or between star-crossed lovers, or sworn enemies. And now, the bond has gone beyond death. The undead Monster is caught in the cycle and only the Hero can end this terrible business.
This land is full of old burial chambers or other strange customs. For many years the newcomers respected the old graves and left them alone. Now they have disturbed them for some reason: lack of space, perhaps, or desire for the stones that made the chambers, or even greed for the valuables of the dead. And now the dead rise.
Long ago, a sailor left this area to seek their fortune. They swore oaths that they would return to their loved ones by tragedy struck in foreign fields far away. But now they have returned, along with the rest of a ghostly crew and will likely be displeased that folk gave them up for dead.
An ancient people laid their dead to rest, never thinking that the land could change over time. But the land has shifted and what used to be the bogs where the dead were laid to rest are now dry and desolate, or the stone cairns have been broken open by the trembling earth and the dead have been disturbed.
There used to be a powerful artefact here that kept the dead at peace. Greedy bandits or another Monster stole the artefact and now the dead are restless. The artefact must be found and returned to its proper place in the barrow.
Whichever folk made use of the local barrows or dolmens were not the first. Indeed, a truly ancient folk made the original tombs and it is their spirits that have been disturbed and the Monster serves as either guardian of the tombs or punisher of the locals.
Undead Monster, The Unresting Dead: ?
Undead Monster, Guardian of the Tombs: ?
Undead Monster, Punisher of the Locals: ?
Undead That Possesses Great Power in its Barrow But If Tricked in the Bright Sunlight is Easily Destroyed: ?
Ghost: ?
Ghost King, Ghost of the Old King: ?
Ghost King's Son, Ghost of the Old King's Son: ?
Ghostly Crewmember: ?
Skeletal Seal: ?
The screamer has undergone the earth-buried ritual.
Undead Nicor: ?
Orcneas: ?
Dreag, Revenant: These are revenants, those who return from death, that have arisen again for some purpose. Many are the stories of folk who come back because they have left some uncompleted in life and who finally rest after completing such missions. It’s noble for Heroes to assist the dead if the purpose of the dréag is honourable but sometimes the dead rise to answer the call of a greater evil, or to take revenge on the living.
Heag, Tomb Guardian, Honorable Tomb Guardian: Similarly the héag are associated with the barrows of the dead, but they are defenders of the dead — warriors whose drive to protect others extends beyond death itself.
Once warriors that served to protect their people, their sense of duty extends past death.
Mearcstapa, March-Stepper: March-steppers are those undead who have lost their connection to their burial site and now wander the wilderness.
Most of them are tall and gangly, seemingly stretched into a larger shape than their original bodies. Some legends say that this is because they are always reaching up to the heavens to beseech the gods and always being denied.
Undead Serpent: Legends tell of undead serpents made of the bones of other creatures and reanimated by the power of the earth itself.
By mighty rituals the serpents of the earth can cross back from death’s threshold.
Undead Screamer, The Earth-Buried: ?
Orcneas, Most Common of the Undead in the Lands Between the Two Seas, Ghoul, Dead-Eater, Visitor to the Corpse-Fjord, Corpse-Creature: ?
Dreag, Again-Walker: ?
Corrupted Revenant: ?
Heag, Mound-Dweller, Defender of the Dead, Warrior, Dedicated Protector, Barrow-Folk That Guard Their Kin From Grave Robbers: ?
Mearcstapa, Undead Who Have Lost Their Connection to Their Burial Site, Ceaseless Wanderer: ?
Undead, Undead Creature: ?
Dead Who Wander Away From Their Resting Place: ?
Undead Monster: In life, this person or creature swore a mighty oath to defend their kin. This oath carried through into death and now they rise again whenever they are in danger.
A learned person sought out the means to live forever, but the ruinous process of defying the laws of nature have turned them into a Monster. Now they only seek eternal rest.
Some aspect of the funeral rites were not performed correctly and the Monster seeks a proper burial. However, expressing such a complex request is difficult when a hunger for living flesh overrides all other sensations.
In life this person had some mighty desire or purpose and when they died they could not remain still. They rose again and will attack anything that prevents them from achieving their goals.
There is some great cycle at work here, a story that repeats itself, between generations of a family or between star-crossed lovers, or sworn enemies. And now, the bond has gone beyond death. The undead Monster is caught in the cycle and only the Hero can end this terrible business.
This land is full of old burial chambers or other strange customs. For many years the newcomers respected the old graves and left them alone. Now they have disturbed them for some reason: lack of space, perhaps, or desire for the stones that made the chambers, or even greed for the valuables of the dead. And now the dead rise.
Long ago, a sailor left this area to seek their fortune. They swore oaths that they would return to their loved ones by tragedy struck in foreign fields far away. But now they have returned, along with the rest of a ghostly crew and will likely be displeased that folk gave them up for dead.
An ancient people laid their dead to rest, never thinking that the land could change over time. But the land has shifted and what used to be the bogs where the dead were laid to rest are now dry and desolate, or the stone cairns have been broken open by the trembling earth and the dead have been disturbed.
There used to be a powerful artefact here that kept the dead at peace. Greedy bandits or another Monster stole the artefact and now the dead are restless. The artefact must be found and returned to its proper place in the barrow.
Whichever folk made use of the local barrows or dolmens were not the first. Indeed, a truly ancient folk made the original tombs and it is their spirits that have been disturbed and the Monster serves as either guardian of the tombs or punisher of the locals.
Undead Monster, The Unresting Dead: ?
Undead Monster, Guardian of the Tombs: ?
Undead Monster, Punisher of the Locals: ?
Undead That Possesses Great Power in its Barrow But If Tricked in the Bright Sunlight is Easily Destroyed: ?
Ghost: ?
Ghost King, Ghost of the Old King: ?
Ghost King's Son, Ghost of the Old King's Son: ?
Ghostly Crewmember: ?
Skeletal Seal: ?
BEOWULF: Horror at Herrogate
Arne, Dreag: Arne was no paragon of triumph and bravery. Arne stole the glorious deeds of others and murdered them to keep his vile secret. Now, in death, this guilt plagues him and gives him his power.
Two years past, Arne came to Thorfinn with a shocking confession: he was no hero. Instead, he’d taken the credit for other, braver men and women’s deeds. He had not wanted to let his father down. Yet the lies had finally become too heavy to bear. He would visit the last settlement he had “saved” to make amends—and then he would return home to Herrogate and confess his crimes to the people. Thorfinn should have been surprised, but perhaps some part of him had suspected all along. Even as his heart broke, Thorfinn knew he had only one choice. The truth could not out. It would break his people. It would destroy his legacy. He tried to reason with Arne, but there was no changing his son’s mind. And so, when Arne set out to begin to make his amends, Thorfinn followed him. He found Arne at a campsite on the side of the road a half day’s journey from Herrogate. Arne was a sorry sight, smelling of ale, crying quietly to himself as he stared into the fire. Looking at his son, so pathetic and so deeply in need, Thorfinn’s heart filled with rage. This was his legacy? All it took was a few blows and a well-placed seax, and Thorfinn’s shame was erased. The boy didn’t even have the courage to fight back.
the Wise seek his council or attempt to reason with him. For those with the insight to see beyond Thorfinn’s ill temper, they would find a man who has lost all hope. A man who secretly wishes for the dréag to come for him and end his earthly suffering. A man who knows that the dréag is his own son—and that he alone is to blame for Arne’s fate.
In parting, the monk will suggest that, before confronting the dréag, the Hero should understand why Arne became a dréag in death. The monk shares that some nights past he had a vision of a campsite on the road to Herrogate. There, Arne lay in the dirt in a pool of blood as a man with a rich fur cloak wept at the bloody broken seax in his own hand before throwing it into a ditch and slipping away into the night.
The two men’s argument became heated until Arne told his father that the truth mattered more than any legacy. He would no longer lie for his father’s benefit. “And if the truth kills us all, there are worse things than death,” Arne declared. Then he turned in his bedroll, putting his back to his father. A strange calmness descended on Arne’s father then. The look of hatred on his craggy face made Brinda shiver. Without warning, his boot slammed into Arne’s back. Arne cried out in pain and tried to scramble away. But his father’s kicks and punches rained down until Arne was a sobbing, bloody mess begging for mercy. “Tell me you will not betray our family,” Arne’s father growled. But even in his weakened and beaten state, Arne could not be swayed. “To continue lying is a greater betrayal,” he answered, blood bubbling on his lips. It was then Arne’s father grabbed the knife at his waist and plunged it into Arne’s chest. Arne’s pained, gasping breaths carried through the grasses like the rustle of wind, until his chest fell still. When his father pulled the knife from Arne’s body he swore. The tip of the blade had broken off somewhere. Sparing one last look of disgust for his son, Arne’s father flung the broken weapon into the grass—where it landed inches from Brinda—and fled into the darkness, toward Herrogate.
Two years past, Arne came to Thorfinn with a shocking confession: he was no hero. Instead, he’d taken the credit for other, braver men and women’s deeds. He had not wanted to let his father down. Yet the lies had finally become too heavy to bear. He would visit the last settlement he had “saved” to make amends—and then he would return home to Herrogate and confess his crimes to the people. Thorfinn should have been surprised, but perhaps some part of him had suspected all along. Even as his heart broke, Thorfinn knew he had only one choice. The truth could not out. It would break his people. It would destroy his legacy. He tried to reason with Arne, but there was no changing his son’s mind. And so, when Arne set out to begin to make his amends, Thorfinn followed him. He found Arne at a campsite on the side of the road a half day’s journey from Herrogate. Arne was a sorry sight, smelling of ale, crying quietly to himself as he stared into the fire. Looking at his son, so pathetic and so deeply in need, Thorfinn’s heart filled with rage. This was his legacy? All it took was a few blows and a well-placed seax, and Thorfinn’s shame was erased. The boy didn’t even have the courage to fight back.
the Wise seek his council or attempt to reason with him. For those with the insight to see beyond Thorfinn’s ill temper, they would find a man who has lost all hope. A man who secretly wishes for the dréag to come for him and end his earthly suffering. A man who knows that the dréag is his own son—and that he alone is to blame for Arne’s fate.
In parting, the monk will suggest that, before confronting the dréag, the Hero should understand why Arne became a dréag in death. The monk shares that some nights past he had a vision of a campsite on the road to Herrogate. There, Arne lay in the dirt in a pool of blood as a man with a rich fur cloak wept at the bloody broken seax in his own hand before throwing it into a ditch and slipping away into the night.
The two men’s argument became heated until Arne told his father that the truth mattered more than any legacy. He would no longer lie for his father’s benefit. “And if the truth kills us all, there are worse things than death,” Arne declared. Then he turned in his bedroll, putting his back to his father. A strange calmness descended on Arne’s father then. The look of hatred on his craggy face made Brinda shiver. Without warning, his boot slammed into Arne’s back. Arne cried out in pain and tried to scramble away. But his father’s kicks and punches rained down until Arne was a sobbing, bloody mess begging for mercy. “Tell me you will not betray our family,” Arne’s father growled. But even in his weakened and beaten state, Arne could not be swayed. “To continue lying is a greater betrayal,” he answered, blood bubbling on his lips. It was then Arne’s father grabbed the knife at his waist and plunged it into Arne’s chest. Arne’s pained, gasping breaths carried through the grasses like the rustle of wind, until his chest fell still. When his father pulled the knife from Arne’s body he swore. The tip of the blade had broken off somewhere. Sparing one last look of disgust for his son, Arne’s father flung the broken weapon into the grass—where it landed inches from Brinda—and fled into the darkness, toward Herrogate.
Bespoke Bestiary
Restless Spirit: Like ordinary ghosts, restless spirits are the lingering energies of the soul of a deceased being.
The circumstances that give rise to these dread creatures are varied and can impact their behavior and aspect. Some are bound to the space desecrated during their death. Others are cursed to wander eternally without rest or driven mad by isolation.
It takes more than death to give rise to a restless spirit. Most are formed when a creature dies in a location tainted by evil. Their departed spirit is transformed by the malign influence of such a place and caries that taint within the remaining fragments of soul left to the afflicted spirit. Sometimes this binds the restless spirit to the place of its formation, but more often it spreads the taint wherever the spirit wanders.
Any humanoid or beast can leave behind a restless spirit after it has met an unfortunate end in a place of great evil.
Bugbear Apparition, Sample Restless Spirit, Bugbear Restless Spirit: ?
Umbral Knight, Sample Scarred Champion, Shadow Scarred Champion: ?
Lingering Energies of the Soul of a Deceased Being: ?
Dread Creature: ?
Undead: ?
Vicious Undead Symbiote: Through dark rituals and necromantic magics, a powerful enough archmage can learn to graft the limbs or other body parts of certain undead (usually zombies, ghouls, and ghasts) on to a living host.
Mindless Undead Creature: ?
Undead Graft: ?
Ordinary Ghost: Like ordinary ghosts, restless spirits are the lingering energies of the soul of a deceased being.
Lich: ?
Shadow: If a non-evil humanoid dies from this [umbral knight's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Skeleton: ?
Zombie: ?
The circumstances that give rise to these dread creatures are varied and can impact their behavior and aspect. Some are bound to the space desecrated during their death. Others are cursed to wander eternally without rest or driven mad by isolation.
It takes more than death to give rise to a restless spirit. Most are formed when a creature dies in a location tainted by evil. Their departed spirit is transformed by the malign influence of such a place and caries that taint within the remaining fragments of soul left to the afflicted spirit. Sometimes this binds the restless spirit to the place of its formation, but more often it spreads the taint wherever the spirit wanders.
Any humanoid or beast can leave behind a restless spirit after it has met an unfortunate end in a place of great evil.
Bugbear Apparition, Sample Restless Spirit, Bugbear Restless Spirit: ?
Umbral Knight, Sample Scarred Champion, Shadow Scarred Champion: ?
Lingering Energies of the Soul of a Deceased Being: ?
Dread Creature: ?
Undead: ?
Vicious Undead Symbiote: Through dark rituals and necromantic magics, a powerful enough archmage can learn to graft the limbs or other body parts of certain undead (usually zombies, ghouls, and ghasts) on to a living host.
Mindless Undead Creature: ?
Undead Graft: ?
Ordinary Ghost: Like ordinary ghosts, restless spirits are the lingering energies of the soul of a deceased being.
Lich: ?
Shadow: If a non-evil humanoid dies from this [umbral knight's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Skeleton: ?
Zombie: ?
Bestiary of Benevolent Monsters
Kharonite: These undead creatures — Hope, Duty, and Love — each swore an oath in life to accomplish a task that went unfulfilled. Now they have sacrificed their afterlife to see the task completed.
Kharonite Hope: These undead creatures — Hope, Duty, and Love — each swore an oath in life to accomplish a task that went unfulfilled. Now they have sacrificed their afterlife to see the task completed.
These creatures are held back from the afterlife by a pressing need in the mortal realm. Their drive in life has captured them in a spectral state. The task may be something small. It could be because they seek a proper burial or something as simple as a message passed along to a treasure loved one.
Many fear the undead — with good reason — but there are sometimes spirits left behind fettered to tasks or messages undelivered to loved ones. To see and know their family is cared for could be all they need.
Kharonite Duty: These undead creatures — Hope, Duty, and Love — each swore an oath in life to accomplish a task that went unfulfilled. Now they have sacrificed their afterlife to see the task completed.
Those bound in death by duty refuse to leave their mortal bodies. The strongest of these rise again sometime after death and work tirelessly towards a goal. Sadly, the types of things that call a duty into being are rarely something a single individual, even one blessed with unnatural strength and the ability to work without exhaustion, could hope to accomplish.
Duty, as the name suggests, cares not for personal glory but for a purpose. There is a mission — protect a family against a specific threat, erect a new temple to an old (or new) god, or similarly singular objective.
Kharonite Love: These undead creatures — Hope, Duty, and Love — each swore an oath in life to accomplish a task that went unfulfilled. Now they have sacrificed their afterlife to see the task completed.
Those whose hearts are pure and devotion strong are willing to forgo the pleasantries and bountiful rewards of an afterlife in pursuit of the destruction of evil and a the completion of a powerful quest.
Kharonite, Benevolent Undead, Positively Aligned Undead: ?
Kharonite, Monstrosity, Wayward Warrior of the Ancient World: ?
Kharonite Hope, Undead Spirit Akin to a Ghost But Without Malevolence, Spectral Creature, Good Aligned Undead That Exists to Perform a Task: ?
Kharonite Duty, Good Aligned Undead That Exists to Perform a Specific Mission: ?
Kharonite Love, Potent Magic User, Divinely-Inspired Spellcaster, Extremely Powerful Undead, Good Aligned Undead That Exists to Perform a Specific Mission: ?
Undead, Undead Creature: ?
Ghost: ?
Zombie Golden Chimera: The [golden] chimera suffers from a zombie curse. A character who succeeds on a DC 15 Wisdom (Medicine) checks can stabilize the golden chimera’s condition. Checks can be made once each day, and the DC increases by one every 24 hours. If a check fails, the chimera dies and reanimates as a zombie in 1d4 rounds with the following adjustments: +1 Strength, +2 Constitution, -6 Intelligence, -4 Wisdom, -4 Charisma. It gains the Undead Fortitude trait, gaining immunity to poison damage, immunity to being poisoned, darkvision 60 ft., and loses the ability to speak but understands the languages it knew in life.
Basic Zombie: ?
Kharonite Hope: These undead creatures — Hope, Duty, and Love — each swore an oath in life to accomplish a task that went unfulfilled. Now they have sacrificed their afterlife to see the task completed.
These creatures are held back from the afterlife by a pressing need in the mortal realm. Their drive in life has captured them in a spectral state. The task may be something small. It could be because they seek a proper burial or something as simple as a message passed along to a treasure loved one.
Many fear the undead — with good reason — but there are sometimes spirits left behind fettered to tasks or messages undelivered to loved ones. To see and know their family is cared for could be all they need.
Kharonite Duty: These undead creatures — Hope, Duty, and Love — each swore an oath in life to accomplish a task that went unfulfilled. Now they have sacrificed their afterlife to see the task completed.
Those bound in death by duty refuse to leave their mortal bodies. The strongest of these rise again sometime after death and work tirelessly towards a goal. Sadly, the types of things that call a duty into being are rarely something a single individual, even one blessed with unnatural strength and the ability to work without exhaustion, could hope to accomplish.
Duty, as the name suggests, cares not for personal glory but for a purpose. There is a mission — protect a family against a specific threat, erect a new temple to an old (or new) god, or similarly singular objective.
Kharonite Love: These undead creatures — Hope, Duty, and Love — each swore an oath in life to accomplish a task that went unfulfilled. Now they have sacrificed their afterlife to see the task completed.
Those whose hearts are pure and devotion strong are willing to forgo the pleasantries and bountiful rewards of an afterlife in pursuit of the destruction of evil and a the completion of a powerful quest.
Kharonite, Benevolent Undead, Positively Aligned Undead: ?
Kharonite, Monstrosity, Wayward Warrior of the Ancient World: ?
Kharonite Hope, Undead Spirit Akin to a Ghost But Without Malevolence, Spectral Creature, Good Aligned Undead That Exists to Perform a Task: ?
Kharonite Duty, Good Aligned Undead That Exists to Perform a Specific Mission: ?
Kharonite Love, Potent Magic User, Divinely-Inspired Spellcaster, Extremely Powerful Undead, Good Aligned Undead That Exists to Perform a Specific Mission: ?
Undead, Undead Creature: ?
Ghost: ?
Zombie Golden Chimera: The [golden] chimera suffers from a zombie curse. A character who succeeds on a DC 15 Wisdom (Medicine) checks can stabilize the golden chimera’s condition. Checks can be made once each day, and the DC increases by one every 24 hours. If a check fails, the chimera dies and reanimates as a zombie in 1d4 rounds with the following adjustments: +1 Strength, +2 Constitution, -6 Intelligence, -4 Wisdom, -4 Charisma. It gains the Undead Fortitude trait, gaining immunity to poison damage, immunity to being poisoned, darkvision 60 ft., and loses the ability to speak but understands the languages it knew in life.
Basic Zombie: ?
Beware the Silent Stalker
Silent Stalker: After the original inhabitants left, a wizard made a home of the castle and created a Silent Stalker to guard it.
BF1 Tower of Skulls (5e)
Undead: ?
Perfect Undead Soldier: ?
Unique Undead: ?
Horrible Undead Beast: ?
Undead Abomination: ?
Night Worm: ?
Titanic Elder Night Worm: ?
Flameskull: ?
Frost Giant Zombie: ?
Zombie: ?
Tortured Wight: Unlike the rest of the bodies, the wights in this room are the result of doomed experiments performed on soldiers who had proven themselves as competent warriors. The demon lord sought to create the perfect undead soldier, but failed miserably. The results are the tortured wights that now exist in eternal suffering.
Wight: Many people have died in the Tower of Skulls over the years and across the Prime Material Plane, and most of their bodies have come to the Black Graveyard. Here they return to attack the living intruders, rising as 6 wights all around the area.
The target dies and rises as a wight 24 hours later if its hit point maximum is 0 [due to a wight's life drain].
Greta, Hag Wight: Lamotruu bound three creatures into this room, crones who had displeased him.
Ingrid, Hag Wight: Lamotruu bound three creatures into this room, crones who had displeased him.
Haska, Hag Wight: Lamotruu bound three creatures into this room, crones who had displeased him.
Gwiddon: ?
Wraith: Wraith Stone
This expansive chamber is about 30 feet wide and 40 feet long. However, the deep shadows that seem to dwell within the corners make you doubt whether or not your estimate is accurate. In the center of the room, on a large pedestal, is a great black stone, about five feet in diameter. It pulses with a dark and eerie glow. In front of it rests a plaque, upon which something is written in crimson letters.
This is a strange item that Lamotruu discovered on one of his many pillages. The stone is a link to the Negative Energy Plane that draws upon a living body’s life force to create wraiths.
The plaque in front of the stone reads the following in Abyssal – “TOUCH ME.” The large black stone is a nefarious portal to the deepest reaches of the Negative Energy Plane. Doing as the plaque instructs drains the victim of 2d4 hit points permanently (DC 17 Constitution save for half, minimum 1), and each hit point drained creates a wraith immediately, which attacks on the next round.
The Skull Father was merely an apparition of Lamotruu, an extension of his will that he was able to extend outside the Tower of Skulls. His puppet defeated, Lamotruu raged, and Lendor and Deviah knew that their quest was not at an end. They sought out the Tower of Skulls for many years, during which time they married and went on many adventurers. Eventually their searching brought them to the tower itself. In they went, but the demon lord was too much for them. They died, and Lamotruu grasped their souls and bound their bodies to the Throne of Bloodrose to eternally serve him and the defense of the Tower of Skulls.
Bone King: This is the resting place of a creature, a great warrior and king that Lamotruu defeated. Instead of granting his opponent death, however, the nefarious demon lord brought him back into the clutches of undeath.
The Bone King is a unique undead. He was a powerful fighter before falling victim to the demon lord long ago, and still retains his impressive fighting ability. Lamotruu increased the Bone King’s size and fighting prowess, making him a very deadly opponent to those who would dare read the inscription on his sarcophagus.
Sand Mummy: ?
Mummy: ?
Lendor Al’Tanariv, Wraith: The Skull Father was merely an apparition of Lamotruu, an extension of his will that he was able to extend outside the Tower of Skulls. His puppet defeated, Lamotruu raged, and Lendor and Deviah knew that their quest was not at an end. They sought out the Tower of Skulls for many years, during which time they married and went on many adventurers. Eventually their searching brought them to the tower itself. In they went, but the demon lord was too much for them. They died, and Lamotruu grasped their souls and bound their bodies to the Throne of Bloodrose to eternally serve him and the defense of the Tower of Skulls.
Deviah Al’Tanariv, Wraith: The Skull Father was merely an apparition of Lamotruu, an extension of his will that he was able to extend outside the Tower of Skulls. His puppet defeated, Lamotruu raged, and Lendor and Deviah knew that their quest was not at an end. They sought out the Tower of Skulls for many years, during which time they married and went on many adventurers. Eventually their searching brought them to the tower itself. In they went, but the demon lord was too much for them. They died, and Lamotruu grasped their souls and bound their bodies to the Throne of Bloodrose to eternally serve him and the defense of the Tower of Skulls.
Perfect Undead Soldier: ?
Unique Undead: ?
Horrible Undead Beast: ?
Undead Abomination: ?
Night Worm: ?
Titanic Elder Night Worm: ?
Flameskull: ?
Frost Giant Zombie: ?
Zombie: ?
Tortured Wight: Unlike the rest of the bodies, the wights in this room are the result of doomed experiments performed on soldiers who had proven themselves as competent warriors. The demon lord sought to create the perfect undead soldier, but failed miserably. The results are the tortured wights that now exist in eternal suffering.
Wight: Many people have died in the Tower of Skulls over the years and across the Prime Material Plane, and most of their bodies have come to the Black Graveyard. Here they return to attack the living intruders, rising as 6 wights all around the area.
The target dies and rises as a wight 24 hours later if its hit point maximum is 0 [due to a wight's life drain].
Greta, Hag Wight: Lamotruu bound three creatures into this room, crones who had displeased him.
Ingrid, Hag Wight: Lamotruu bound three creatures into this room, crones who had displeased him.
Haska, Hag Wight: Lamotruu bound three creatures into this room, crones who had displeased him.
Gwiddon: ?
Wraith: Wraith Stone
This expansive chamber is about 30 feet wide and 40 feet long. However, the deep shadows that seem to dwell within the corners make you doubt whether or not your estimate is accurate. In the center of the room, on a large pedestal, is a great black stone, about five feet in diameter. It pulses with a dark and eerie glow. In front of it rests a plaque, upon which something is written in crimson letters.
This is a strange item that Lamotruu discovered on one of his many pillages. The stone is a link to the Negative Energy Plane that draws upon a living body’s life force to create wraiths.
The plaque in front of the stone reads the following in Abyssal – “TOUCH ME.” The large black stone is a nefarious portal to the deepest reaches of the Negative Energy Plane. Doing as the plaque instructs drains the victim of 2d4 hit points permanently (DC 17 Constitution save for half, minimum 1), and each hit point drained creates a wraith immediately, which attacks on the next round.
The Skull Father was merely an apparition of Lamotruu, an extension of his will that he was able to extend outside the Tower of Skulls. His puppet defeated, Lamotruu raged, and Lendor and Deviah knew that their quest was not at an end. They sought out the Tower of Skulls for many years, during which time they married and went on many adventurers. Eventually their searching brought them to the tower itself. In they went, but the demon lord was too much for them. They died, and Lamotruu grasped their souls and bound their bodies to the Throne of Bloodrose to eternally serve him and the defense of the Tower of Skulls.
Bone King: This is the resting place of a creature, a great warrior and king that Lamotruu defeated. Instead of granting his opponent death, however, the nefarious demon lord brought him back into the clutches of undeath.
The Bone King is a unique undead. He was a powerful fighter before falling victim to the demon lord long ago, and still retains his impressive fighting ability. Lamotruu increased the Bone King’s size and fighting prowess, making him a very deadly opponent to those who would dare read the inscription on his sarcophagus.
Sand Mummy: ?
Mummy: ?
Lendor Al’Tanariv, Wraith: The Skull Father was merely an apparition of Lamotruu, an extension of his will that he was able to extend outside the Tower of Skulls. His puppet defeated, Lamotruu raged, and Lendor and Deviah knew that their quest was not at an end. They sought out the Tower of Skulls for many years, during which time they married and went on many adventurers. Eventually their searching brought them to the tower itself. In they went, but the demon lord was too much for them. They died, and Lamotruu grasped their souls and bound their bodies to the Throne of Bloodrose to eternally serve him and the defense of the Tower of Skulls.
Deviah Al’Tanariv, Wraith: The Skull Father was merely an apparition of Lamotruu, an extension of his will that he was able to extend outside the Tower of Skulls. His puppet defeated, Lamotruu raged, and Lendor and Deviah knew that their quest was not at an end. They sought out the Tower of Skulls for many years, during which time they married and went on many adventurers. Eventually their searching brought them to the tower itself. In they went, but the demon lord was too much for them. They died, and Lamotruu grasped their souls and bound their bodies to the Throne of Bloodrose to eternally serve him and the defense of the Tower of Skulls.
Bigger Bads for 5th Edition D&D
Undead: ?
Black magic
5e
Vampire: ?
Will-o'-Wisp: ?
Blades & Blasters 5E: Bestiary & Rulebook
Vorgathian Zombie: To propagate the species, vorgathian mold will take control of the body of any creature that has died in the same space as the mold, turning it into a vorgathian zombie.
Blood Sea: the Crimson Abyss (5e)
Blood Zombie: ?
Blood Vaults of Sister Alkava for 5th Edition
Hulking Ogre Zombie: ?
Skeleton: ?
Specter: Two specters haunt the Blood Procession, remnants of donors who died in the process of providing sustenance to the Shroud-eaters in years past when this was still a Sanguine Shrine. The specters, composed of undying hatred fueled by their untimely deaths, strike at any living creatures in the hallway that aren’t under the protection of Sister Alkava—in this case, the player characters.
Blood Zombie: A blood zombie has been infused with necromantic magic that gives it a semblance of life.
These four blood zombies were created from the bodies of some of the villagers who arrived as part of the first tribute, used to power the Blood Cauldrons and prepared in case Sister Alkava needed undead defenders.
Vampire: ?
Vampire Spawn: ?
Vampiric Shroud-Eater: ?
Skeleton: ?
Specter: Two specters haunt the Blood Procession, remnants of donors who died in the process of providing sustenance to the Shroud-eaters in years past when this was still a Sanguine Shrine. The specters, composed of undying hatred fueled by their untimely deaths, strike at any living creatures in the hallway that aren’t under the protection of Sister Alkava—in this case, the player characters.
Blood Zombie: A blood zombie has been infused with necromantic magic that gives it a semblance of life.
These four blood zombies were created from the bodies of some of the villagers who arrived as part of the first tribute, used to power the Blood Cauldrons and prepared in case Sister Alkava needed undead defenders.
Vampire: ?
Vampire Spawn: ?
Vampiric Shroud-Eater: ?
Bloodpunk - A Guide to Tolia 5E
Kanrath Vampire Creature: Vampires of Kanrath are the descendants of the First Vampire, also known as the Founder. They are the proud citizens of Kanrath, ruling and preying on mortal citizens to feed on their precious blood. Such a vampire took a shine to you in their own horrific way and decided to make you their vampire child, their apprentice. Said vampire bit you and drained all your blood. You might have been a willing prey, or this fate might have been forced upon you. Once you were exsanguinated, your killer fed your corpse their own blood and you rose as one of them; a vampire.
This template is applied to humanoid creatures that are transformed into vampires.
If you reduce a creature’s hit point maximum to 0 with this [Kanrath vampire] bite attack, you can feed the creature your blood as a reaction. If you do so, your hit point maximum is reduced by 12, the creature’s hit point maximum is increased by 12, and the creature becomes a Kanrath Vampire by acquiring this template. The reduction lasts until you finish a long rest.
Bleeding Specter: When a murder takes place and leaves a blood-curdling scene behind, there is a chance that a bleeding specter might be born out of it.
Cager: Despite the ongoing decades-long research about their true nature, no one knows the exact reason or source of their existence. Many have suggested that they are undead who have come back from the dead through the sheer power of their formidable nature. Once torturers, serial killers, and criminals, they now continue their crimes as cagers.
Cohors Sanguinea: There is only one way of joining Cohors Sanguinea: to perform a sunbath ritual within the Royal Castle courtyard; all vampires can volunteer and only vampires can undergo the sunbath ritual. The volunteer is put into a silver cage, given a silver dagger, and is expected to endure in the sun for 3 full days. After getting into the cage, the only way to end the suffering is to succeed or to find release through the silver dagger.
After a vampire successfully completes the sunbath ritual, they are trained in combat, etiquette, history, arcane, and vampiric powers. After the training, flesh crafters place a special kind of armor on the vampire by inserting some parts of it into their flesh and attaching it to their bones; the armor is not to be taken off ever again. Then, a group of blood priests endows the blessing of the Blood God on the vampire’s left arm; it is to be cherished until the end. Finally, the Crimson King himself places a ring on the vampire’s right hand; a ring that conjures the weapon that symbolizes the Crimson King’s wrath.
Kanrath Vampire: ?
Noble Vampire, Noble Vampire of Kanrath: When a Kanrath vampire serves the city well and its services are noticed by the Royal Family, the Crimson King elevates the position of the vampire in society by offering them a chance to drink a blood of power. A vampire who drinks the blood of power is declared a “noble vampire” and gains an additional vampiric power that is also passed down to future generations in its family.
If you have more than 13 vampire children (transformed into vampires by you) or if you are a member of a noble house, you have the chance of becoming nobility. To seize this opportunity, you must prove your worth to the nobility and the royalty. How you prove your worth is determined at your GM’s discretion.
If you are ennobled by royalty, you undergo a ritual attended by a member of royalty and a member from each noble house. The member of royalty bestows you with a drop of their blood and with it, you taste true power.
Pale One: In Kanrath and Cyherested, there are blood practices that involve draining someone’s blood completely and replacing the blood with a new type of blood. Also, sometimes, capital sentences are executed by draining the criminal’s blood completely. Pale ones are the results of blood practices and executions that went wrong.
If a creature’s blood is drained and it is not given blood to replace its loss, it either dies or lives the rest of its life as a pale one. Tragically enough, some people sell their own blood as they desperately need money, and if a creature excessively loses a great amount of blood by doing so, it can also become a pale one over time.
Parasitus: The result of cruel experiments, the Parasitus lives in the dark shadows of Tolia.
Spinus: Similar to the parasitus, spinuses are also the result of cruel humanoid experiments held in Kanrath for decades. The experiments that resulted in the creation of the spinus aimed to create more efficient soldiers and workers by strengthening the bones and the spines. Researchers believed that with certain procedures and injections, humanoids could grow stronger, more flexible, and rejuvenate faster. However, the results showed that these injections lead to uncontrollable extensions and bends. Spinuses have completely bent spines, extended arms, and over-stretched skin.
Vampire Sentry, Suit: ?
Vampire Sentry Captain: ?
Vampiric Chimera: The first vampiric chimera came to be when a mortal, who was fed potent vampire blood, lost themselves to hunger for blood after the procedure and swallowed a handful of leeches that were used in blood therapy. The subject died after two painful months. During those months, the subject’s skin became transparent and slimy, the subject developed a taste for blood, and they regularly vomited a mixture of blood and an acidic substance. After that incident, some vampires worked on the subject more methodically and created more chimeras by feeding vampire blood to mortals and grafting creature parts on them. At some point, they started to remove limbs and organs from mortals and grafted them on other mortals. Over time, the process became more and more disturbing and inhumane.
The bodies of the creatures killed by the [monstrosity sacrifice blood] rain explode. The pieces slowly move together and form the stuff of nightmares. The corpses of 5 creatures with a challenge rating of 1/2 or higher merge to form a vampiric chimera.
The Fourth Child, Highness, Princess, Lady, Vampire, Old Vampire With the Looks of a Youthful Halfling Girl, Most Loyal Daughter of the Founder: She was turned into a vampire almost 200 years ago by the Founder and she has retained her looks since the transformation.
The Founder took a halfling infant from a mortal family to raise as his daughter. He was not able to make a child of his own, so he chose this way instead. He was surrounded by people who trusted him and obeyed him, but they did not love him; not even his wife. He wanted to get that love that he lacked and longed for from a daughter.
He raised the Fourth Child in his Royal Castle, only leaving her side for urgent matters. He truly cared for her and eventually, started to love her as a daughter and she in turn loved him as a father. The Founder tended to her education and upbringing personally and attended to her needs. When she turned 19, he turned her into a vampire to immortalize their relationship as father and daughter.
358 NE. The Founder adopted a halfling girl, raised her to her adulthood, and turned her into a vampire.
Bleeding Specter, Humanoid Figure Mostly Transparent Bleeding out of All Orifices: ?
Cager, Dangerous Creature, Silent Creature, Stealthy Creature, Highly Wild and Dangerous Hunter: ?
Cohors Sanguinea, Most Faithful of the Soldiers: ?
Pale One, Unfortunate Creature, Terminally Ill Humanoid Creature With Pale Excessively Rotten Skin With a Sickly Appearance: ?
Pale One, Butler: ?
Vampire Sentry, Elite Guard: ?
First Vampiric Chimera, Subject: The first vampiric chimera came to be when a mortal, who was fed potent vampire blood, lost themselves to hunger for blood after the procedure and swallowed a handful of leeches that were used in blood therapy. The subject died after two painful months. During those months, the subject’s skin became transparent and slimy, the subject developed a taste for blood, and they regularly vomited a mixture of blood and an acidic substance. After that incident, some vampires worked on the subject more methodically and created more chimeras by feeding vampire blood to mortals and grafting creature parts on them. At some point, they started to remove limbs and organs from mortals and grafted them on other mortals. Over time, the process became more and more disturbing and inhumane.
Well-Equipped and Highly Trained Vampire Sentry: ?
Undead, Undead Creature: ?
Undead Horse: ?
Intelligent Undead: ?
Mindless Undead: ?
Mindless Undead Servant: ?
Creature That Has No Blood: ?
Obedient Soldier: While both prisons are called “Correctional Facilities”, the prison for mortals is quite different from the one for vampires. Imprisoned mortals are expected to do hard labor and are served large meals, heavy on the meat side. After they get strong enough, they are executed by exsanguination. Then, the corpses are reanimated by angst-sustained necromancy and made into obedient soldiers.
Ghost: ?
Ghoul: Sphere of Death spell.
Lich: ?
Shadow: ?
Vampire, Regular Vampire, Average Vampire: ?
Vampire, Master of Kanrath, Creature of the Night, Creature of Blood, Creature Who Follows the Path of Blood: ?
The Founder, First Vampire: ?
Vampire Child: ?
Elder Vampire: ?
Vampire Master: ?
Hungry Vampiric Wolf: ?
Tyrannical Vampire, Greedy Folk: ?
Vampire Patron: ?
High-Authority Vampire: ?
Old Vampire: ?
The First Child, The Second Ruler, The Crimson King, Vampire: 272 NE. The Founder turned a companion of his into a vampire, and he became the First Child.
Maria, The Second Child, Vampire: 338 NE. The Founder turned Maria into a vampire and she became the Second Child.
The Third Child, Vampire: 342 NE. The Founder turned a very talented gnome tailor into a vampire and loved him as a brother. He became the Third Child.
The Fifth Child, Vampire, General: 402 NE. The armies of Kanrath were commanded by a tiefling general. The Founder turned her into a vampire to grant her the gift of royalty. She became the Fifth Child.
Vampire Explorer: ?
The Sixth Child, Vampire: 452 NE - 455 NE. Mortal rebels started to attack train stations that were close to Kanrath. The conflict within the city rose rapidly and turned into a war between the Kanrath authorities and the rebels. Eventually, the Founder single-handedly ended the rebellion and turned the rebellion’s half-orc leader into a vampire to make an example out of him.
The leader of the rebellion, the Sixth Child, is still alive and in hiding. He is considered to be a terrorist and hunted like one.
Aristocratic Vampire: ?
Dorian the Drunk, Kanrath Vampire, Tiefling Vampire: ?
Talius Glabrus Flavicus, Famous Vampire Noble, Gambler and Architect: ?
Vampire Soldier: ?
Powerful Vampire: ?
Secret Vampire Master: ?
High-Class Vampire: ?
Alexandria Gloomrack, Famous Kanrath Vampire: ?
Noble Vampire Patron: ?
Vampire Guarantor: ?
Garby the Spawned, Tiefling Vampire Spawn: ?
Vampire Elite: ?
Vampire Researcher: ?
Vampire Parent: ?
Vampire Sibling: ?
Vampire Grandchild: ?
Vampire, Enforcer: ?
Kanrath Vampire, Most Proud Citizen of Tolia: ?
Vampire Ruler: ?
Korkmaz, Very Intelligent Elderly Vampire, Professor: ?
Vampire Spawn: A humanoid slain in this way [by the Fourth Child's bite attack] and then buried in the ground rises the following night as a vampire spawn under the Fourth Child’s control.
Will-o'-Wisp: ?
Sphere of Death
4th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a handful of grave soil)
Duration: Concentration, up to 10 minutes
A dark-red sphere of death and decay fills a 30-foot-radius sphere centered on a point of your choice within range. The sphere spreads around corners and remains for the duration of the spell. Tortured spirits of the dead scream and attack all who are inside the sphere while blood-sucking worms crawl, squirming on the ground. The creatures in the sphere can see each other, but cannot see or be seen through the boundaries of the sphere. Additionally, the area within the sphere counts as difficult terrain.
When the sphere appears, the creatures within must make a Wisdom saving throw or take 2d10 psychic damage. If this damage reduces a creature to 0 hit points, the worms on the ground crawl inside its body, and the creature rises as a ghoul.
Roll initiative for the ghoul, which has its own turns. The ghoul always attacks the nearest creature. It remains for 1 minute or until it is destroyed.
This template is applied to humanoid creatures that are transformed into vampires.
If you reduce a creature’s hit point maximum to 0 with this [Kanrath vampire] bite attack, you can feed the creature your blood as a reaction. If you do so, your hit point maximum is reduced by 12, the creature’s hit point maximum is increased by 12, and the creature becomes a Kanrath Vampire by acquiring this template. The reduction lasts until you finish a long rest.
Bleeding Specter: When a murder takes place and leaves a blood-curdling scene behind, there is a chance that a bleeding specter might be born out of it.
Cager: Despite the ongoing decades-long research about their true nature, no one knows the exact reason or source of their existence. Many have suggested that they are undead who have come back from the dead through the sheer power of their formidable nature. Once torturers, serial killers, and criminals, they now continue their crimes as cagers.
Cohors Sanguinea: There is only one way of joining Cohors Sanguinea: to perform a sunbath ritual within the Royal Castle courtyard; all vampires can volunteer and only vampires can undergo the sunbath ritual. The volunteer is put into a silver cage, given a silver dagger, and is expected to endure in the sun for 3 full days. After getting into the cage, the only way to end the suffering is to succeed or to find release through the silver dagger.
After a vampire successfully completes the sunbath ritual, they are trained in combat, etiquette, history, arcane, and vampiric powers. After the training, flesh crafters place a special kind of armor on the vampire by inserting some parts of it into their flesh and attaching it to their bones; the armor is not to be taken off ever again. Then, a group of blood priests endows the blessing of the Blood God on the vampire’s left arm; it is to be cherished until the end. Finally, the Crimson King himself places a ring on the vampire’s right hand; a ring that conjures the weapon that symbolizes the Crimson King’s wrath.
Kanrath Vampire: ?
Noble Vampire, Noble Vampire of Kanrath: When a Kanrath vampire serves the city well and its services are noticed by the Royal Family, the Crimson King elevates the position of the vampire in society by offering them a chance to drink a blood of power. A vampire who drinks the blood of power is declared a “noble vampire” and gains an additional vampiric power that is also passed down to future generations in its family.
If you have more than 13 vampire children (transformed into vampires by you) or if you are a member of a noble house, you have the chance of becoming nobility. To seize this opportunity, you must prove your worth to the nobility and the royalty. How you prove your worth is determined at your GM’s discretion.
If you are ennobled by royalty, you undergo a ritual attended by a member of royalty and a member from each noble house. The member of royalty bestows you with a drop of their blood and with it, you taste true power.
Pale One: In Kanrath and Cyherested, there are blood practices that involve draining someone’s blood completely and replacing the blood with a new type of blood. Also, sometimes, capital sentences are executed by draining the criminal’s blood completely. Pale ones are the results of blood practices and executions that went wrong.
If a creature’s blood is drained and it is not given blood to replace its loss, it either dies or lives the rest of its life as a pale one. Tragically enough, some people sell their own blood as they desperately need money, and if a creature excessively loses a great amount of blood by doing so, it can also become a pale one over time.
Parasitus: The result of cruel experiments, the Parasitus lives in the dark shadows of Tolia.
Spinus: Similar to the parasitus, spinuses are also the result of cruel humanoid experiments held in Kanrath for decades. The experiments that resulted in the creation of the spinus aimed to create more efficient soldiers and workers by strengthening the bones and the spines. Researchers believed that with certain procedures and injections, humanoids could grow stronger, more flexible, and rejuvenate faster. However, the results showed that these injections lead to uncontrollable extensions and bends. Spinuses have completely bent spines, extended arms, and over-stretched skin.
Vampire Sentry, Suit: ?
Vampire Sentry Captain: ?
Vampiric Chimera: The first vampiric chimera came to be when a mortal, who was fed potent vampire blood, lost themselves to hunger for blood after the procedure and swallowed a handful of leeches that were used in blood therapy. The subject died after two painful months. During those months, the subject’s skin became transparent and slimy, the subject developed a taste for blood, and they regularly vomited a mixture of blood and an acidic substance. After that incident, some vampires worked on the subject more methodically and created more chimeras by feeding vampire blood to mortals and grafting creature parts on them. At some point, they started to remove limbs and organs from mortals and grafted them on other mortals. Over time, the process became more and more disturbing and inhumane.
The bodies of the creatures killed by the [monstrosity sacrifice blood] rain explode. The pieces slowly move together and form the stuff of nightmares. The corpses of 5 creatures with a challenge rating of 1/2 or higher merge to form a vampiric chimera.
The Fourth Child, Highness, Princess, Lady, Vampire, Old Vampire With the Looks of a Youthful Halfling Girl, Most Loyal Daughter of the Founder: She was turned into a vampire almost 200 years ago by the Founder and she has retained her looks since the transformation.
The Founder took a halfling infant from a mortal family to raise as his daughter. He was not able to make a child of his own, so he chose this way instead. He was surrounded by people who trusted him and obeyed him, but they did not love him; not even his wife. He wanted to get that love that he lacked and longed for from a daughter.
He raised the Fourth Child in his Royal Castle, only leaving her side for urgent matters. He truly cared for her and eventually, started to love her as a daughter and she in turn loved him as a father. The Founder tended to her education and upbringing personally and attended to her needs. When she turned 19, he turned her into a vampire to immortalize their relationship as father and daughter.
358 NE. The Founder adopted a halfling girl, raised her to her adulthood, and turned her into a vampire.
Bleeding Specter, Humanoid Figure Mostly Transparent Bleeding out of All Orifices: ?
Cager, Dangerous Creature, Silent Creature, Stealthy Creature, Highly Wild and Dangerous Hunter: ?
Cohors Sanguinea, Most Faithful of the Soldiers: ?
Pale One, Unfortunate Creature, Terminally Ill Humanoid Creature With Pale Excessively Rotten Skin With a Sickly Appearance: ?
Pale One, Butler: ?
Vampire Sentry, Elite Guard: ?
First Vampiric Chimera, Subject: The first vampiric chimera came to be when a mortal, who was fed potent vampire blood, lost themselves to hunger for blood after the procedure and swallowed a handful of leeches that were used in blood therapy. The subject died after two painful months. During those months, the subject’s skin became transparent and slimy, the subject developed a taste for blood, and they regularly vomited a mixture of blood and an acidic substance. After that incident, some vampires worked on the subject more methodically and created more chimeras by feeding vampire blood to mortals and grafting creature parts on them. At some point, they started to remove limbs and organs from mortals and grafted them on other mortals. Over time, the process became more and more disturbing and inhumane.
Well-Equipped and Highly Trained Vampire Sentry: ?
Undead, Undead Creature: ?
Undead Horse: ?
Intelligent Undead: ?
Mindless Undead: ?
Mindless Undead Servant: ?
Creature That Has No Blood: ?
Obedient Soldier: While both prisons are called “Correctional Facilities”, the prison for mortals is quite different from the one for vampires. Imprisoned mortals are expected to do hard labor and are served large meals, heavy on the meat side. After they get strong enough, they are executed by exsanguination. Then, the corpses are reanimated by angst-sustained necromancy and made into obedient soldiers.
Ghost: ?
Ghoul: Sphere of Death spell.
Lich: ?
Shadow: ?
Vampire, Regular Vampire, Average Vampire: ?
Vampire, Master of Kanrath, Creature of the Night, Creature of Blood, Creature Who Follows the Path of Blood: ?
The Founder, First Vampire: ?
Vampire Child: ?
Elder Vampire: ?
Vampire Master: ?
Hungry Vampiric Wolf: ?
Tyrannical Vampire, Greedy Folk: ?
Vampire Patron: ?
High-Authority Vampire: ?
Old Vampire: ?
The First Child, The Second Ruler, The Crimson King, Vampire: 272 NE. The Founder turned a companion of his into a vampire, and he became the First Child.
Maria, The Second Child, Vampire: 338 NE. The Founder turned Maria into a vampire and she became the Second Child.
The Third Child, Vampire: 342 NE. The Founder turned a very talented gnome tailor into a vampire and loved him as a brother. He became the Third Child.
The Fifth Child, Vampire, General: 402 NE. The armies of Kanrath were commanded by a tiefling general. The Founder turned her into a vampire to grant her the gift of royalty. She became the Fifth Child.
Vampire Explorer: ?
The Sixth Child, Vampire: 452 NE - 455 NE. Mortal rebels started to attack train stations that were close to Kanrath. The conflict within the city rose rapidly and turned into a war between the Kanrath authorities and the rebels. Eventually, the Founder single-handedly ended the rebellion and turned the rebellion’s half-orc leader into a vampire to make an example out of him.
The leader of the rebellion, the Sixth Child, is still alive and in hiding. He is considered to be a terrorist and hunted like one.
Aristocratic Vampire: ?
Dorian the Drunk, Kanrath Vampire, Tiefling Vampire: ?
Talius Glabrus Flavicus, Famous Vampire Noble, Gambler and Architect: ?
Vampire Soldier: ?
Powerful Vampire: ?
Secret Vampire Master: ?
High-Class Vampire: ?
Alexandria Gloomrack, Famous Kanrath Vampire: ?
Noble Vampire Patron: ?
Vampire Guarantor: ?
Garby the Spawned, Tiefling Vampire Spawn: ?
Vampire Elite: ?
Vampire Researcher: ?
Vampire Parent: ?
Vampire Sibling: ?
Vampire Grandchild: ?
Vampire, Enforcer: ?
Kanrath Vampire, Most Proud Citizen of Tolia: ?
Vampire Ruler: ?
Korkmaz, Very Intelligent Elderly Vampire, Professor: ?
Vampire Spawn: A humanoid slain in this way [by the Fourth Child's bite attack] and then buried in the ground rises the following night as a vampire spawn under the Fourth Child’s control.
Will-o'-Wisp: ?
Sphere of Death
4th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a handful of grave soil)
Duration: Concentration, up to 10 minutes
A dark-red sphere of death and decay fills a 30-foot-radius sphere centered on a point of your choice within range. The sphere spreads around corners and remains for the duration of the spell. Tortured spirits of the dead scream and attack all who are inside the sphere while blood-sucking worms crawl, squirming on the ground. The creatures in the sphere can see each other, but cannot see or be seen through the boundaries of the sphere. Additionally, the area within the sphere counts as difficult terrain.
When the sphere appears, the creatures within must make a Wisdom saving throw or take 2d10 psychic damage. If this damage reduces a creature to 0 hit points, the worms on the ground crawl inside its body, and the creature rises as a ghoul.
Roll initiative for the ghoul, which has its own turns. The ghoul always attacks the nearest creature. It remains for 1 minute or until it is destroyed.
Book of Beginnings
Undead: ?
Mummy: ?
Vizier Tor, Mummy of the Deep, Undead Monstrosity: Before Tor died, he was cursed by an ancient relic of the Shadowed Waste that cursed him to forever live as an undead monstrosity of himself.
Sir Cadogan Kerrington, Sword Wight: Cadogan arrived at the mine an hour later. He drew his greatsword and began his approach. Inside the mine he fought back giant spiders, goblin rovers, and a necromancer beginning to animate those who died working in the mine. However, just before he cut down the necromancer, he put a curse of Cadogan and his family to live forever as servants of the dead.
Skeleton: Cadogan arrived at the mine an hour later. He drew his greatsword and began his approach. Inside the mine he fought back giant spiders, goblin rovers, and a necromancer beginning to animate those who died working in the mine. However, just before he cut down the necromancer, he put a curse of Cadogan and his family to live forever as servants of the dead.
Undead Monstrosity: ?
Specter: ?
Wraith: ?
Mummy of the Deep: ?
Wight: The sound of a battle may alert the sea hag (location 4), GM discretion. She will use her soul bag to summon the vile soul within and force it to inhabit the corpse of a dead soldier that lies at location 2. The dead soldier arises immediately as a wight and seeks to attack the PCs.
The sea hag hides in the rear of the chamber and will release a soul she has trapped within her soul bag (see location 1). If the soul is released when the PCs enter, they will feel a rush of cold air blow past and the kelp fronds will momentarily sway as if breeze moved by. The soul will return in the form of a wight two rounds later unless this has previously occurred.
Zombie: A humanoid slain by [a sword 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.
Ghost: ?
Ghoul: The ghoul was formerly a drow spy in the employ of the Lloth. He was discovered and sealed in the barrow whereupon he begged the Lloth for help. Her answer was to make him [a] ghoul upon death.
The spy helped hide the fallen king in the secret mausoleum but was discovered and locked into the tomb to die. He begged the Lolth for help, but she cursed him to undeath as a ghoul.
The First Chief, Skeletal Hill Giant, Massive Fur-Clad Skeleton: ?
Mummified First Chief's Cave Bear: The first chief’s cave bear has been mummified and placed in this alcove.
Sword Wight: ?
Mummy: ?
Vizier Tor, Mummy of the Deep, Undead Monstrosity: Before Tor died, he was cursed by an ancient relic of the Shadowed Waste that cursed him to forever live as an undead monstrosity of himself.
Sir Cadogan Kerrington, Sword Wight: Cadogan arrived at the mine an hour later. He drew his greatsword and began his approach. Inside the mine he fought back giant spiders, goblin rovers, and a necromancer beginning to animate those who died working in the mine. However, just before he cut down the necromancer, he put a curse of Cadogan and his family to live forever as servants of the dead.
Skeleton: Cadogan arrived at the mine an hour later. He drew his greatsword and began his approach. Inside the mine he fought back giant spiders, goblin rovers, and a necromancer beginning to animate those who died working in the mine. However, just before he cut down the necromancer, he put a curse of Cadogan and his family to live forever as servants of the dead.
Undead Monstrosity: ?
Specter: ?
Wraith: ?
Mummy of the Deep: ?
Wight: The sound of a battle may alert the sea hag (location 4), GM discretion. She will use her soul bag to summon the vile soul within and force it to inhabit the corpse of a dead soldier that lies at location 2. The dead soldier arises immediately as a wight and seeks to attack the PCs.
The sea hag hides in the rear of the chamber and will release a soul she has trapped within her soul bag (see location 1). If the soul is released when the PCs enter, they will feel a rush of cold air blow past and the kelp fronds will momentarily sway as if breeze moved by. The soul will return in the form of a wight two rounds later unless this has previously occurred.
Zombie: A humanoid slain by [a sword 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.
Ghost: ?
Ghoul: The ghoul was formerly a drow spy in the employ of the Lloth. He was discovered and sealed in the barrow whereupon he begged the Lloth for help. Her answer was to make him [a] ghoul upon death.
The spy helped hide the fallen king in the secret mausoleum but was discovered and locked into the tomb to die. He begged the Lolth for help, but she cursed him to undeath as a ghoul.
The First Chief, Skeletal Hill Giant, Massive Fur-Clad Skeleton: ?
Mummified First Chief's Cave Bear: The first chief’s cave bear has been mummified and placed in this alcove.
Sword Wight: ?
Book of Binding
Undead: Occult Fate Binder power.
Incorporeal Undead: ?
Ghost: A ghost is a spirit of regret or woe which haunts a place following its death; the binder gives it a way to escape the confines of its place of death.
Spirit of Regret: ?
Spirit of Woe: ?
Haures, Ghost: ?
Vecna, Master of All That is Secret and Hidden: ?
Vecna, Cruel-Minded Lich: ?
Acererak, The Devourer, Demi-Lich: ?
Specter: ?
Poltergeist: ?
Kas, The Bloody Handed, Vampire: ?
Will-o'-the-Wisp: ?
Wraith: ?
Zombie: ?
Tenebrous, The Shadow That Was, Unholy Shadow: Some centuries ago, the great demon lord Orcus sought divinity and attained it. Slain and resurrected by a surge of negative energy, the corpulent demon arose as the gaunt Tenebrous, a god of darkness and undeath.
When the great demon lord Orcus was slain, a shadow named Tenebrous rose in his wake, setting off a chain of events that would nearly destroy the entire multiverse, beginning with Mechanus.
Empty Vessel
Starting at 13th level, you can expend the use of your Extra Vestige feature by binding it to a corpse or skeleton as a 10-minute ritual, animating the body as per the spell animate dead, but with the following differences:
• The undead gains all the features as it would being bound to the chosen vestige.
• The undead can ignore your mental commands if doing so would prevent it from acting in accordance with both influences of its bound vestige.
Incorporeal Undead: ?
Ghost: A ghost is a spirit of regret or woe which haunts a place following its death; the binder gives it a way to escape the confines of its place of death.
Spirit of Regret: ?
Spirit of Woe: ?
Haures, Ghost: ?
Vecna, Master of All That is Secret and Hidden: ?
Vecna, Cruel-Minded Lich: ?
Acererak, The Devourer, Demi-Lich: ?
Specter: ?
Poltergeist: ?
Kas, The Bloody Handed, Vampire: ?
Will-o'-the-Wisp: ?
Wraith: ?
Zombie: ?
Tenebrous, The Shadow That Was, Unholy Shadow: Some centuries ago, the great demon lord Orcus sought divinity and attained it. Slain and resurrected by a surge of negative energy, the corpulent demon arose as the gaunt Tenebrous, a god of darkness and undeath.
When the great demon lord Orcus was slain, a shadow named Tenebrous rose in his wake, setting off a chain of events that would nearly destroy the entire multiverse, beginning with Mechanus.
Empty Vessel
Starting at 13th level, you can expend the use of your Extra Vestige feature by binding it to a corpse or skeleton as a 10-minute ritual, animating the body as per the spell animate dead, but with the following differences:
• The undead gains all the features as it would being bound to the chosen vestige.
• The undead can ignore your mental commands if doing so would prevent it from acting in accordance with both influences of its bound vestige.
Book of Ebon Tides for 5th Edition
Darakhul General: ?
Darakhul General, Proud Commanding Darakhul, Hungry Dead: ?
Emperor Vilmos Marquering, The Black Fang, The Twilight Emperor, Darakhul General: ?
Undead, Undead Creature: ?
Shadow Creature: ?
Undead Dragon: ?
Undead Prince: ?
Darakhul, Ravenous Undead: ?
Ghoulish Undead: ?
Incorporeal Undead: ?
Major Undead: ?
Evil Undead: ?
Rampaging Undead: ?
Undead of Abnormal Size: ?
Undead Horror: ?
Banshee: ?
Ghast: Krail's Rot spell, 9th level spell slot.
Ghost: ?
Spirit of a Thing That Died in or Near Dark Water: Worse, the spirits of things that died in or near the water constitute a separate hazard. Spirit of a Thing That Died in or Near Dark Water, Hungry Spirit, Ghost, Spirit: Worse, the spirits of things that died in or near the water constitute a separate hazard.
Loris Treik, Ghost, Spirit: The inn’s most opulent room, called the Whispering Room by the staff, is haunted by the spirit of Loris Treik, a maiden who was seduced by Gunrik Stoll and murdered in the room by Stoll’s jealous human mistress, Hiernanda Kitza.
The Ghost of Keening Kanovar, Ghost: ?
Queen Kalaslurr, The Lady of Ash and Sorrow, Keening Mother of the North, Mistress of Snows, Keeper of the Winter Gate, Friend to the Seven Hands of Ice, Ghost: ?
Old King Usen, Ghost of Soriglass, Human Lord of a Long-Forgotten Land: ?
The Pale Innkeeper, Ghost of Soriglass, Human Woman: ?
Cursing Marbella, Ghost of Soriglass, Elven Woman: ?
The Watchman, Ghost of Soriglass, Human City Guard: ?
The Drowned Man, Ghost of Soriglass: ?
The Moaning Joker, Ghost of Soriglass, Gnomish Woman: ?
The Empty Princess, Ghost of Soriglass, Eyeless Princess: ?
The Gray Knight, Ghost of Soriglass, Silent Armored Knight With Helm and Sword: ?
The Gnawing Ogre, Ghost of Soriglass, Fat Spectral Ogre: ?
Ingortellek, Giant of the Ancients, Ghost of Soriglass, Red-Haired Giant: ?
Ghoul, Ordinary Ghoul, Lesser Ghoul: Krail's Rot spell, 7th level or higher spell slot.
Ghoulish Spellcaster: ?
Ghoul Pilgrim: ?
Ghoul, Corporeal Undead: ?
Darkness-Touched Ghoul: To the north and west of the Blackwood where the shadow fey dwell lies a great pit in the Shadow Realm’s landscape. A series of deep depressions gouge the dark earth, diving deep into thick shadows and darkened tunnels. In these Black Iron Depths thrives an exiled arm of the Ghoul Empire known as the Twilight Empire. These darkness-touched ghouls thrive in the shadow of the Ironcrags, searching for a way to breach the barrier between darkness and light. Their undead bodies absorb the essence of shadow through the flesh of their meals (shadow fey and other living creatures of the realm), and every ghoul of the Twilight Empire bears the mark of that shadow—their teeth appear pitch black.
Living flesh is scarce in the Shadow Realm, so while the darakhul still hunt the living denizens of the plane and maintain elaborate trade networks to secure living cargo from mortal lands, they have discovered that the crackling trees—an invasive species originating in Evermaw—can assuage much of their hunger, and they have learned to subsist on the blood-like sap drawn from these trees. This practice marks them though, for the corruption inherent in the flora causes a permanent blackening of the teeth, recession of the gums, and shriveling of the flesh around the mouth.
Renegade Ghoul, Ragged Ghoul: ?
Stout Ghoul: ?
Twilight Ghoul: ?
Ravenous Beggar Ghoul: ?
Ghoul Wizard: ?
Shadow Realm Ghoul: ?
Loyal Ghoul: ?
Ghoulish Follower: ?
Unclean Ghoul: ?
Allied Ghoul, Ghoul Ally: ?
Haunt: ?
Lich-King: ?
Lich: 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.
His Excellence Cilestros Margevan, High Priest of the Hunter, Lich: ?
Lich Lord: ?
Cave Dragon Lich: ?
Mummy: 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.
Stygian Shade: [T]he Stygian shades are simply the Shadow Realm’s unique form of the shades that appear anywhere that mortals dwell.
Mindless Shade: ?
Shade: ?
Devoted Shade of Kalaslurr, Undead Courtier: ?
Hungry Shade:
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.
Shadow, Undead Shadow: ?
Dark Servant Shadow: Dark Servant Circle of Shadows Druid power.
Skeleton: Santerr Illosi’s symbols include a stylized sickle-and-eye symbol, and sometimes, a small pile of finger bones is said to be one of her makeshift altars. Her sacred books include the Harvest of Souls for the Reapers, which describes the proper ceremonies and rituals for either burial or for preparing a cremation as well as discussions of simple necromancy, such as speaking with the dead and raising skeletons and zombies.
Allied Skeleton: ?
Specter: ?
Spirit: ?
Spirit of an Ancestor: ?
Spirit of the Dead: ?
Vampire, Creature That Suffers in the Sun: ?
Vampire: ?
Vampire Spawn: ?
Vampire, Corporeal Undead: ?
Wight: ?
Will-o'-Wisp: ?
Will-o'-Wisp, Unusual Guardian: ?
Wraith: ?
Tomarrich the Howler, His Spectral Majesty and High Lord of Soriglass, The Keeper of the Final Portal, Warden of the Violet Marshes, Lord Protector of the Boneyard Pass, Wraith: ?
Zombie: Santerr Illosi’s symbols include a stylized sickle-and-eye symbol, and sometimes, a small pile of finger bones is said to be one of her makeshift altars. Her sacred books include the Harvest of Souls for the Reapers, which describes the proper ceremonies and rituals for either burial or for preparing a cremation as well as discussions of simple necromancy, such as speaking with the dead and raising skeletons and zombies.
Krail's Rot spell.
Allied Zombie: ?
Crimson Mist: ?
Dark Father: ?
Dream Wraith: ?
Fear Liath: ?
Fierstjerren: ?
Flesh Reaver: ?
Ghost Dragon: ?
Ghost Dwarf: ?
Darakhul High Priestess: ?
Duke Eloghar Vorghesht, Regent of Evernight, Darakhul High Priest: ?
Darakhul Shadowmancer: ?
Necrophage Ghast: ?
Duchess Mikalea Soulreaper, Lorekeeper of Ossean, Necrophage Ghast: ?
Kassimir Valengurd the Confessor, adviser to the Black Iron Throne, Darakhul Necrophage: ?
Loyal Necrophage: ?
Darakhul Necrophage: ?
Necrophage Wizard: ?
Tar Ghoul: ?
Ghoulsteed: ?
Goreling: ?
Grave Behemoth: ?
Herald of Undeath: ?
Human God-King: ?
Hungry Ghost Preta: ?
Hungry Ghost Gaki-Jikininki: ?
Kulmking: ?
Lady in White: ?
Hierophant Lich: ?
Pact Lich: ?
Lost Minotaur: ?
Nachzehrer: ?
Seeping Death Skeleton: ?
Minor Phantom: ?
Phantom: ?
Quiet Soul: ?
Shadow River Lord: ?
Clacking Skeleton: ?
Monarch Skeleton: ?
Shadow Skeleton: ?
Skull Lantern: ?
Unhatched Wyrmling: ?
Unhatched: ?
Vampire Patrician: ?
Vampire Priestess: ?
Wind Eater: ?
Blood Zombie: ?
Lord Zombie: ?
Mold Zombie: ?
Nihileth Aboleth: ?
Bone Collective: ?
Bone Swarm: ?
Skin Bat: ?
Corpse Mound: ?
Corpse Mound, Mountain of Bodies: ?
Deathwisp: ?
Dissimortuum: ?
Drowned Maiden: ?
Fext: ?
Flutterflesh: ?
Beggar Ghoul: ?
Ravenous Beggar Ghoul: ?
Bonepowder Ghoul: ?
Darakhul Ghoul: Before the terrible scourge of darakhul fever transformed you into an undead creature, you belonged to another race.
Darakhul Ranger: ?
Darakhul Soldier: ?
Her Grace Tommika Telanni, Darakhul: ?
His Grace Ondros Paraselli, Darakhul: ?
Darakhul Pilgrim: ?
Darakhul Priestess: ?
First Captain Ingelmarr Rothand, Steward of Bargol’s Watch, Darakhul Gladiator: ?
Her Witchlight Resplendence Tiberessa Vert, Darakhul Priest: ?
His Carmine Eminence and High Patriarch of Zhurahk, Devros Perghallen, Darakhul Priest: ?
Kassimir Valengurd the Confessor, adviser to the Black Iron Throne, Darakhul Necrophage: ?
Protector of Souls Sen-Nefer, Darakhul Priest: ?
Imperial Darakhul: ?
Darakhul Sage: ?
Darakhul Scholar: ?
Elite Darakhul: ?
Darakhul Necrophage: ?
Elder Darakhul: ?
Darakhul Sorcerer: ?
Emperor of the Ghouls: ?
Imperial Ghoul: ?
Iron Ghoul: ?
Grim Jester: ?
Haugbui: ?
Lich Hound: ?
Mask Wight: ?
Mavka: ?
Venemous Mummy: ?
Myling: ?
Putrid Haunt: ?
Rotting Wind: ?
Rusalka: ?
Sarcophagus Slime: ?
Shroud: ?
Spectral Guardian: ?
Arcane Spectral Guardian: ?
Wolf Spirit Swarm: ?
Vaettir: ?
Wormhearted Suffragan: ?
Ghost Knight: ?
Vampire Warlock: ?
Cackling Skeleton: ?
Husk: ?
Dragon Skeleton: ?
Swordbreaker Skeleton: ?
Dragon Zombie: ?
Virtuoso Lich: ?
Psychic Vampire: ?
Wicked Skull: ?
Ghoul Bat: ?
Darakhul Spy: ?
Bloated Ghoul: ?
Darakhul Captain: ?
Toress Bonespitter, Darakhul Captain: ?
Duchess Angvyr Ssetha the Lady of Chains, Slave Mistress of Chaingard, Darakhul Captain: ?
Duke Borag the Executioner, Warlord of Gallwheor, Darakhul Captain: ?
Duke Wierdunn Bonehand, Warden of Blackstone, Darakhul Captain: ?
Most Devout Steward and Head Chamberlain Porthan Villeros, Shade Apostle: ?
Her Luminance Ingalla Vert, pantheist priestess of Hecate and Santerr Illosi, Darakhul First Servant: ?
Krail’s Rot
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Concentration, up to 1 minute
You target a creature of your choice within range with a wasting of the flesh. Your target must succeed on a Constitution saving throw or take 3d8 necrotic damage at the beginning of each of its turns for the duration. A target reduced to 0 hit points while under the effects of this spell has disadvantage on its death saving throws.
If your target dies, you can raise it as a zombie as a bonus action on your turn and can use a bonus action on each of your subsequent turns to mentally command it as long as you are within 60 feet of it. If you command multiple undead as a result of multiple castings of this spell or similar spells like animate dead, you can command any or all of them at the same time using the same bonus action, 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 expend a spell slot of 5th level or higher before the current 24-hour period ends. At Higher Levels. If you cast this spell using a 7th-level spell slot, your target takes 6d8 necrotic damage at the beginning of each of its turns and animates as a ghoul if it dies. If you cast it using a 9th-level spell slot, it takes 9d8 necrotic damage and animates as a ghast if it dies.
DARK SERVANT
At 6th level, you gain the ability to awaken shadows to do your bidding. As a bonus action, you can target a creature that you can see within 30 feet. That creature’s shadow comes to life as a separate creature under your command, using the shadow stat block.
The shadow appears in an unoccupied space within 5 feet of the target and can act immediately. The shadow acts on your initiative, it must spend its turn moving toward the target by the most direct route, and it can use its action only to attack the target (and no action is required by you to command the shadow). If the shadow hits with an attack, instead of doing any damage, the target instead has disadvantage on the first attack or saving throw it makes before the start of the shadow’s next turn.
The shadow disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Darakhul General, Proud Commanding Darakhul, Hungry Dead: ?
Emperor Vilmos Marquering, The Black Fang, The Twilight Emperor, Darakhul General: ?
Undead, Undead Creature: ?
Shadow Creature: ?
Undead Dragon: ?
Undead Prince: ?
Darakhul, Ravenous Undead: ?
Ghoulish Undead: ?
Incorporeal Undead: ?
Major Undead: ?
Evil Undead: ?
Rampaging Undead: ?
Undead of Abnormal Size: ?
Undead Horror: ?
Banshee: ?
Ghast: Krail's Rot spell, 9th level spell slot.
Ghost: ?
Spirit of a Thing That Died in or Near Dark Water: Worse, the spirits of things that died in or near the water constitute a separate hazard. Spirit of a Thing That Died in or Near Dark Water, Hungry Spirit, Ghost, Spirit: Worse, the spirits of things that died in or near the water constitute a separate hazard.
Loris Treik, Ghost, Spirit: The inn’s most opulent room, called the Whispering Room by the staff, is haunted by the spirit of Loris Treik, a maiden who was seduced by Gunrik Stoll and murdered in the room by Stoll’s jealous human mistress, Hiernanda Kitza.
The Ghost of Keening Kanovar, Ghost: ?
Queen Kalaslurr, The Lady of Ash and Sorrow, Keening Mother of the North, Mistress of Snows, Keeper of the Winter Gate, Friend to the Seven Hands of Ice, Ghost: ?
Old King Usen, Ghost of Soriglass, Human Lord of a Long-Forgotten Land: ?
The Pale Innkeeper, Ghost of Soriglass, Human Woman: ?
Cursing Marbella, Ghost of Soriglass, Elven Woman: ?
The Watchman, Ghost of Soriglass, Human City Guard: ?
The Drowned Man, Ghost of Soriglass: ?
The Moaning Joker, Ghost of Soriglass, Gnomish Woman: ?
The Empty Princess, Ghost of Soriglass, Eyeless Princess: ?
The Gray Knight, Ghost of Soriglass, Silent Armored Knight With Helm and Sword: ?
The Gnawing Ogre, Ghost of Soriglass, Fat Spectral Ogre: ?
Ingortellek, Giant of the Ancients, Ghost of Soriglass, Red-Haired Giant: ?
Ghoul, Ordinary Ghoul, Lesser Ghoul: Krail's Rot spell, 7th level or higher spell slot.
Ghoulish Spellcaster: ?
Ghoul Pilgrim: ?
Ghoul, Corporeal Undead: ?
Darkness-Touched Ghoul: To the north and west of the Blackwood where the shadow fey dwell lies a great pit in the Shadow Realm’s landscape. A series of deep depressions gouge the dark earth, diving deep into thick shadows and darkened tunnels. In these Black Iron Depths thrives an exiled arm of the Ghoul Empire known as the Twilight Empire. These darkness-touched ghouls thrive in the shadow of the Ironcrags, searching for a way to breach the barrier between darkness and light. Their undead bodies absorb the essence of shadow through the flesh of their meals (shadow fey and other living creatures of the realm), and every ghoul of the Twilight Empire bears the mark of that shadow—their teeth appear pitch black.
Living flesh is scarce in the Shadow Realm, so while the darakhul still hunt the living denizens of the plane and maintain elaborate trade networks to secure living cargo from mortal lands, they have discovered that the crackling trees—an invasive species originating in Evermaw—can assuage much of their hunger, and they have learned to subsist on the blood-like sap drawn from these trees. This practice marks them though, for the corruption inherent in the flora causes a permanent blackening of the teeth, recession of the gums, and shriveling of the flesh around the mouth.
Renegade Ghoul, Ragged Ghoul: ?
Stout Ghoul: ?
Twilight Ghoul: ?
Ravenous Beggar Ghoul: ?
Ghoul Wizard: ?
Shadow Realm Ghoul: ?
Loyal Ghoul: ?
Ghoulish Follower: ?
Unclean Ghoul: ?
Allied Ghoul, Ghoul Ally: ?
Haunt: ?
Lich-King: ?
Lich: 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.
His Excellence Cilestros Margevan, High Priest of the Hunter, Lich: ?
Lich Lord: ?
Cave Dragon Lich: ?
Mummy: 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.
Stygian Shade: [T]he Stygian shades are simply the Shadow Realm’s unique form of the shades that appear anywhere that mortals dwell.
Mindless Shade: ?
Shade: ?
Devoted Shade of Kalaslurr, Undead Courtier: ?
Hungry Shade:
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.
Shadow, Undead Shadow: ?
Dark Servant Shadow: Dark Servant Circle of Shadows Druid power.
Skeleton: Santerr Illosi’s symbols include a stylized sickle-and-eye symbol, and sometimes, a small pile of finger bones is said to be one of her makeshift altars. Her sacred books include the Harvest of Souls for the Reapers, which describes the proper ceremonies and rituals for either burial or for preparing a cremation as well as discussions of simple necromancy, such as speaking with the dead and raising skeletons and zombies.
Allied Skeleton: ?
Specter: ?
Spirit: ?
Spirit of an Ancestor: ?
Spirit of the Dead: ?
Vampire, Creature That Suffers in the Sun: ?
Vampire: ?
Vampire Spawn: ?
Vampire, Corporeal Undead: ?
Wight: ?
Will-o'-Wisp: ?
Will-o'-Wisp, Unusual Guardian: ?
Wraith: ?
Tomarrich the Howler, His Spectral Majesty and High Lord of Soriglass, The Keeper of the Final Portal, Warden of the Violet Marshes, Lord Protector of the Boneyard Pass, Wraith: ?
Zombie: Santerr Illosi’s symbols include a stylized sickle-and-eye symbol, and sometimes, a small pile of finger bones is said to be one of her makeshift altars. Her sacred books include the Harvest of Souls for the Reapers, which describes the proper ceremonies and rituals for either burial or for preparing a cremation as well as discussions of simple necromancy, such as speaking with the dead and raising skeletons and zombies.
Krail's Rot spell.
Allied Zombie: ?
Crimson Mist: ?
Dark Father: ?
Dream Wraith: ?
Fear Liath: ?
Fierstjerren: ?
Flesh Reaver: ?
Ghost Dragon: ?
Ghost Dwarf: ?
Darakhul High Priestess: ?
Duke Eloghar Vorghesht, Regent of Evernight, Darakhul High Priest: ?
Darakhul Shadowmancer: ?
Necrophage Ghast: ?
Duchess Mikalea Soulreaper, Lorekeeper of Ossean, Necrophage Ghast: ?
Kassimir Valengurd the Confessor, adviser to the Black Iron Throne, Darakhul Necrophage: ?
Loyal Necrophage: ?
Darakhul Necrophage: ?
Necrophage Wizard: ?
Tar Ghoul: ?
Ghoulsteed: ?
Goreling: ?
Grave Behemoth: ?
Herald of Undeath: ?
Human God-King: ?
Hungry Ghost Preta: ?
Hungry Ghost Gaki-Jikininki: ?
Kulmking: ?
Lady in White: ?
Hierophant Lich: ?
Pact Lich: ?
Lost Minotaur: ?
Nachzehrer: ?
Seeping Death Skeleton: ?
Minor Phantom: ?
Phantom: ?
Quiet Soul: ?
Shadow River Lord: ?
Clacking Skeleton: ?
Monarch Skeleton: ?
Shadow Skeleton: ?
Skull Lantern: ?
Unhatched Wyrmling: ?
Unhatched: ?
Vampire Patrician: ?
Vampire Priestess: ?
Wind Eater: ?
Blood Zombie: ?
Lord Zombie: ?
Mold Zombie: ?
Nihileth Aboleth: ?
Bone Collective: ?
Bone Swarm: ?
Skin Bat: ?
Corpse Mound: ?
Corpse Mound, Mountain of Bodies: ?
Deathwisp: ?
Dissimortuum: ?
Drowned Maiden: ?
Fext: ?
Flutterflesh: ?
Beggar Ghoul: ?
Ravenous Beggar Ghoul: ?
Bonepowder Ghoul: ?
Darakhul Ghoul: Before the terrible scourge of darakhul fever transformed you into an undead creature, you belonged to another race.
Darakhul Ranger: ?
Darakhul Soldier: ?
Her Grace Tommika Telanni, Darakhul: ?
His Grace Ondros Paraselli, Darakhul: ?
Darakhul Pilgrim: ?
Darakhul Priestess: ?
First Captain Ingelmarr Rothand, Steward of Bargol’s Watch, Darakhul Gladiator: ?
Her Witchlight Resplendence Tiberessa Vert, Darakhul Priest: ?
His Carmine Eminence and High Patriarch of Zhurahk, Devros Perghallen, Darakhul Priest: ?
Kassimir Valengurd the Confessor, adviser to the Black Iron Throne, Darakhul Necrophage: ?
Protector of Souls Sen-Nefer, Darakhul Priest: ?
Imperial Darakhul: ?
Darakhul Sage: ?
Darakhul Scholar: ?
Elite Darakhul: ?
Darakhul Necrophage: ?
Elder Darakhul: ?
Darakhul Sorcerer: ?
Emperor of the Ghouls: ?
Imperial Ghoul: ?
Iron Ghoul: ?
Grim Jester: ?
Haugbui: ?
Lich Hound: ?
Mask Wight: ?
Mavka: ?
Venemous Mummy: ?
Myling: ?
Putrid Haunt: ?
Rotting Wind: ?
Rusalka: ?
Sarcophagus Slime: ?
Shroud: ?
Spectral Guardian: ?
Arcane Spectral Guardian: ?
Wolf Spirit Swarm: ?
Vaettir: ?
Wormhearted Suffragan: ?
Ghost Knight: ?
Vampire Warlock: ?
Cackling Skeleton: ?
Husk: ?
Dragon Skeleton: ?
Swordbreaker Skeleton: ?
Dragon Zombie: ?
Virtuoso Lich: ?
Psychic Vampire: ?
Wicked Skull: ?
Ghoul Bat: ?
Darakhul Spy: ?
Bloated Ghoul: ?
Darakhul Captain: ?
Toress Bonespitter, Darakhul Captain: ?
Duchess Angvyr Ssetha the Lady of Chains, Slave Mistress of Chaingard, Darakhul Captain: ?
Duke Borag the Executioner, Warlord of Gallwheor, Darakhul Captain: ?
Duke Wierdunn Bonehand, Warden of Blackstone, Darakhul Captain: ?
Most Devout Steward and Head Chamberlain Porthan Villeros, Shade Apostle: ?
Her Luminance Ingalla Vert, pantheist priestess of Hecate and Santerr Illosi, Darakhul First Servant: ?
Krail’s Rot
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Concentration, up to 1 minute
You target a creature of your choice within range with a wasting of the flesh. Your target must succeed on a Constitution saving throw or take 3d8 necrotic damage at the beginning of each of its turns for the duration. A target reduced to 0 hit points while under the effects of this spell has disadvantage on its death saving throws.
If your target dies, you can raise it as a zombie as a bonus action on your turn and can use a bonus action on each of your subsequent turns to mentally command it as long as you are within 60 feet of it. If you command multiple undead as a result of multiple castings of this spell or similar spells like animate dead, you can command any or all of them at the same time using the same bonus action, 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 expend a spell slot of 5th level or higher before the current 24-hour period ends. At Higher Levels. If you cast this spell using a 7th-level spell slot, your target takes 6d8 necrotic damage at the beginning of each of its turns and animates as a ghoul if it dies. If you cast it using a 9th-level spell slot, it takes 9d8 necrotic damage and animates as a ghast if it dies.
DARK SERVANT
At 6th level, you gain the ability to awaken shadows to do your bidding. As a bonus action, you can target a creature that you can see within 30 feet. That creature’s shadow comes to life as a separate creature under your command, using the shadow stat block.
The shadow appears in an unoccupied space within 5 feet of the target and can act immediately. The shadow acts on your initiative, it must spend its turn moving toward the target by the most direct route, and it can use its action only to attack the target (and no action is required by you to command the shadow). If the shadow hits with an attack, instead of doing any damage, the target instead has disadvantage on the first attack or saving throw it makes before the start of the shadow’s next turn.
The shadow disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Book of Lairs 5e
Charissa, Drowned Maiden: The young woman, Charissa, is a drowned maiden who was killed several weeks ago in one of Captain Jarzon’s foul rites.
She was taken from her home some time ago. She doesn’t know how long.
She was drowned in the sea as part of some ritual, her body left to drift with the tide.
The captain is a religious figure to the pirates.
When she died, a cold and unwholesome force wrapped itself around her soul.
Shroud: Other sacrificial victims.
Captain Jarzon, Specter: ?
Zaeriez, Conniving Rusalka: ?
Sarcophogus Slime: ?
Rotting Wind: ?
Scorpion Prince, Venomous Mummy: ?
Banshee: ?
The Black Prince, Fext: An ancient warlock king known as the King in Silver, whose patron was Death itself, knew he was growing old and would soon die. The aging king pledged the souls of his two sons, the Black Prince and the Red Prince, to Death in exchange for his own eternal life. As the final words of the pledge passed his lips, the old king collapsed to the ground, dead. Elsewhere in the castle, the two young princes died suddenly in their sleep. All three were interred in the royal crypt within a nearby burial mound. Ultimately, the king got what he asked for—he and his sons were returned to life as fext in the service of Death itself.
Lich Hound: ?
The King in Silver, Fext: An ancient warlock king known as the King in Silver, whose patron was Death itself, knew he was growing old and would soon die. The aging king pledged the souls of his two sons, the Black Prince and the Red Prince, to Death in exchange for his own eternal life. As the final words of the pledge passed his lips, the old king collapsed to the ground, dead. Elsewhere in the castle, the two young princes died suddenly in their sleep. All three were interred in the royal crypt within a nearby burial mound. Ultimately, the king got what he asked for—he and his sons were returned to life as fext in the service of Death itself.
The Red Prince, Fext: An ancient warlock king known as the King in Silver, whose patron was Death itself, knew he was growing old and would soon die. The aging king pledged the souls of his two sons, the Black Prince and the Red Prince, to Death in exchange for his own eternal life. As the final words of the pledge passed his lips, the old king collapsed to the ground, dead. Elsewhere in the castle, the two young princes died suddenly in their sleep. All three were interred in the royal crypt within a nearby burial mound. Ultimately, the king got what he asked for—he and his sons were returned to life as fext in the service of Death itself.
Wraith: ?
Kreena Mukgrim, Wraith: The tortured souls of the slain clan leaders, the wraiths appear as the duergar did in life.
Ynoh Mukgrim, Wraith: The tortured souls of the slain clan leaders, the wraiths appear as the duergar did in life.
Arinam Mukgrim, Wraith: The tortured souls of the slain clan leaders, the wraiths appear as the duergar did in life.
Thrua Mukgrim, Wraith: The tortured souls of the slain clan leaders, the wraiths appear as the duergar did in life.
Ogel Mukgrim, Wraith: The tortured souls of the slain clan leaders, the wraiths appear as the duergar did in life.
Bone Swarm: ?
Undead Aboleth: ?
Nihileth: ?
Undead Aberration: ?
Nihilethic Zombie: ?
Lurching Zombie: ?
Swarm of Skinbats: ?
Zombie: ?
Bone Collective: ?
Lich: ?
Undead Horror: ?
Undead: ?
Jumbled Skeletons: ?
Minotaur Skeleton: ?
Darakhul Ghoul: ?
Iron Ghoul, The Iron Marshall: ?
Putrid Haunt: ?
Imperial Ghoul: ?
Iron Ghoul, Officer Naragal, Ghoulish Captain: ?
Inimical Undead: ?
Valeed Al-Zalam, Vampire Warlock: ?
Dismortuum: ?
Brother Qayoom the Eternal, Wispy Shroud, Simple Haunt: ?
Corpse Mound: ?
Spectral Guardian: ?
Dwarf-Sized Shadow: Three dwarf-sized shadows, the spiritual remains of the woodcutters.
She was taken from her home some time ago. She doesn’t know how long.
She was drowned in the sea as part of some ritual, her body left to drift with the tide.
The captain is a religious figure to the pirates.
When she died, a cold and unwholesome force wrapped itself around her soul.
Shroud: Other sacrificial victims.
Captain Jarzon, Specter: ?
Zaeriez, Conniving Rusalka: ?
Sarcophogus Slime: ?
Rotting Wind: ?
Scorpion Prince, Venomous Mummy: ?
Banshee: ?
The Black Prince, Fext: An ancient warlock king known as the King in Silver, whose patron was Death itself, knew he was growing old and would soon die. The aging king pledged the souls of his two sons, the Black Prince and the Red Prince, to Death in exchange for his own eternal life. As the final words of the pledge passed his lips, the old king collapsed to the ground, dead. Elsewhere in the castle, the two young princes died suddenly in their sleep. All three were interred in the royal crypt within a nearby burial mound. Ultimately, the king got what he asked for—he and his sons were returned to life as fext in the service of Death itself.
Lich Hound: ?
The King in Silver, Fext: An ancient warlock king known as the King in Silver, whose patron was Death itself, knew he was growing old and would soon die. The aging king pledged the souls of his two sons, the Black Prince and the Red Prince, to Death in exchange for his own eternal life. As the final words of the pledge passed his lips, the old king collapsed to the ground, dead. Elsewhere in the castle, the two young princes died suddenly in their sleep. All three were interred in the royal crypt within a nearby burial mound. Ultimately, the king got what he asked for—he and his sons were returned to life as fext in the service of Death itself.
The Red Prince, Fext: An ancient warlock king known as the King in Silver, whose patron was Death itself, knew he was growing old and would soon die. The aging king pledged the souls of his two sons, the Black Prince and the Red Prince, to Death in exchange for his own eternal life. As the final words of the pledge passed his lips, the old king collapsed to the ground, dead. Elsewhere in the castle, the two young princes died suddenly in their sleep. All three were interred in the royal crypt within a nearby burial mound. Ultimately, the king got what he asked for—he and his sons were returned to life as fext in the service of Death itself.
Wraith: ?
Kreena Mukgrim, Wraith: The tortured souls of the slain clan leaders, the wraiths appear as the duergar did in life.
Ynoh Mukgrim, Wraith: The tortured souls of the slain clan leaders, the wraiths appear as the duergar did in life.
Arinam Mukgrim, Wraith: The tortured souls of the slain clan leaders, the wraiths appear as the duergar did in life.
Thrua Mukgrim, Wraith: The tortured souls of the slain clan leaders, the wraiths appear as the duergar did in life.
Ogel Mukgrim, Wraith: The tortured souls of the slain clan leaders, the wraiths appear as the duergar did in life.
Bone Swarm: ?
Undead Aboleth: ?
Nihileth: ?
Undead Aberration: ?
Nihilethic Zombie: ?
Lurching Zombie: ?
Swarm of Skinbats: ?
Zombie: ?
Bone Collective: ?
Lich: ?
Undead Horror: ?
Undead: ?
Jumbled Skeletons: ?
Minotaur Skeleton: ?
Darakhul Ghoul: ?
Iron Ghoul, The Iron Marshall: ?
Putrid Haunt: ?
Imperial Ghoul: ?
Iron Ghoul, Officer Naragal, Ghoulish Captain: ?
Inimical Undead: ?
Valeed Al-Zalam, Vampire Warlock: ?
Dismortuum: ?
Brother Qayoom the Eternal, Wispy Shroud, Simple Haunt: ?
Corpse Mound: ?
Spectral Guardian: ?
Dwarf-Sized Shadow: Three dwarf-sized shadows, the spiritual remains of the woodcutters.
Book of Lost Spells for Fifth Edition
Crypt Thing: Create Crypt Thing spell.
Skeleton, Undead Skeleton: Crew with the Dead spell.
Animated Skeleton: ?
Zombie: Crew with the Dead spell.
Zombify Self spell.
Animated Corpse: Crew with the Dead spell.
Shadow, Standard Shadow: Devouring Darkness spell.
Infuse Shadow spell.
Umbral Touch spell.
Umbral Weapon spell.
Ghoul: Transform Zombie spell.
Create Crypt Thing
7th-level necromancy
Cleric, Wizard
Components: V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 100 gp)
Casting Time: 1 action
Duration: Permanent
Range: 30 ft.
Area of Effect: 1 corpse
Saving Throw: None
You animate one medium or large corpse you can see into a crypt thing (see Fifth Edition Foes from Frog God Games). The newly-created crypt thing guards the area where it was created.
Crew with the Dead
6th-level necromancy
Warlock, Wizard
Components: V, S
Casting Time: 10 minutes
Duration: 24 hours
Range: Self
Area of Effect: All dead humanoids within 60 ft. of you
Saving Throw: None
You animate all dead humanoid creatures you can see within 60 feet of yourself to act as a crew for a ship or boat. Treat the animated corpses as zombies or skeletons, as appropriate. They have a +8 bonus on skill checks related to crewing the ship, but they are incapable of doing anything else. They must be constantly commanded (by your mental commands) or they do nothing. If your concentration is broken, they halt their activity immediately and you must spend an action to regain control over them.
The undead crew does not fight, even if commanded to do so. If instructed to do anything but operate a boat, they simply stand in place, doing nothing.
Devouring Darkness
5th-level conjuration
Sorcerer, Wizard
Components: V, S
Casting Time: 1 action
Duration: 1 minute
Range: 150 ft.
Area of Effect: Sphere, 20-ft. radius
Saving Throw: Con / half damage
A cloud of darkness erupts from a point that you can see. The cloud fills a 20-foot-radius sphere around the target point. Everything inside the affected area is heavily obscured. Each creature in the cloud when it appears takes 8d6 necrotic damage, or half damage with a successful Constitution saving throw.
Creatures slain by devouring darkness rise 1d4 rounds later as shadows.
Infuse Shadow
4th-level necromancy
Cleric, Wizard
Components: V, S
Casting Time: 1 action
Duration: Permanent
Range: 60 ft.
Area of Effect: 1 shadow
Saving Throw: None
You infuse shadow-stuff into one living creature’s shadow that you can see. The shadow then animates and is under your control. It uses the standard stat block for a shadow. As a bonus action on each of your turns, you can mentally command the shadow if it is within 120 feet of you. You decide where it will move and what its action will be. Alternatively, you can give it a general order such as “guard this area.” If it has no orders to follow, it only defends itself against hostile creatures. Once given an order, the shadow continues following it until that order is complete. After 24 hours, the shadow is no
longer under your control; it becomes a free-willed undead.
The original creature regains a shadow over the next 24 hours. It appears faintly after one hour, then gradually intensifies until it casts a normal shadow again.
Transform Zombie
5th-level necromancy
Wizard
Components: V, S, M (a bone from a ghoul)
Casting Time: 1 action
Duration: Permanent
Range: Touch
Area of Effect: 1 zombie
Saving Throw: None
One zombie that you touch becomes a ghoul. If you previously had control of the zombie, you retain control of the ghoul.
Umbral Touch
4th-level necromancy
Cleric, Wizard
Components: V, S
Casting Time: 1 action
Duration: 1 minute
Range: Self
Area of Effect: Self
Saving Throw: None
You gain a Strength-draining attack. As an action, you can make a melee spell attack against one creature within your reach. If you hit, the creature loses 1d4 points of Strength. If the creature is reduced to 0 Strength, it dies; 1d4 rounds later, it reanimates as a shadow under your control, with the stats of a standard shadow.
Umbral Weapon
5th-level necromancy
Wizard
Components: V, S
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute
Range: Self
Area of Effect: Self
Saving Throw: None
You reach into nearby shadows and use them to create a blade made of shadow-stuff. The blade can resemble any weapon you are proficient with. For the duration of the spell, you can wield the umbral weapon like a normal melee weapon, but you use your spellcasting ability and spell attack bonus when attacking. The weapon does 3d8 necrotic damage, and the target loses 1 point of Strength unless it makes a successful Constitution saving throw. The umbral weapon gains a +3 bonus to damage for every point of Strength it drains. A creature reduced to 0 Strength by this blade dies instantly, and rises in 2d4 rounds as a shadow.
The blade disappears if you let go of it, but during the spell’s duration, you can create it again in your hand with a bonus action.
Zombify Self
4th-level necromancy
Wizard
Components: V, S, M (a piece of zombie flesh)
Casting Time: 1 action
Duration: 10 minutes
Range: Self
Area of Effect: Self
Saving Throw: None
Your flesh becomes corrupt and dead as your body transforms into that of a zombie. You become immune to poison, paralysis, stun, disease, and unconsciousness for the duration of the spell. You also lose 4 points of Dexterity and have tactical disadvantage on Charisma checks used to interact with others.
You can end the spell as a bonus action. When the spell ends, you take 5d8 necrotic damage, or no damage if you make a successful Constitution saving throw.
Skeleton, Undead Skeleton: Crew with the Dead spell.
Animated Skeleton: ?
Zombie: Crew with the Dead spell.
Zombify Self spell.
Animated Corpse: Crew with the Dead spell.
Shadow, Standard Shadow: Devouring Darkness spell.
Infuse Shadow spell.
Umbral Touch spell.
Umbral Weapon spell.
Ghoul: Transform Zombie spell.
Create Crypt Thing
7th-level necromancy
Cleric, Wizard
Components: V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 100 gp)
Casting Time: 1 action
Duration: Permanent
Range: 30 ft.
Area of Effect: 1 corpse
Saving Throw: None
You animate one medium or large corpse you can see into a crypt thing (see Fifth Edition Foes from Frog God Games). The newly-created crypt thing guards the area where it was created.
Crew with the Dead
6th-level necromancy
Warlock, Wizard
Components: V, S
Casting Time: 10 minutes
Duration: 24 hours
Range: Self
Area of Effect: All dead humanoids within 60 ft. of you
Saving Throw: None
You animate all dead humanoid creatures you can see within 60 feet of yourself to act as a crew for a ship or boat. Treat the animated corpses as zombies or skeletons, as appropriate. They have a +8 bonus on skill checks related to crewing the ship, but they are incapable of doing anything else. They must be constantly commanded (by your mental commands) or they do nothing. If your concentration is broken, they halt their activity immediately and you must spend an action to regain control over them.
The undead crew does not fight, even if commanded to do so. If instructed to do anything but operate a boat, they simply stand in place, doing nothing.
Devouring Darkness
5th-level conjuration
Sorcerer, Wizard
Components: V, S
Casting Time: 1 action
Duration: 1 minute
Range: 150 ft.
Area of Effect: Sphere, 20-ft. radius
Saving Throw: Con / half damage
A cloud of darkness erupts from a point that you can see. The cloud fills a 20-foot-radius sphere around the target point. Everything inside the affected area is heavily obscured. Each creature in the cloud when it appears takes 8d6 necrotic damage, or half damage with a successful Constitution saving throw.
Creatures slain by devouring darkness rise 1d4 rounds later as shadows.
Infuse Shadow
4th-level necromancy
Cleric, Wizard
Components: V, S
Casting Time: 1 action
Duration: Permanent
Range: 60 ft.
Area of Effect: 1 shadow
Saving Throw: None
You infuse shadow-stuff into one living creature’s shadow that you can see. The shadow then animates and is under your control. It uses the standard stat block for a shadow. As a bonus action on each of your turns, you can mentally command the shadow if it is within 120 feet of you. You decide where it will move and what its action will be. Alternatively, you can give it a general order such as “guard this area.” If it has no orders to follow, it only defends itself against hostile creatures. Once given an order, the shadow continues following it until that order is complete. After 24 hours, the shadow is no
longer under your control; it becomes a free-willed undead.
The original creature regains a shadow over the next 24 hours. It appears faintly after one hour, then gradually intensifies until it casts a normal shadow again.
Transform Zombie
5th-level necromancy
Wizard
Components: V, S, M (a bone from a ghoul)
Casting Time: 1 action
Duration: Permanent
Range: Touch
Area of Effect: 1 zombie
Saving Throw: None
One zombie that you touch becomes a ghoul. If you previously had control of the zombie, you retain control of the ghoul.
Umbral Touch
4th-level necromancy
Cleric, Wizard
Components: V, S
Casting Time: 1 action
Duration: 1 minute
Range: Self
Area of Effect: Self
Saving Throw: None
You gain a Strength-draining attack. As an action, you can make a melee spell attack against one creature within your reach. If you hit, the creature loses 1d4 points of Strength. If the creature is reduced to 0 Strength, it dies; 1d4 rounds later, it reanimates as a shadow under your control, with the stats of a standard shadow.
Umbral Weapon
5th-level necromancy
Wizard
Components: V, S
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute
Range: Self
Area of Effect: Self
Saving Throw: None
You reach into nearby shadows and use them to create a blade made of shadow-stuff. The blade can resemble any weapon you are proficient with. For the duration of the spell, you can wield the umbral weapon like a normal melee weapon, but you use your spellcasting ability and spell attack bonus when attacking. The weapon does 3d8 necrotic damage, and the target loses 1 point of Strength unless it makes a successful Constitution saving throw. The umbral weapon gains a +3 bonus to damage for every point of Strength it drains. A creature reduced to 0 Strength by this blade dies instantly, and rises in 2d4 rounds as a shadow.
The blade disappears if you let go of it, but during the spell’s duration, you can create it again in your hand with a bonus action.
Zombify Self
4th-level necromancy
Wizard
Components: V, S, M (a piece of zombie flesh)
Casting Time: 1 action
Duration: 10 minutes
Range: Self
Area of Effect: Self
Saving Throw: None
Your flesh becomes corrupt and dead as your body transforms into that of a zombie. You become immune to poison, paralysis, stun, disease, and unconsciousness for the duration of the spell. You also lose 4 points of Dexterity and have tactical disadvantage on Charisma checks used to interact with others.
You can end the spell as a bonus action. When the spell ends, you take 5d8 necrotic damage, or no damage if you make a successful Constitution saving throw.
Book of True Evil (5E)
Undead Familiar: ?
Devilish Undead Familiar: ?
Demonic Undead Familiar: ?
Skeletal Undead: ?
Corporeal Undead: ?
Occultist Vampire: Empowered by mystical rituals, unnatural science, or otherworldly forces, occultists are thought by most to be monsters, shunned and feared by society. Some seek this power out while others have it foisted upon them, but not all of these individuals are beholden to their base desires and some lead lives that are a boon for a society rather than bane.
Occultists are the stuff of dark secrecy and fell power, things of legend and forbidden lore. Becoming one of these otherworldly creatures is sometimes the ultimate goal of a cultist, drinking the blood of an existing occultist or engaging in strange rituals to fully realize their power. To others it is a curse bestowed by bloodline or destiny, a burden that strengthens itself through hardship.
Many of the fell adventurers that resist their inner natures are raised far from civilization or hidden away from the world in utter secrecy, tainted by otherworldly power inherited from their reclusive parents or bestowed upon them by fate and the workings of cults.
The first thing to decide when making an occultist is the source of your character’s abilities: did they seek out their dark path or was it forced on them by destiny? They might have discovered a dark object or accidentally happened into a nexus of otherworldly energies, stumbling into a ritual or coming upon the decaying essence of a dying monstrous entity looking for a new soul to tether to itself. Perhaps your character has always sought out power regardless of its source, seeking it out with others in a cult only
to be the one that unlocks the secrets of the order. Maybe instead your parents were occultists and in a moment of panic you realized your unnatural inherited talents.
Infused with unholy energies and driven by a thirst for blood, you are slowly becoming a true master of the night and one of the most powerful types of undead.
Occultist Master of the Night power.
Dark Transformation Lich: A person obsessed with becoming a lich may be consumed with a hunger for more powerful magic or to attain immortality. The threat of a mundane life or death is anathema to such an individual. These mages and mystics tend to live isolated lives, spending all their waking hours studying the lore of undeath’s masters. Intensive research over hundreds and thousands of hours take a toll on their bodies, leaving gaunt and sickly figures akin to a corpse. Upon the end of their dark transformation, the spellcaster completes their goal, becoming something fully versed in arcana and beyond death. Though they resemble liches in nature, even after their dramatic change these creatures must still spend decades before learning the secrets of phylacteries and complete lichdom.
Prerequisites. Intelligence 15 or higher, Undead Attunement feat, ability to cast arcane spells.
Dark Ritual. Tie off blood flow to one of your extremities until it undergoes necrosis, then revitalize and restore animation to the limb with a smaller ritual that takes place over one day. Complete this process for all of your major extremities.
Dark Apotheosis: Lich Dark Transformation power.
Dalvora Yalyz, Half-Dragon Lich: ?
Unquiet Dead: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Haunt: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Mummmified Form Covered in Script: ?
Entropy-Eyed Skeletal Lord: ?
Undead: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Vampire: ?
Lich: ?
Skeleton: ?
Zombie: ?
Warhorse Skeleton: ?
Ghoul: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Minotaur Skeleton: ?
Ogre Zombie: ?
Vampire Spawn: ?
Shadow: ?
Specter: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Ghast: ?
Will-o'-Wisp: ?
Wight: ?
Ghost: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Wraith: ?
Master of the Night
When you reach 20th level, you regain 20 hit points at the start of your turn if you have at least 1 hit point and aren’t in sunlight or running water. If you take radiant damage or damage from holy water, this feature doesn’t function at the start of your next turn. In addition, your type changes to undead.
Devilish Undead Familiar: ?
Demonic Undead Familiar: ?
Skeletal Undead: ?
Corporeal Undead: ?
Occultist Vampire: Empowered by mystical rituals, unnatural science, or otherworldly forces, occultists are thought by most to be monsters, shunned and feared by society. Some seek this power out while others have it foisted upon them, but not all of these individuals are beholden to their base desires and some lead lives that are a boon for a society rather than bane.
Occultists are the stuff of dark secrecy and fell power, things of legend and forbidden lore. Becoming one of these otherworldly creatures is sometimes the ultimate goal of a cultist, drinking the blood of an existing occultist or engaging in strange rituals to fully realize their power. To others it is a curse bestowed by bloodline or destiny, a burden that strengthens itself through hardship.
Many of the fell adventurers that resist their inner natures are raised far from civilization or hidden away from the world in utter secrecy, tainted by otherworldly power inherited from their reclusive parents or bestowed upon them by fate and the workings of cults.
The first thing to decide when making an occultist is the source of your character’s abilities: did they seek out their dark path or was it forced on them by destiny? They might have discovered a dark object or accidentally happened into a nexus of otherworldly energies, stumbling into a ritual or coming upon the decaying essence of a dying monstrous entity looking for a new soul to tether to itself. Perhaps your character has always sought out power regardless of its source, seeking it out with others in a cult only
to be the one that unlocks the secrets of the order. Maybe instead your parents were occultists and in a moment of panic you realized your unnatural inherited talents.
Infused with unholy energies and driven by a thirst for blood, you are slowly becoming a true master of the night and one of the most powerful types of undead.
Occultist Master of the Night power.
Dark Transformation Lich: A person obsessed with becoming a lich may be consumed with a hunger for more powerful magic or to attain immortality. The threat of a mundane life or death is anathema to such an individual. These mages and mystics tend to live isolated lives, spending all their waking hours studying the lore of undeath’s masters. Intensive research over hundreds and thousands of hours take a toll on their bodies, leaving gaunt and sickly figures akin to a corpse. Upon the end of their dark transformation, the spellcaster completes their goal, becoming something fully versed in arcana and beyond death. Though they resemble liches in nature, even after their dramatic change these creatures must still spend decades before learning the secrets of phylacteries and complete lichdom.
Prerequisites. Intelligence 15 or higher, Undead Attunement feat, ability to cast arcane spells.
Dark Ritual. Tie off blood flow to one of your extremities until it undergoes necrosis, then revitalize and restore animation to the limb with a smaller ritual that takes place over one day. Complete this process for all of your major extremities.
Dark Apotheosis: Lich Dark Transformation power.
Dalvora Yalyz, Half-Dragon Lich: ?
Unquiet Dead: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Haunt: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Mummmified Form Covered in Script: ?
Entropy-Eyed Skeletal Lord: ?
Undead: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Vampire: ?
Lich: ?
Skeleton: ?
Zombie: ?
Warhorse Skeleton: ?
Ghoul: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Minotaur Skeleton: ?
Ogre Zombie: ?
Vampire Spawn: ?
Shadow: ?
Specter: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Ghast: ?
Will-o'-Wisp: ?
Wight: ?
Ghost: Unless otherwise noted, all effects of a chirurgical procedure are permanent and many are damaging to the patient's psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Wraith: ?
Master of the Night
When you reach 20th level, you regain 20 hit points at the start of your turn if you have at least 1 hit point and aren’t in sunlight or running water. If you take radiant damage or damage from holy water, this feature doesn’t function at the start of your next turn. In addition, your type changes to undead.
Borderland Provinces (5e)
Undead: ?
Dullahan: ?
Ghost: ?
Ghoul: ?
Ghast: ?
Groaning Spirit: ?
Lich-Queen Trystecce: ?
Rusalka: ?
Shadow: ?
Skeleton: ?
The Singed Man, The Infernal Tyrant, Powerful Vampire Lord: ?
Battle-Duke Ormand, Vampire Spawn: Battle-Duke Ormand slain and rises as vampire spawn in the Singed Man’s service.
Battle-Duke Ormand, Vampire: The Battle-Duke himself was captured and turned into a vampire, an unholy slave of the Singed Man.
Vampire: ?
Vampiric Ooze: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: ?
Dullahan: ?
Ghost: ?
Ghoul: ?
Ghast: ?
Groaning Spirit: ?
Lich-Queen Trystecce: ?
Rusalka: ?
Shadow: ?
Skeleton: ?
The Singed Man, The Infernal Tyrant, Powerful Vampire Lord: ?
Battle-Duke Ormand, Vampire Spawn: Battle-Duke Ormand slain and rises as vampire spawn in the Singed Man’s service.
Battle-Duke Ormand, Vampire: The Battle-Duke himself was captured and turned into a vampire, an unholy slave of the Singed Man.
Vampire: ?
Vampiric Ooze: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: ?
Brutalix - Critical Hit and Critical Fail charts
Undead: Acid Brutalix To the Bone critical hit.
Skeleton: ?
To the Bone Target suffers an additional 1d8 acid damage. If target dies as a result of this attack, it rises as an undead creature with the stats of a Skeleton under the caster’s control. It acts on their turn.
Skeleton: ?
To the Bone Target suffers an additional 1d8 acid damage. If target dies as a result of this attack, it rises as an undead creature with the stats of a Skeleton under the caster’s control. It acts on their turn.
Campaign Backdrop: Wolfsbane Hollow (5e)
Will-o'-Wisp: ?
Vampire: ?
Alduir Weyrud, Bound Spirit, Tortured Spirit, Haunt, Mad Wrathful Thing: The ruins hold a dark secret in its fire-blackened stone. In the collapsed basement of the cathedral, the tortured spirit of Alduir Weyrud, the man wrongly murdered for the crimes of Avud Kreslik, still lingers. The haunt present in this basement is a mad, wrathful thing unable to fully coalesce into a true spirit due to the desecration of Alduir’s remains.
Ghost: The Red Reaper’s victims aren’t able to find peace in death and still walk the land as ghosts.
Haunt: Room 12 at the Foxhound is haunted. They say the old owner’s wife committed suicide up there.
True Spirit: ?
Alduir Weyrud, Vengeful Ghost, Wild and Tempestuous Spirit: Were Alduir’s remains reunited (his skeleton is kept by the monks at the Church of Aether, while his skull is mounted at the Foxhound) the haunt could be suppressed. However, if Alduir’s remains were brought together on the night of a full moon his spirit would be able to manifest in the form of a vengeful ghost, bound to the ruined cathedral.
Vampire: ?
Alduir Weyrud, Bound Spirit, Tortured Spirit, Haunt, Mad Wrathful Thing: The ruins hold a dark secret in its fire-blackened stone. In the collapsed basement of the cathedral, the tortured spirit of Alduir Weyrud, the man wrongly murdered for the crimes of Avud Kreslik, still lingers. The haunt present in this basement is a mad, wrathful thing unable to fully coalesce into a true spirit due to the desecration of Alduir’s remains.
Ghost: The Red Reaper’s victims aren’t able to find peace in death and still walk the land as ghosts.
Haunt: Room 12 at the Foxhound is haunted. They say the old owner’s wife committed suicide up there.
True Spirit: ?
Alduir Weyrud, Vengeful Ghost, Wild and Tempestuous Spirit: Were Alduir’s remains reunited (his skeleton is kept by the monks at the Church of Aether, while his skull is mounted at the Foxhound) the haunt could be suppressed. However, if Alduir’s remains were brought together on the night of a full moon his spirit would be able to manifest in the form of a vengeful ghost, bound to the ruined cathedral.
Campaign Codex #2: Lesser Undead (5e)
Ghast: ?
Undead: ?
Variant Ghast: ?
Ghastly Necromancer: ?
Savage Ghast: ?
Ghoul: ?
Variant Ghoul: ?
Creeping Hunger: ?
Ravenous Ghoul: ?
Reckless Ghoul: ?
Skeleton: ?
Variant Skeleton: ?
Skeletal Archer: ?
Skeletal Champion: ?
Skeletal Spearman: ?
Skeletal Swordsman: ?
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.
Variant Wight: ?
Barrow Stalker: ?
Will-o'-Wisp: The soul of a humanoid slain by a barrow stalker’s life drain attack rises 24 hours later as a will-o’-wisp (instead of a zombie) under the barrow stalker’s control, unless the humanoid is restored to life or its body is destroyed.
Variant Zombie: ?
Legless Zombie: ?
Moaning Dead: ?
Rotting Zombie: ?
Undead: ?
Variant Ghast: ?
Ghastly Necromancer: ?
Savage Ghast: ?
Ghoul: ?
Variant Ghoul: ?
Creeping Hunger: ?
Ravenous Ghoul: ?
Reckless Ghoul: ?
Skeleton: ?
Variant Skeleton: ?
Skeletal Archer: ?
Skeletal Champion: ?
Skeletal Spearman: ?
Skeletal Swordsman: ?
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.
Variant Wight: ?
Barrow Stalker: ?
Will-o'-Wisp: The soul of a humanoid slain by a barrow stalker’s life drain attack rises 24 hours later as a will-o’-wisp (instead of a zombie) under the barrow stalker’s control, unless the humanoid is restored to life or its body is destroyed.
Variant Zombie: ?
Legless Zombie: ?
Moaning Dead: ?
Rotting Zombie: ?
Canon of the Void
Skinless Cadaver: Like all of these undead, a skinless, eyeless corpse, animated by fell rituals involving skineater swarms and aberrant infusions. First, the victim is shackled down, and the skineater swarm released upon them. Then, their eyes, if any remain, are gouged out. Only then are they sacrificed, and the ointments and infusions applied.
Skinless Revenant: These are created like the cadavers, but the spell create undead is used instead of animate dead.
Skinless Juggernaut: These undead horrors are made from ogres and similar creatures, imbued with the power of the void via the skineater ritual, and nigh unstoppable.
Skinless Behemoth: This is the largest of the undead they have created, made by taking a hill or stone giant and subjecting them to the ritual involving the skineater swarms.
Skinless Cadaver, Skinless Eyeless Corpse: ?
Skinless Juggernaut, Undead Horror: ?
Undead: ?
Ghost: ?
Skinless Revenant: These are created like the cadavers, but the spell create undead is used instead of animate dead.
Skinless Juggernaut: These undead horrors are made from ogres and similar creatures, imbued with the power of the void via the skineater ritual, and nigh unstoppable.
Skinless Behemoth: This is the largest of the undead they have created, made by taking a hill or stone giant and subjecting them to the ritual involving the skineater swarms.
Skinless Cadaver, Skinless Eyeless Corpse: ?
Skinless Juggernaut, Undead Horror: ?
Undead: ?
Ghost: ?
Careless Adventurer's Guide to Hazards
Dormant Undead: ?
Undead: Supernatural or magical diseases that prevent healing, resurrection, or raise victims as undead after death are staples of the fantasy genre. Warcraft 3’s and World of Warcraft’s plague of undeath and BioWare’s infamous Wailing Death were magical diseases that could not be cured by mundane means or even most spells were ineffective. These supernatural diseases often had dark ramifications for the infected.
The Curse of Vengeful Dead major curse.
Ghoul: The Curse of Vengeful Dead major curse.
Ancient Lich: ?
Mighty Lich: ?
Mummy: ?
Malicious Shadow: ?
Spectre: Gravedigger's Curse curse.
Vampire: ?
Vampire Spawn: The Curse of Vengeful Dead major curse.
Wight: The Curse of Vengeful Dead major curse.
Wraith: The Curse of Vengeful Dead major curse.
Zombie: A group of explorers opens a dusty old sarcophagus, which releases a foul-smelling black wind that rots the flesh it touches, slowly decaying the living into zombies over a few days.
The Curse of Vengeful Dead
Death clings to the character now. The character’s lifeforce is greatly weakened, the afflicted becomes vulnerable to necrotic damage, and they cannot be magically healed. If forced to make a death saving throw, the character, as well as anyone within 60 feet, nets two failures on an unsuccessful roll and three on a critical failure. If a living creature is killed by the character and the body not burnt, decapitated, salted or otherwise put to rest, it comes back as undead creature during the next night and hunt the cursed character.
The challenge rating for such creatures is half the player’s level. If the character is ever killed while under this curse, they rise as an undead appropriate to their level, most often as a ghoul or wight, but sometimes even as a wraith or vampire spawn.
Gravedigger’s Curse
If the accursed being dies while cursed, its spirit immediately rises as a specter in the space of its corpse or in the nearest unoccupied space.
Undead: Supernatural or magical diseases that prevent healing, resurrection, or raise victims as undead after death are staples of the fantasy genre. Warcraft 3’s and World of Warcraft’s plague of undeath and BioWare’s infamous Wailing Death were magical diseases that could not be cured by mundane means or even most spells were ineffective. These supernatural diseases often had dark ramifications for the infected.
The Curse of Vengeful Dead major curse.
Ghoul: The Curse of Vengeful Dead major curse.
Ancient Lich: ?
Mighty Lich: ?
Mummy: ?
Malicious Shadow: ?
Spectre: Gravedigger's Curse curse.
Vampire: ?
Vampire Spawn: The Curse of Vengeful Dead major curse.
Wight: The Curse of Vengeful Dead major curse.
Wraith: The Curse of Vengeful Dead major curse.
Zombie: A group of explorers opens a dusty old sarcophagus, which releases a foul-smelling black wind that rots the flesh it touches, slowly decaying the living into zombies over a few days.
The Curse of Vengeful Dead
Death clings to the character now. The character’s lifeforce is greatly weakened, the afflicted becomes vulnerable to necrotic damage, and they cannot be magically healed. If forced to make a death saving throw, the character, as well as anyone within 60 feet, nets two failures on an unsuccessful roll and three on a critical failure. If a living creature is killed by the character and the body not burnt, decapitated, salted or otherwise put to rest, it comes back as undead creature during the next night and hunt the cursed character.
The challenge rating for such creatures is half the player’s level. If the character is ever killed while under this curse, they rise as an undead appropriate to their level, most often as a ghoul or wight, but sometimes even as a wraith or vampire spawn.
Gravedigger’s Curse
If the accursed being dies while cursed, its spirit immediately rises as a specter in the space of its corpse or in the nearest unoccupied space.
Carrion Crown #1 Haunting of Harrowstone 5e Conversion
Undead: ?
Spirit: ?
The Headless Horseman, Horseman Haunt, Ghost of a Soldier, Ghostly Knight Without a Head: They say you can see him on nights of the full moon, silhouetted on the high hills overlooking Lake Lias. And everyone in Ravengro knows to avoid Lover's Lull, the path which circles the lake, past midnight. For on this road rides the Headless Horseman, the ghost of a soldier who went to war and whose lover betrayed his trust while he was gone. The soldier was decapitated during the war but returned in death to forever seek the lover he did not know had abandoned him.
Skeleton: ?
Evil Spirit: ?
Burning Skeleton: ?
Zombie: ?
Professor Lorrimor, Zombie: ?
Flaming Skull: ?
Ghost: ?
Haunt, Lesser Haunt: ?
Vampirish Creature: ?
Hupia: ?
Vampiric Ghost: ?
Warden Hawkran, Ghost: ?
Haunt Ghostly Vision of the Fire: ?
Spectral Guard: ?
Ectoplasmic Monster: ?
Haunt Haunted Foyer: ?
Haunt Ghostly Brands: ?
Vesorriana Hawkran, Ghost, Spirit: ?
Poltergeist: ?
Haunt Cold Spot: ?
Haunt Old Ember Jaw: ?
The Piper, Ghost, Haunt, Villainous Spirit, Frightening Spirit: ?
Ghostly Stirge: ?
Father Charlatan, Haunt, Ghost, Villainous Spirit, Frightening Spirit: ?
Ectoplasmic Human: Instead of creating spectres the Lopper creates Ectoplasmic Humans.
Gurtis Vortch: ?
The Lopper, Wraith, Ghost, Villainous Spirit, Frightening Spirit: ?
Specter: ?
Screaming Skull: ?
The Mosswater Marauder, Ghost, Villainous Spirit, Frightening Spirit: ?
Crawling Claw: ?
The Splatter Man, Ghost, Villainous Spirit, Frightening Spirit: His death was rather horrid and this should be reflected in his combat, as he rages about how the fire burned him and at first he fled, but then he gave in to its embrace and felt his skin crackle and his blood boil and himself becoming a being of pure power.
Lesser Ghost: ?
Haunt Mourning Maiden: ?
Haunt Blood Writ Names: ?
Ghoul: ?
Horrible Haunting: ?
Haunt Signs of the Dead: ?
Haunt Ghostly Phenomenon: ?
Ghosts of Past Prisoners: ?
Swarm of Skulls: ?
Will-o-the-Wisp: ?
Spirit: ?
The Headless Horseman, Horseman Haunt, Ghost of a Soldier, Ghostly Knight Without a Head: They say you can see him on nights of the full moon, silhouetted on the high hills overlooking Lake Lias. And everyone in Ravengro knows to avoid Lover's Lull, the path which circles the lake, past midnight. For on this road rides the Headless Horseman, the ghost of a soldier who went to war and whose lover betrayed his trust while he was gone. The soldier was decapitated during the war but returned in death to forever seek the lover he did not know had abandoned him.
Skeleton: ?
Evil Spirit: ?
Burning Skeleton: ?
Zombie: ?
Professor Lorrimor, Zombie: ?
Flaming Skull: ?
Ghost: ?
Haunt, Lesser Haunt: ?
Vampirish Creature: ?
Hupia: ?
Vampiric Ghost: ?
Warden Hawkran, Ghost: ?
Haunt Ghostly Vision of the Fire: ?
Spectral Guard: ?
Ectoplasmic Monster: ?
Haunt Haunted Foyer: ?
Haunt Ghostly Brands: ?
Vesorriana Hawkran, Ghost, Spirit: ?
Poltergeist: ?
Haunt Cold Spot: ?
Haunt Old Ember Jaw: ?
The Piper, Ghost, Haunt, Villainous Spirit, Frightening Spirit: ?
Ghostly Stirge: ?
Father Charlatan, Haunt, Ghost, Villainous Spirit, Frightening Spirit: ?
Ectoplasmic Human: Instead of creating spectres the Lopper creates Ectoplasmic Humans.
Gurtis Vortch: ?
The Lopper, Wraith, Ghost, Villainous Spirit, Frightening Spirit: ?
Specter: ?
Screaming Skull: ?
The Mosswater Marauder, Ghost, Villainous Spirit, Frightening Spirit: ?
Crawling Claw: ?
The Splatter Man, Ghost, Villainous Spirit, Frightening Spirit: His death was rather horrid and this should be reflected in his combat, as he rages about how the fire burned him and at first he fled, but then he gave in to its embrace and felt his skin crackle and his blood boil and himself becoming a being of pure power.
Lesser Ghost: ?
Haunt Mourning Maiden: ?
Haunt Blood Writ Names: ?
Ghoul: ?
Horrible Haunting: ?
Haunt Signs of the Dead: ?
Haunt Ghostly Phenomenon: ?
Ghosts of Past Prisoners: ?
Swarm of Skulls: ?
Will-o-the-Wisp: ?
Carrion Crown #2 Trial of the Beast 5e Conversion
Chymickal Zombie: ?
Zombie: Or they can start the game at Schloss Caromarc, having been hired by the local magistrate to investigate the odd goings on at the castle ... or to locate Count Caromarc, whom the magistrate was supposed to meet with three days ago regarding the disappearance of several engineers who were fixing his castle up (and who were murdered by the Whisperers and set in the wall with the Wight in K10, only to rise as Zombies under the Wight's control).
Shrieking Medusa Head: ?
Wraith Child Spectre: ?
Brother Swarm, Wraith: ?
Ghostly Hornet: ?
Wraith: If Brother Swarm is defeated and there are wraith children remaining, a great sorrowful cry rises from the village and the children all become full grown wraiths that flee into the countryside.
Karin, Wraith Child Spectre: ?
Ellsa, Wraith Child Spectre: ?
Ghast: ?
Ghost: ?
Ningyo: Ningyos have the odd characteristic that they are animate after they are killed, but only at night.
Mummy: ?
Draugr: ?
Wight: ?
Ghoul: ?
Will-o'-Wisp: ?
Zombie: Or they can start the game at Schloss Caromarc, having been hired by the local magistrate to investigate the odd goings on at the castle ... or to locate Count Caromarc, whom the magistrate was supposed to meet with three days ago regarding the disappearance of several engineers who were fixing his castle up (and who were murdered by the Whisperers and set in the wall with the Wight in K10, only to rise as Zombies under the Wight's control).
Shrieking Medusa Head: ?
Wraith Child Spectre: ?
Brother Swarm, Wraith: ?
Ghostly Hornet: ?
Wraith: If Brother Swarm is defeated and there are wraith children remaining, a great sorrowful cry rises from the village and the children all become full grown wraiths that flee into the countryside.
Karin, Wraith Child Spectre: ?
Ellsa, Wraith Child Spectre: ?
Ghast: ?
Ghost: ?
Ningyo: Ningyos have the odd characteristic that they are animate after they are killed, but only at night.
Mummy: ?
Draugr: ?
Wight: ?
Ghoul: ?
Will-o'-Wisp: ?
Carrion Crown #3 Broken Moon 5e Conversion
Undead: ?
Vilkacis: ?
Burning Skeleton: ?
Skeletal Champion: ?
Menadorian Festrog: ?
Dread Wight: ?
Giant Crawling Hand: ?
Wight: A humanoid slain by [a dread wight's life drain] attack rises 1d4 rounds later as a wight under the dread wight's control, unless the humanoid is restored to life or its body is destroyed.
Ulcris, Powerful Ghost: ?
Wraith: ?
Undead Hill Giant: ?
Bloody Skeleton: ?
Skeleton: ?
Will-o'-the-Wisp: ?
Witchfire: ?
Ghost: ?
Zombie With Infection: ?
Zombie: If a creature's hit point maximum reaches 0 [while infected with zombie rot], they instantly die and turn into a zombie. If they die by other means while infected with zombie rot, they rise as a zombie within 1d4 minutes of death.
Vilkacis: ?
Burning Skeleton: ?
Skeletal Champion: ?
Menadorian Festrog: ?
Dread Wight: ?
Giant Crawling Hand: ?
Wight: A humanoid slain by [a dread wight's life drain] attack rises 1d4 rounds later as a wight under the dread wight's control, unless the humanoid is restored to life or its body is destroyed.
Ulcris, Powerful Ghost: ?
Wraith: ?
Undead Hill Giant: ?
Bloody Skeleton: ?
Skeleton: ?
Will-o'-the-Wisp: ?
Witchfire: ?
Ghost: ?
Zombie With Infection: ?
Zombie: If a creature's hit point maximum reaches 0 [while infected with zombie rot], they instantly die and turn into a zombie. If they die by other means while infected with zombie rot, they rise as a zombie within 1d4 minutes of death.
Castle of Mirrors
Baron Hedron III, Souldrinker, Vampire Lord, Arch Vampire, Arch-Vampire: The magic of the mirrors has brought undeath to Baron Hedron, but his resurrection is not complete ... yet.
Baron Hedron III has succumbed to the sickness of vampirism.
This cursed place harnesses the evil of the mirrors and concentrates it into Hedron’s body. This process had made him a vampire lord of the highest order.
Garridax is the architect of the Vargg dynasty, the source of Hedron’s vampiric curse, the curator of the magic mirrors, the source of the tremors ... the root of all this darkness.
Vampire: Victim [of Baron Hedron's bite attack] saves CON DC 18 or drops to 0 HP and takes vampiric contagion.
Ghost: ?
Spirit: ?
Varion the Specter: ?
Lady Mistra, Ghost: ?
Soldier-Ghost: ?
Bound Ghost: ?
Baleful Ghost: ?
Craven Skeleton, Hungry Skeleton: ?
Captain Gorn, Ghost: ?
Baron Ansel VI, Apparition, Ghost, Spirit: ?
Baron Hedron III has succumbed to the sickness of vampirism.
This cursed place harnesses the evil of the mirrors and concentrates it into Hedron’s body. This process had made him a vampire lord of the highest order.
Garridax is the architect of the Vargg dynasty, the source of Hedron’s vampiric curse, the curator of the magic mirrors, the source of the tremors ... the root of all this darkness.
Vampire: Victim [of Baron Hedron's bite attack] saves CON DC 18 or drops to 0 HP and takes vampiric contagion.
Ghost: ?
Spirit: ?
Varion the Specter: ?
Lady Mistra, Ghost: ?
Soldier-Ghost: ?
Bound Ghost: ?
Baleful Ghost: ?
Craven Skeleton, Hungry Skeleton: ?
Captain Gorn, Ghost: ?
Baron Ansel VI, Apparition, Ghost, Spirit: ?
Castle of the Mad Archmage Adventure Book - 5E Version
Draugar, Draugr, Normal Draugar: A draugar is the roaming corpse of a person who was, frankly, ornery and unloved in life and continues to be so in death.
Shurimat Raccilieu, Draugar: ?
Olaf Skybrow, Storm Giant Draugar: ?
Yurop, Draugar: ?
Nerod, The Master of the Hunt, Draugar of Massive Size and Power: ?
Dverg, Deverg: Dvergs are infested with an invisible parasite known as greedworm. Anyone touching their bare flesh is exposed. The creature touched must make a DC 10 Constitution save. If infected the creature needs to make a DC 10 Constitution save once per week or lose 1 permanent Cha penalty. A dwarf reduced to 0 by this effect rises as a Dverg. If the creature saves three consecutive times after being infected, they successfully beat the parasite.
Pyre Wraith, Undead Pyre Wraith: Pyre wraiths are a unique combination of undead and elemental formed from a specially constructed funeral pyre or cremation fire.
When created, a pyre wraith is bound to a crematory urn.
There is a 5% chance that anyone being cremated in this facility will return as an undead pyre wraith
Restless Spirit: Restless spirits are a form of non-corporeal undead who died with some great task left unfinished, and who are thus doomed to wander the mortal plane for all eternity.
While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Arnod, Restless Spirit: ?
Gregor the Terrible, Restless Spirit: ?
Adam Klorm, Restless Spirit: ?
Greta Klorm, Restless Spirit: ?
Thomas Newton, Restless Spirit: ?
Skeleton Lord: Skeleton lords are a special type of undead, their status bestowed upon loyal followers of a powerful cleric or mage as a “reward” to their followers.
Skeleton Lord Liuetenant: ?
Special Skeleton Lord: ?
Spogel: A spogel is a non-corporeal undead creature that is drawn to the place not where it died or was laid to rest, but where it spent most of its days in life. Often those who were creatures of slavish habit will find themselves condemned to roam the Prime Material Plane as spogels.
Brain Zombie: Brain zombies are a variety of zombie that is not reliant on the spells of mages or clerics for their animation; as such, they are not usually under the thrall of any mortal.
While the origins of the first brain zombies are lost in the mists of time, their current means of reproduction is well understood. When they have slain an opponent, they will immediately rip the top of the skull open and devour the brains. Once this happens, the victim is turned into a brain zombie himself, and joins the pack in search of more victims. They can thus overrun great swathes of territory in a short time.
There is a 40% chance that a Brain zombie who deals the killing blow to an opponent will stop fighting, even in the midst of a prolonged battle, to devour the brains. Doing so takes 1d3 rounds. Victims whose brains have been eaten rise within 1-6 rounds as new Brain zombies, and cannot be raised or resurrected; hence death at the hands of these creatures is particularly feared.
There is a special kind of zombie in the dungeons that will turn you into a zombie if they kill you.
Undead: Characters that die within the dungeons will not remain where they fell for long. Valuables will be looted and bodies most likely consumed by one or another of the various creatures that dwell within. Unless his comrades make certain to either remove a fallen comrade’s body (or loot it themselves), the game master should assume that some nearby creature has added his treasure and magic items (and other belongings) to its own hoard, and the dead PC may himself return as an undead creature (see “Dying in the Dungeon,” below).
Apparition: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Banshee: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Lady Airam, Banshee: ?
Roaming Corpse: ?
Animated Corpse: ?
Withered Husk of a Corpse: ?
Enormous Animated Corpse: ?
Animated Corpse of a Manticore, Manticore-Corpse: ?
Ghost, More Conventional Ghost: Restless spirits exist because of some task they were unable to finish in life. Contrary to popular belief, completing these tasks does not immediately destroy them, but instead drives them into a rage, causing them to relentlessly hunt down the creature that did and slay them, before transforming into a more conventional ghost.
While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Zilma Klorm, Ghost: ?
Ghoul, Regular Ghoul: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Gibbering Ghoul: ?
Lacedon, Sea-Ghoul: A small band of ghouls has penetrated the central cave and turned its inhabitants to their kind; however due to the nature of the environment, they are sea-ghouls and do not venture forth into the regular ghoul tunnels unless on very special missions.
King of the Ghouls, Ghoul King, Ghoul-King: ?
Massively Corpulent and Degenerate Ghoul: ?
Ghast: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Moreny, Under-Priest of the Ghoul-King, Ghast Cleric 4: ?
Geshrak, Chief Priest of the Ghoul-King, Ghast Cleric 7: ?
Ghast Slave: ?
Huecuva: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Three unfortunates have been turned into undead after perishing here.
Lich: ?
Gregor Proust, Lich Wizard 20: ?
Mummy: ?
Varnor, Mummy: ?
Zish the Omnipotent, Master of Masters, Doer of Doings, Feller of Fell Things, Mummy: ?
Alaman, Mummy: ?
Phantom: A phantom dwells here, the spirit of a wizard who was struck down.
Shadow: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Prince Hubert, Shadow: ?
Jasper Downs, Shadow: ?
Hans Klorm, Shadow: ?
Skeleton, Normal Skeleton, Ordinary Skeleton, Regular Skeleton: Any dead body placed on the altar [in the temple of Orcus] for 6 hours will rise as either a skeleton (1-2), a zombie (3-5), or a skeleton (6).
Animated Skeleton: ?
Undead Animal Skeleton: ?
Variant Skeleton: ?
Skeletal Dog: ?
Skeletal Regular Giant Snake, Undead Giant Constrictor Snake: ?
Child-Sized Skeleton: ?
Nameless Skeleton: ?
Blue Skeleton: ?
Skeleton Sergeant: ?
Skeletal Horse: ?
Skeleton Warrior: ?
Greater Skeleton: ?
Skeletal Creature: ?
Animal Skeleton: ?
Son of Chaos: ?
Specter: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Spectral Rodent: ?
Lurking Poltergeist: ?
Spirit: ?
Rosprope, Spirit: ?
Evil Spirit: ?
Child Spirit: ?
Friendly Spirit: ?
Non-Corporeal Undead: ?
Teluitej, Special Undead Green Hag: ?
Worm-Ridden Undead: ?
Undead Dragon: ?
Umagra, Immense Bone Dragon, Very Special Undead Dragon: ?
Mindless Undead: ?
Intelligent Undead: ?
Laudarc, Vassal of Orcus, King of Vampires: ?
Vampire: ?
Geitrede, Vampire Fighter 9: ?
Semente, Vampire Damphier Wizard 6 Rogue 8: ?
Calebasse, Vampire Druid 7: ?
Phillip Kregov, Vampire Cleric 9: ?
Orbem Stark, Vampire: ?
Father Draco, Vampire Cleric 10: ?
Vampire King Archmage: ?
Wight, Normal Wight: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Thruppy, Halfling-Sized Wight: ?
Reginard Fellbottom, Halfling Wight: ?
Jack Griffin, Invisible Wight: ?
Nemo, Wight: ?
Xenototh the Charioteer, Stronger Than Normal Wight: ?
Wraith: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Feragar the Nimble, Wraith: ?
Zombie, Ordinary Zombie: Any dead body placed on the altar [in the temple of Orcus] for 6 hours will rise as either a skeleton (1-2), a zombie (3-5), or a skeleton (6).
Dragonborn Zombie: ?
Shurimat Raccilieu, Draugar: ?
Olaf Skybrow, Storm Giant Draugar: ?
Yurop, Draugar: ?
Nerod, The Master of the Hunt, Draugar of Massive Size and Power: ?
Dverg, Deverg: Dvergs are infested with an invisible parasite known as greedworm. Anyone touching their bare flesh is exposed. The creature touched must make a DC 10 Constitution save. If infected the creature needs to make a DC 10 Constitution save once per week or lose 1 permanent Cha penalty. A dwarf reduced to 0 by this effect rises as a Dverg. If the creature saves three consecutive times after being infected, they successfully beat the parasite.
Pyre Wraith, Undead Pyre Wraith: Pyre wraiths are a unique combination of undead and elemental formed from a specially constructed funeral pyre or cremation fire.
When created, a pyre wraith is bound to a crematory urn.
There is a 5% chance that anyone being cremated in this facility will return as an undead pyre wraith
Restless Spirit: Restless spirits are a form of non-corporeal undead who died with some great task left unfinished, and who are thus doomed to wander the mortal plane for all eternity.
While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Arnod, Restless Spirit: ?
Gregor the Terrible, Restless Spirit: ?
Adam Klorm, Restless Spirit: ?
Greta Klorm, Restless Spirit: ?
Thomas Newton, Restless Spirit: ?
Skeleton Lord: Skeleton lords are a special type of undead, their status bestowed upon loyal followers of a powerful cleric or mage as a “reward” to their followers.
Skeleton Lord Liuetenant: ?
Special Skeleton Lord: ?
Spogel: A spogel is a non-corporeal undead creature that is drawn to the place not where it died or was laid to rest, but where it spent most of its days in life. Often those who were creatures of slavish habit will find themselves condemned to roam the Prime Material Plane as spogels.
Brain Zombie: Brain zombies are a variety of zombie that is not reliant on the spells of mages or clerics for their animation; as such, they are not usually under the thrall of any mortal.
While the origins of the first brain zombies are lost in the mists of time, their current means of reproduction is well understood. When they have slain an opponent, they will immediately rip the top of the skull open and devour the brains. Once this happens, the victim is turned into a brain zombie himself, and joins the pack in search of more victims. They can thus overrun great swathes of territory in a short time.
There is a 40% chance that a Brain zombie who deals the killing blow to an opponent will stop fighting, even in the midst of a prolonged battle, to devour the brains. Doing so takes 1d3 rounds. Victims whose brains have been eaten rise within 1-6 rounds as new Brain zombies, and cannot be raised or resurrected; hence death at the hands of these creatures is particularly feared.
There is a special kind of zombie in the dungeons that will turn you into a zombie if they kill you.
Undead: Characters that die within the dungeons will not remain where they fell for long. Valuables will be looted and bodies most likely consumed by one or another of the various creatures that dwell within. Unless his comrades make certain to either remove a fallen comrade’s body (or loot it themselves), the game master should assume that some nearby creature has added his treasure and magic items (and other belongings) to its own hoard, and the dead PC may himself return as an undead creature (see “Dying in the Dungeon,” below).
Apparition: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Banshee: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Lady Airam, Banshee: ?
Roaming Corpse: ?
Animated Corpse: ?
Withered Husk of a Corpse: ?
Enormous Animated Corpse: ?
Animated Corpse of a Manticore, Manticore-Corpse: ?
Ghost, More Conventional Ghost: Restless spirits exist because of some task they were unable to finish in life. Contrary to popular belief, completing these tasks does not immediately destroy them, but instead drives them into a rage, causing them to relentlessly hunt down the creature that did and slay them, before transforming into a more conventional ghost.
While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Zilma Klorm, Ghost: ?
Ghoul, Regular Ghoul: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Gibbering Ghoul: ?
Lacedon, Sea-Ghoul: A small band of ghouls has penetrated the central cave and turned its inhabitants to their kind; however due to the nature of the environment, they are sea-ghouls and do not venture forth into the regular ghoul tunnels unless on very special missions.
King of the Ghouls, Ghoul King, Ghoul-King: ?
Massively Corpulent and Degenerate Ghoul: ?
Ghast: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Moreny, Under-Priest of the Ghoul-King, Ghast Cleric 4: ?
Geshrak, Chief Priest of the Ghoul-King, Ghast Cleric 7: ?
Ghast Slave: ?
Huecuva: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Three unfortunates have been turned into undead after perishing here.
Lich: ?
Gregor Proust, Lich Wizard 20: ?
Mummy: ?
Varnor, Mummy: ?
Zish the Omnipotent, Master of Masters, Doer of Doings, Feller of Fell Things, Mummy: ?
Alaman, Mummy: ?
Phantom: A phantom dwells here, the spirit of a wizard who was struck down.
Shadow: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Prince Hubert, Shadow: ?
Jasper Downs, Shadow: ?
Hans Klorm, Shadow: ?
Skeleton, Normal Skeleton, Ordinary Skeleton, Regular Skeleton: Any dead body placed on the altar [in the temple of Orcus] for 6 hours will rise as either a skeleton (1-2), a zombie (3-5), or a skeleton (6).
Animated Skeleton: ?
Undead Animal Skeleton: ?
Variant Skeleton: ?
Skeletal Dog: ?
Skeletal Regular Giant Snake, Undead Giant Constrictor Snake: ?
Child-Sized Skeleton: ?
Nameless Skeleton: ?
Blue Skeleton: ?
Skeleton Sergeant: ?
Skeletal Horse: ?
Skeleton Warrior: ?
Greater Skeleton: ?
Skeletal Creature: ?
Animal Skeleton: ?
Son of Chaos: ?
Specter: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Spectral Rodent: ?
Lurking Poltergeist: ?
Spirit: ?
Rosprope, Spirit: ?
Evil Spirit: ?
Child Spirit: ?
Friendly Spirit: ?
Non-Corporeal Undead: ?
Teluitej, Special Undead Green Hag: ?
Worm-Ridden Undead: ?
Undead Dragon: ?
Umagra, Immense Bone Dragon, Very Special Undead Dragon: ?
Mindless Undead: ?
Intelligent Undead: ?
Laudarc, Vassal of Orcus, King of Vampires: ?
Vampire: ?
Geitrede, Vampire Fighter 9: ?
Semente, Vampire Damphier Wizard 6 Rogue 8: ?
Calebasse, Vampire Druid 7: ?
Phillip Kregov, Vampire Cleric 9: ?
Orbem Stark, Vampire: ?
Father Draco, Vampire Cleric 10: ?
Vampire King Archmage: ?
Wight, Normal Wight: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Thruppy, Halfling-Sized Wight: ?
Reginard Fellbottom, Halfling Wight: ?
Jack Griffin, Invisible Wight: ?
Nemo, Wight: ?
Xenototh the Charioteer, Stronger Than Normal Wight: ?
Wraith: While it is quite easy to die in the dungeons beneath the Castle of the Mad Archmage, the PCs should eventually discover that simply looting the bodies of their fallen comrades and leaving them for the rats to devour is not an optimal strategy. Any PC dying in the dungeon has a 25% chance of returning as an undead creature:
Die Roll (d100) Returns as…
01-05 Apparition
06 Banshee*
07-11 Ghast
12-18 Ghoul
19-23 Ghost
24-31 Huecuva
32-60 Restless spirit**
61-70 Shadow
71-80 Specter
81-90 Wight
91-00 Wraith
* = If the deceased is an elven female. Otherwise, reroll.
** = If the PCs had entered the dungeons with a pre-set objective, that objective will be the goal of the restless spirit as well. If not, the creature’s unfinished task will be to escape the dungeons with some new treasure found therein.
Feragar the Nimble, Wraith: ?
Zombie, Ordinary Zombie: Any dead body placed on the altar [in the temple of Orcus] for 6 hours will rise as either a skeleton (1-2), a zombie (3-5), or a skeleton (6).
Dragonborn Zombie: ?
Cat and Mouse for 5th Edition
Reborn Queen-Goddess Meskhenit, Pharaonic Undead Sorceress: ?
Loyal Undead: ?
Loyal Undead: ?
Caturday (5e)
Undead: ?
Foul Undead: ?
Vampire: ?
Walking Dead: ?
Foul Undead: ?
Vampire: ?
Walking Dead: ?
Celawyn's Guide to Wilderness and Fey
Undead: ?
Banshee: You never see banshees as part of the standard necromancer retinue alongside skeletons, mummies, and vampires, the means by which someone becomes specifically a banshee rather than an ordinary ghost is different in every edition, and the latest fluff suggests a bizarrely cruel cosmic order wherein beautiful elves are required to use their body to benefit others under penalty of being cursed forever with tormented undeath, and apparently everyone is okay with this and nobody considers this terrible curse to be a problem that high-level heroes might want to solve.
Ordinary Ghost: ?
Mummy: ?
Skeleton: ?
Vampire: ?
Banshee: You never see banshees as part of the standard necromancer retinue alongside skeletons, mummies, and vampires, the means by which someone becomes specifically a banshee rather than an ordinary ghost is different in every edition, and the latest fluff suggests a bizarrely cruel cosmic order wherein beautiful elves are required to use their body to benefit others under penalty of being cursed forever with tormented undeath, and apparently everyone is okay with this and nobody considers this terrible curse to be a problem that high-level heroes might want to solve.
Ordinary Ghost: ?
Mummy: ?
Skeleton: ?
Vampire: ?
Champions of Krynn Chapter 1 The Mystery of the Lost Patrol
Lord Soth, Death Knight: ?
Champions of Krynn Chapter 2 Descent Into the Crypts
Undead: ?
Skeleton: ?
Specter: ?
Zombie: ?
Shadow: ?
Skeleton: ?
Specter: ?
Zombie: ?
Shadow: ?
Chaos Rising (5e)
Allip: ?
Corrupted: In this subversion, the power of the Faceless Lord created a special type of undead, the corrupted.
Dark Custodian: ?
Demonvessel: ?
Allip, Shade of a Long-Dead Dwarf, Shade of a Dwarf: ?
Corrupted, Sick and Feverish Dwarf, Strange Dwarf: ?
Giltz, Dark Custodian: Later, Giltz accomplished what Orcus could not: He and a host of undead overcame and wiped out the dwarves. Yet before Giltz could claim his prize, the last dwarves assassinated him. In his anguish, Giltz’s spirit remained and now haunts the Citadel’s demiplane.
The final dwarven defenders made a trap for Giltz. Though dying in the process, the dwarves struck a mortal blow to the priest. Upon his death, Giltz’s animosity and anger for his failure at the doorstep of success was so great and his debt to the powers of death so large that he now roams the Citadel as a dark custodian.
The last dwarves sacrificed themselves to slay him, and his great anguish at the time of his defeat propels him forward.
Kinst, Demonvessel, Evil One: The figure is Kinst, a demonvessel (see Appendix B), lamenting his failure to become a powerful lord (his failure might be due to the characters’ actions in the Citadel during the “Siege of Orcus”). Kinst’s soul is damned to wander the catacombs as a demonvessel.
Undead, Undead Creature: ?
Undead Dwarf: ?
Undead Servant: ?
Undead Minion: ?
Ghast: ?
King Galm, Ghost, Spirit: Years after the characters leave the “Siege of Orcus” era, King Galm, whom the characters met in the Citadel, was assassinated for allowing the characters into the catacombs. Now that the characters are in a different (and future) relative timeframe, they might once again meet Galm.
Galm’s ghost laments the division between the dwarves and may become enraged or helpful depending on how the encounter unfolds with the characters in the “Siege of Orcus.” Galm holds no ill will about his decision to allow the characters into the catacombs. His torment is that Kinst opened the portal in the first place and that many innocent dwarves lost their lives.
His torment is that Kinst betrayed the dwarves and held a position of such high confidence, and so he blames himself for the lives of the dwarves who died. Furthermore, Galm suspected in life that Kinst was his own son. Galm never confessed his tryst with Kinst’s mother to anyone, especially to Kinst’s father. Galm always helped Kinst out behind the scenes on the off chance that he was his son, though now he feels that he overlooked the obvious evil in the boy due to his guilt about the adultery, and many dwarves lost their lives as a consequence. Galm’s torment continues as Kinst flourishes and walks in unlife as a demonvessel. Galm now desires that Kinst’s soul be extinguished for the evil Kinst caused.
Ghoul: ?
Mummy: ?
Shadow: If a non-evil humanoid dies from [a priest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
Specter Dwarven Craftsman, Wispy Image of a Dwarf, Incorporeal Dwarf: These specters were dwarves who refused to get up from their tables and fight when Giltz attacked. Their longing for perfection kept them here endlessly attempting to work on the items they cannot touch.
Specter Spawn: A humanoid slain in this way [from a dark custodian's soul drain attack reducing the victim's hit point maximum to 0] rises the following night as a specter spawn under the dark custodian’s control.
Tenear, Vampire, Vain Vampire, Stunning and Unusual Creature: Tenear was a victim of a union between a foul demon and a beautiful nymph. Strikingly beautiful in life, she hid her bat-like wings and small horns under cloaks and long bangs. Living the life of a highway bandit and later a baroness of a small cadre of criminals, her notoriety grew. Unfortunately, this notoriety attracted the attention of Zaitan, a darker agent of evil.
Zaitan seduced the vile Tenear with his unearthly charms. Once a demon and now undead, Zaitan remembers little of the circumstances of his rebirth. His desire for the opposite sex was ravenous, though. Many ladies fell victim to his deadly kiss. Although satisfying, Zaitan desired something more.
Tenear caught Zaitan’s eye. He was enraptured by her striking beauty and unusual parentage. He desired her and did not wish to simply rob her of life. The Abyss was no place for the likes of Tenear. Zaitan devised a plan and through his wiles soon had Tenear swooning for him. At the right moment, he granted her the dark gift.
Zaitan, Vampire, Vain Vampire, Stunning and Unusual Creature: Once a demon and now undead, Zaitan remembers little of the circumstances of his rebirth.
Zombie Spawn: A humanoid slain in this way [by a vampiric ooze's pseudopod attack reducing the victim's hit point maximum to 0] rises after 1 minute as a zombie spawn under the ooze’s control.
Corrupted: In this subversion, the power of the Faceless Lord created a special type of undead, the corrupted.
Dark Custodian: ?
Demonvessel: ?
Allip, Shade of a Long-Dead Dwarf, Shade of a Dwarf: ?
Corrupted, Sick and Feverish Dwarf, Strange Dwarf: ?
Giltz, Dark Custodian: Later, Giltz accomplished what Orcus could not: He and a host of undead overcame and wiped out the dwarves. Yet before Giltz could claim his prize, the last dwarves assassinated him. In his anguish, Giltz’s spirit remained and now haunts the Citadel’s demiplane.
The final dwarven defenders made a trap for Giltz. Though dying in the process, the dwarves struck a mortal blow to the priest. Upon his death, Giltz’s animosity and anger for his failure at the doorstep of success was so great and his debt to the powers of death so large that he now roams the Citadel as a dark custodian.
The last dwarves sacrificed themselves to slay him, and his great anguish at the time of his defeat propels him forward.
Kinst, Demonvessel, Evil One: The figure is Kinst, a demonvessel (see Appendix B), lamenting his failure to become a powerful lord (his failure might be due to the characters’ actions in the Citadel during the “Siege of Orcus”). Kinst’s soul is damned to wander the catacombs as a demonvessel.
Undead, Undead Creature: ?
Undead Dwarf: ?
Undead Servant: ?
Undead Minion: ?
Ghast: ?
King Galm, Ghost, Spirit: Years after the characters leave the “Siege of Orcus” era, King Galm, whom the characters met in the Citadel, was assassinated for allowing the characters into the catacombs. Now that the characters are in a different (and future) relative timeframe, they might once again meet Galm.
Galm’s ghost laments the division between the dwarves and may become enraged or helpful depending on how the encounter unfolds with the characters in the “Siege of Orcus.” Galm holds no ill will about his decision to allow the characters into the catacombs. His torment is that Kinst opened the portal in the first place and that many innocent dwarves lost their lives.
His torment is that Kinst betrayed the dwarves and held a position of such high confidence, and so he blames himself for the lives of the dwarves who died. Furthermore, Galm suspected in life that Kinst was his own son. Galm never confessed his tryst with Kinst’s mother to anyone, especially to Kinst’s father. Galm always helped Kinst out behind the scenes on the off chance that he was his son, though now he feels that he overlooked the obvious evil in the boy due to his guilt about the adultery, and many dwarves lost their lives as a consequence. Galm’s torment continues as Kinst flourishes and walks in unlife as a demonvessel. Galm now desires that Kinst’s soul be extinguished for the evil Kinst caused.
Ghoul: ?
Mummy: ?
Shadow: If a non-evil humanoid dies from [a priest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
Specter Dwarven Craftsman, Wispy Image of a Dwarf, Incorporeal Dwarf: These specters were dwarves who refused to get up from their tables and fight when Giltz attacked. Their longing for perfection kept them here endlessly attempting to work on the items they cannot touch.
Specter Spawn: A humanoid slain in this way [from a dark custodian's soul drain attack reducing the victim's hit point maximum to 0] rises the following night as a specter spawn under the dark custodian’s control.
Tenear, Vampire, Vain Vampire, Stunning and Unusual Creature: Tenear was a victim of a union between a foul demon and a beautiful nymph. Strikingly beautiful in life, she hid her bat-like wings and small horns under cloaks and long bangs. Living the life of a highway bandit and later a baroness of a small cadre of criminals, her notoriety grew. Unfortunately, this notoriety attracted the attention of Zaitan, a darker agent of evil.
Zaitan seduced the vile Tenear with his unearthly charms. Once a demon and now undead, Zaitan remembers little of the circumstances of his rebirth. His desire for the opposite sex was ravenous, though. Many ladies fell victim to his deadly kiss. Although satisfying, Zaitan desired something more.
Tenear caught Zaitan’s eye. He was enraptured by her striking beauty and unusual parentage. He desired her and did not wish to simply rob her of life. The Abyss was no place for the likes of Tenear. Zaitan devised a plan and through his wiles soon had Tenear swooning for him. At the right moment, he granted her the dark gift.
Zaitan, Vampire, Vain Vampire, Stunning and Unusual Creature: Once a demon and now undead, Zaitan remembers little of the circumstances of his rebirth.
Zombie Spawn: A humanoid slain in this way [by a vampiric ooze's pseudopod attack reducing the victim's hit point maximum to 0] rises after 1 minute as a zombie spawn under the ooze’s control.
Chaos Rising 2: Into the Abyss (5e)
Lord Raob Blackenhart: The society resurrected them through a painful process but did not return them to the ranks of the “living.”
Vile Sleeara: The society resurrected them through a painful process but did not return them to the ranks of the “living.”
Vile Sleeara: The society resurrected them through a painful process but did not return them to the ranks of the “living.”
Character Creation Kit: A Dead Man's Guide to Dragongrin
Sarrik: They are feared, mistrusted, and misunderstood, but share an unbreakable bond among their own, born of the shared plight of their tragic and mysterious origins and their deep connection with their journey toward a cultural identity.
Their origins are mysterious even to themselves, but it’s clear that what is now one unified culture was once two opposed cultures from the same region in Svir – the Cryf and the Gwan.
Though the specifics are argued by many, it’s undeniable that the Sarrik came to be during Lightfall. Some say they were born of an act of arcane terrorism unleashed on Svir that created the rotfiends. Others whisper the Sarrik were born of a twisted form of the magic known as Imminence. Many tales recount their appearance during the Dawn of Truth, the final act of the Dismembered Lord to sunder the regions of the land into Dominions of Ash divided by the Bleak, and some claim mass quantities of them emigrated out of Svir immediately after. Apart from these origins, new Sarrik appear in growing numbers throughout Dragongrin.
The Sarrik were born from the magic unleashed by the Dismembered Lord during Lightfall, and they remain fueled by its power now.
The arcane forces that birthed them hold them together, but it burns off of them like heat in cold.
Sarrik, Creature of Living Bone, Skeleton, Abomination, Blemish, Chosen Person, Frightful Sight, Survivor, Unnatural Byproduct of the Desolation and Wailing Gray: ?
Rotfiend: Though the specifics are argued by many, it’s undeniable that the Sarrik came to be during Lightfall. Some say they were born of an act of arcane terrorism unleashed on Svir that created the rotfiends.
Vathan Rotfiend: After Lightfall, some surviving Knights Vathan received the grisly punishment of becoming rotfiends. The undead flesh of their transformation rose around their platemail, forming a macabre natural exoskeleton.
Vathan Rotfiend, Armored Rotfiend: ?
Undead, Undead Creature, The Dead, Dead: ?
Shambling Mindless Undead: ?
Simple Undead: ?
Mindless Undead: ?
Ghost of a Dragon: ?
Spectre: ?
Vampire: ?
Their origins are mysterious even to themselves, but it’s clear that what is now one unified culture was once two opposed cultures from the same region in Svir – the Cryf and the Gwan.
Though the specifics are argued by many, it’s undeniable that the Sarrik came to be during Lightfall. Some say they were born of an act of arcane terrorism unleashed on Svir that created the rotfiends. Others whisper the Sarrik were born of a twisted form of the magic known as Imminence. Many tales recount their appearance during the Dawn of Truth, the final act of the Dismembered Lord to sunder the regions of the land into Dominions of Ash divided by the Bleak, and some claim mass quantities of them emigrated out of Svir immediately after. Apart from these origins, new Sarrik appear in growing numbers throughout Dragongrin.
The Sarrik were born from the magic unleashed by the Dismembered Lord during Lightfall, and they remain fueled by its power now.
The arcane forces that birthed them hold them together, but it burns off of them like heat in cold.
Sarrik, Creature of Living Bone, Skeleton, Abomination, Blemish, Chosen Person, Frightful Sight, Survivor, Unnatural Byproduct of the Desolation and Wailing Gray: ?
Rotfiend: Though the specifics are argued by many, it’s undeniable that the Sarrik came to be during Lightfall. Some say they were born of an act of arcane terrorism unleashed on Svir that created the rotfiends.
Vathan Rotfiend: After Lightfall, some surviving Knights Vathan received the grisly punishment of becoming rotfiends. The undead flesh of their transformation rose around their platemail, forming a macabre natural exoskeleton.
Vathan Rotfiend, Armored Rotfiend: ?
Undead, Undead Creature, The Dead, Dead: ?
Shambling Mindless Undead: ?
Simple Undead: ?
Mindless Undead: ?
Ghost of a Dragon: ?
Spectre: ?
Vampire: ?
Children of Inri'ath
Imbali: The mysterious Imbali are ancient constructs that were brought to life with ancient magics. They were once whole, mortal beings converted into immortal servants by their creators. The magic gems in their forehead are strong enough to keep them together and sentient, but were not strong enough to maintain their flesh. All that remains of their forms is a skeletal husk and the glowing magical bands that hold their body together. The Imbali do not have a long memory and they may only remember a few years of their history prior to becoming adventurers.
Sol Gordusk, Grand Overseer: Sol Gordusk was the greatest champion of a long dead empire. Upon his death his body was placed inside of a sarcophagus and a statue of his likeness was built around it. His masters wanting for him to serve beyond death, they used great magics to give him control over the statue and the batons that were fashioned with it.
Sol Gordusk, Grand Overseer: Sol Gordusk was the greatest champion of a long dead empire. Upon his death his body was placed inside of a sarcophagus and a statue of his likeness was built around it. His masters wanting for him to serve beyond death, they used great magics to give him control over the statue and the batons that were fashioned with it.
Choe Pho: A New World of Fantasy
Undead: ?
Ghost: ?
Skeleton: ?
Zombie: Cleric Decay Domain Creeping Death power.
Will-o-the-Wisp: ?
Wight: ?
Creeping Death
Starting at 17th level, when you deal damage through the use of a necromancy spell, the target’s hit point maximum is reduced by the amount of damage dealt. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under your control, unless the humanoid is restored to life or its body is destroyed. You can have no more than six zombies under your control at one time via this feature.
Ghost: ?
Skeleton: ?
Zombie: Cleric Decay Domain Creeping Death power.
Will-o-the-Wisp: ?
Wight: ?
Creeping Death
Starting at 17th level, when you deal damage through the use of a necromancy spell, the target’s hit point maximum is reduced by the amount of damage dealt. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under your control, unless the humanoid is restored to life or its body is destroyed. You can have no more than six zombies under your control at one time via this feature.
Cities & Towns
Undead Abomination: Bellanus is actually an evil warlock, and her routine display of magnanimity is a clever ruse to curry favor with the residents of Rellholdt City. The elf has been using a cave, hidden behind the waterfall, as a base of operations for necromantic rituals. Any beggar she “saves” from the streets of the city quickly becomes a cadaver for her experiments; little do the people of Rellholdt know her undead abominations lurk so near the city walls.
Cities of Sundara: Moüd (5E)
Undead Escort: ?
Wandering Undead: ?
Undead, Undead Creature: ?
Spontaneous Undead: ?
Undead Servant: ?
Corporeal Undead: ?
Risen Dead: The lich had planned to hold the breach as long as he could while attempting to find some way to turn the erupting power back on itself to seal the tear. Time was no longer a concern for him, but as the years went by, he found that it was very much a concern for the world around him. The energies of the breach were killing the land and everything in it, making it impossible to sustain life; they were also raising corpses left in the vaults of the city.
Undead Worker: ?
Undead Musician: ?
Undead Hauler: ?
Particularly Powerful Undead: ?
Undead Who Can Sap the Strength From the Living: ?
Aban Suir, The Undying Prince, Lich, Undead Skeletal Thing, Lich King: Aban Suir was one of the most accomplished of the wizard kings of Moüd, with an indomitable will that led him to master the arcane arts as well as the political and philosophical divisions among the ancient court. Highly respected among the other practitioners of the noted city, he was the one who led the ritual to pierce the veil between the worlds, and to open a well into the Prim; the realm where the raw power of magic was drawn from. Something went wrong, however, and the well they formed was unstable. Worse, the combined power of those involved in the rite was not enough to close the gap once they’d managed to open it. Reality was tearing all around them, and there was no telling what damage the breach would do if it was not contained.
Someone would have to stay behind to hold the breach while the city evacuated, and the others closed the wards. It would have to be someone strong enough to hold out against the tide of magic, in order to buy the others time. Aban Suir placed the Horned Crown upon his brow, seated himself in the great throne that sat before the breach, and bid the others to leave him. To seal this place, and ensure that no one returned.
The courtiers did as their king bid, and sealed him in the subterranean throne room. Moüd was evacuated within hours, the people running through the grassy hills and fleeing along the roads as the remaining wizards and sorcerers wove and empowered the protections across the length and breadth of the city. Their final ward was laid across the very walls of Moüd to contain the energies flowing out of the hole they’d burrowed into the realm beyond in an attempt to siphon its power for themselves.
Aban Suir knew that no matter how strong his mind, or how iron his will, no living person could hope to hold back the tide of power. It would destroy him utterly, and once he was gone it would crash against the wards. Sooner or later, he knew they would also crack, and the breach would grow. To maintain his vigil, he focused and channeled the energy flowing out of the Prim, and used it to alter himself. His body became an undead, skeletal thing, covered in tattered, leathery skin. Wisps of hair clung to his scalp beneath the ivory crown, but he anchored his soul to the ancient throne beneath him. Freed from mortal concerns, Aban Suir held the breach as a lich who would come to be known in myth and legend as the Undying Prince.
Skeletal Elephant: ?
Skeleton: ?
Silent Gardener: ?
Skeletal Beast: ?
Intimidating Skeletal Champion: ?
Clattering Shuffling Skeletal Minion: ?
Clattering Skeleton: ?
Shambling Zombie: ?
Wandering Undead: ?
Undead, Undead Creature: ?
Spontaneous Undead: ?
Undead Servant: ?
Corporeal Undead: ?
Risen Dead: The lich had planned to hold the breach as long as he could while attempting to find some way to turn the erupting power back on itself to seal the tear. Time was no longer a concern for him, but as the years went by, he found that it was very much a concern for the world around him. The energies of the breach were killing the land and everything in it, making it impossible to sustain life; they were also raising corpses left in the vaults of the city.
Undead Worker: ?
Undead Musician: ?
Undead Hauler: ?
Particularly Powerful Undead: ?
Undead Who Can Sap the Strength From the Living: ?
Aban Suir, The Undying Prince, Lich, Undead Skeletal Thing, Lich King: Aban Suir was one of the most accomplished of the wizard kings of Moüd, with an indomitable will that led him to master the arcane arts as well as the political and philosophical divisions among the ancient court. Highly respected among the other practitioners of the noted city, he was the one who led the ritual to pierce the veil between the worlds, and to open a well into the Prim; the realm where the raw power of magic was drawn from. Something went wrong, however, and the well they formed was unstable. Worse, the combined power of those involved in the rite was not enough to close the gap once they’d managed to open it. Reality was tearing all around them, and there was no telling what damage the breach would do if it was not contained.
Someone would have to stay behind to hold the breach while the city evacuated, and the others closed the wards. It would have to be someone strong enough to hold out against the tide of magic, in order to buy the others time. Aban Suir placed the Horned Crown upon his brow, seated himself in the great throne that sat before the breach, and bid the others to leave him. To seal this place, and ensure that no one returned.
The courtiers did as their king bid, and sealed him in the subterranean throne room. Moüd was evacuated within hours, the people running through the grassy hills and fleeing along the roads as the remaining wizards and sorcerers wove and empowered the protections across the length and breadth of the city. Their final ward was laid across the very walls of Moüd to contain the energies flowing out of the hole they’d burrowed into the realm beyond in an attempt to siphon its power for themselves.
Aban Suir knew that no matter how strong his mind, or how iron his will, no living person could hope to hold back the tide of power. It would destroy him utterly, and once he was gone it would crash against the wards. Sooner or later, he knew they would also crack, and the breach would grow. To maintain his vigil, he focused and channeled the energy flowing out of the Prim, and used it to alter himself. His body became an undead, skeletal thing, covered in tattered, leathery skin. Wisps of hair clung to his scalp beneath the ivory crown, but he anchored his soul to the ancient throne beneath him. Freed from mortal concerns, Aban Suir held the breach as a lich who would come to be known in myth and legend as the Undying Prince.
Skeletal Elephant: ?
Skeleton: ?
Silent Gardener: ?
Skeletal Beast: ?
Intimidating Skeletal Champion: ?
Clattering Shuffling Skeletal Minion: ?
Clattering Skeleton: ?
Shambling Zombie: ?
City Backdrop: Languard (5e)
Vonya Madann, Ghost, Restless Spirit: Vonya’s span is named for Vonya Madann—the alcoholic dwarven stonemason responsible for its construction. A companion of Arndul Nenonen—the wandering adventurer who founded Ashlar—she was as skilled as she was troubled. The bridge is of stout dwarven design and construction. Although it is over four centuries old, and one of the oldest structures in the city, it is in excellent condition. Despite this, some say the bridge is haunted by its architect’s capricious shade. Vonya disappeared—tragically—one night while crossing the bridge. Local legend has it her ghost wanders the bridge on the anniversary of her disappearance—but as no-one can agree on the anniversary's actual date, any strange events on the bridge tend to get blamed on Vonya’s restless spirit.
City of Brass (Fifth Edition)
Afya: The Grand Vizier creates afyas out of potent spellcasters to punish those who defy him. Only a humanoid, elemental, or monstrosity with the Spellcasting trait can be turned into an afya by the Grand Vizier.
Lord Timor challenges any who approach, though he yields if bested. Due to his condition, he can be defeated, but he cannot be killed as he simply dissolves into a formless pool of shadowstuff and reforms the following day. If forced to yield, he explains that the crypt contains the funerary shroud of Rah’po Dehj. The shroud can be drawn from the sarcophagus only if the shadow of a pure sole is left in its place.
The instructions spoken by the mouth in the Hall of Portals are both a pun and a bit of a misnomer applied by the wily lich to protect his shroud and ultimately his phylactery from clever enemies.
The shadow must be carved from the sole of the foot of a willing being with the scythe of Timor. Doing so is painful, dealing 7 (2d6) slashing damage and 1d6 points of temporary Dexterity damage that lasts until the wound either heals naturally or is healed with a heal spell, as no other magic is strong enough to rectify the wound. The removal must be done within a magic circle, lest a wicked soul from the Plane of Shadow arrives and possesses the shadowless victim as an afya.
Afya Archmage: ?
Afya Elemental Overlord: ?
Johora, Afya Archmage: ?
Humam, Afya Archmage: ?
Sirajha, Afya Elemental Overlord: Sirajha (afya elemental overlord) was an azer sorceress who was renowned among her folk for her ability to bend and wield fire and light, and to shape metal alongside her husband the Diya al Din. When she was captured by the Grand Vizier, he placed an ancient curse on her, condemning her to the form of an afya.
Afya, Mus'ad Camel Face: ?
Risen Animated Corpse ?
Bodak: A creature that is slain by the bodak’s Gaze rises as a bodak 24 hours later unless restored to life by magical means.
A creature that is slain by the bodak [priest]’s Gaze rises as a bodak 24 hours later unless restored to life by magical means.
Bodak Priest: ?
Deathwisp: ?
Advanced Demilich: ?
Ishapsip the Demilich, Advanced Demilich: ?
Forsaken Mameluke, Demonic Knight: The Forsaken Mamelukes are six men of courage whom time has forgotten. Livesha brought them under her rule and entrusted them into the world of undeath. They are now demonic knights under her complete control. Three of the soldiers were human, one was elven, one was a half-giant, and her most prized of the six was an efreet she manipulated into her services under the power of death.
Baatina The Ghost, Ghost: The curator of the Palace of Wonders is the ghost of an ancient sage named Baatina. She died hundreds of years ago when a powerful curse unleashed by one of the newly procured items for the palace that transformed her into a ghost, but she as yet seems unaware of her own demise.
Ghost of a Master: ?
Ghost of an Efreet: ?
Ghostly Woman: ?
Ghostly Scribe: ?
Gorgon, Discontent Ghost: There are a few places in the souk where criminals are punished by being stoned to death. At one such stoning wall, a discontent ghost harasses passersby. The ghost, a barbarian warrior called Gorgon, seethes with hatred for the locals because of what they did to him; moreover, he was truly innocent of the crime of which they accused him. When the adventurers come within 10 feet of the wall, he materializes out of it, screams insanely, and promptly attacks them.
Cinder Ghoul: Throughout the City of Kirtius are areas that are charred and burned to rubble. These neighborhoods were scorched by the faithful of the Cult of the Burning One, leaving naught but cinders behind. Piles of bodies lie among the burned area where whole families were slaughtered in the name of the Veiled God.
There is a 25% chance that 1d4 corpses encountered rise as cinder ghouls.
The Cult of the Burning One torched several estates when they overwhelmed the city. A portion of the wall separating the noble district from Silk Street collapsed when basalt columns rolled downhill and smashed through the brick and stucco wall.
Like the burned areas in the city proper, there is a 25% chance that the deceased homeowners or their servants rise from the ashes as 1d4 cinder ghouls.
Dust Ghoul: Risen, animated corpses of creatures that have died on the Expanse.
Creatures who succumb to the environment within 6 miles of an ancient dust dragon’s lair often rise as dust ghouls under the dust dragon’s command.
Creatures who succumb to the environment within 6 miles of the dust dragon Ilgomaxag’s lair often rise as dust ghouls under the dust dragon’s command.
Iron Ghoul: A character that dies by sacrificing all Constitution points for the rituals contained in the Cultes de Ghuls book rises in 1 hour as an iron ghoul.
Cultes de Ghuls Tome of High Knowledge.
Ghoulish Merfolk: ?
Sand Ghoul: This group of sand ghouls are the risen remains of bandits who preyed upon the desert nomads and continue this tradition even in undeath.
Ghul: A genie slain by a ghul noble's bite attack rises 24 hours later as a ghul under the ghul noble’s control, unless the genie is restored to life or its body is destroyed.
Ghul Efreet: The creature here is a ghul efreeti, the ghost of an efreet, left here as a test to the faithful.
To the west of the courtyard is the actual residence of Husam al Din. The entry chamber to his quarters is guarded by a pair of efreeti soldiers who are sworn to guard the blind priest to the death and beyond. The efreeti soldiers attack any non-burning dervish priest or other efreeti on sight who does not have a special pass to visit the venerable blind priest. Once slain, these efreeti immediately rise as ghul efreeti and fight again until slain a second time.
Ghul Noble: ?
Azam al Ghul, Ghul Noble: ?
Lavawight: If a humanoid creature is slain by the shape of fire, it rises as a lavawight at the end of the shape of fire’s next turn.
Ankev the Arch-Lich: ?
Livesha, Lich High Priestess of Orcus: ?
Rah'po Dej, Jhedophar the Arch Lich, Lich, Foul Creature: ?
Sim Ral Marla, Lich: ?
Lich Lord: ?
Saaid al Djinn, Salt Lich: ?
Gorlick the Unclean, Dwarven Lich: ?
Mohrg: ?
Greater Mummy: ?
Retep Inkusad, Viceroy of Set, Greater Mummy: Retep was once known as the Sorcerer of the Sands in his native land of No’Tnar where late in life he built a great kingdom situated near the oasis of Teg’pu. In these ancient times, the Old Gods walked the material planes gathering faithful worshippers to them. So it was that Retep and his wife were taken into the worship of Set, who blessed his new priest and priestess with long lives. Theirs became a civilization of pain and sadism unseen in the ancient times. Retep, following the lessons of his master, soon betrayed his wife by taking as concubine several of the temple maidens and instructed them in the ways of a bride of Set.
Outraged at his infidelities, Retep’s wife laid a death curse upon her husband and took her own life. Her curse, called forth with such power and conviction, slew Retep instantly. He was found dead by his followers the next morning and was quickly embalmed. On the sixth night after his embalming and entombment, he arose and revealed himself to his followers. The folk of his land stared with shock and horror as their risen lord once again ascended the black throne of the priest-kings.
Imthep the Ancient, Mummy Lord: ?
Mummy Djinn: ?
Nightwalker: ?
Nal'vun Akhan, Nightwalker: Nal’vun Akhan (nightwalker), a once-powerful warrior priest and devout follower of a long-forgotten Sultan, now resides here. After his master was slain, Orcus summoned him and changed him into a nightwalker.
Red Jester: The eighth mask is a cursed clown mask that turns the wearer into a red jester unless a successful DC 20 Wisdom saving throw is made.
Runeskull: ?
Shadow Beast: ?
Shadow Captain: ?
Lord Timor, The Shadow of Death, Shadow Captain: ?
Shape of Fire: ?
Zebediah, Skeleton: ?
Animated Skeleton: ?
Azer Skeleton: ?
Black Skeleton: ?
Charred Skeleton: ?
Efreeti Skeleton: ?
Fire Giant Skeleton: ?
Janni Skeleton, Undead Janni Skeleton: These undead soldiers are the restless souls of the army Dahish and the unnamed king originally led against Sulymon.
Skeleton Warrior, Normal Skeleton Warrior: In the process of transforming into a skeleton warrior, the dying warrior’s soul is trapped in a golden circlet.
These barracks once housed the Sultana’s personal army of guards drawn from the most powerful of mortal slaves. Now their collapsed roofs are all that remains of their once ostentatious housing and parade grounds. The area surrounding the barracks is crawling with skeleton warriors of the once brave fighters who attack any living beings that enter their turf. Unlike normal skeleton warriors, these beings are not possessed of a collar or circlet (and therefore do not have the normal skeleton warrior’s find target ability) but were formed by the curse laid on the grounds by Saaid Al Djinn to continue their defense of the Sultana’s holdings even unto death.
Lord Tork, Skeletal Warrior: ?
Advanced Specter: Cells A and C have treasure from an unlucky band of thieves who made it this far into the KhizAnah before starving to death in the cells. The advanced specters of the dead thieves remain in the cells where they were trapped, haunting the area of their demise.
Ash Specter: Creatures killed in the Sulfur Mountains by ash or volcanic activity.
Tlaunehc Tnec The Wyrm of Bones: Tlaunehc Tnek the Wyrm of Bones artifact.
Undead Camel: ?
Undead Chemist: ?
Undead Hyenadon: ?
Incorporeal Undead: ?
Undead Djinn: ?
Mindless Undead: ?
Undead Minion: Curse of Set.
Undead Plant: ?
Undead Protector: Those not able to display an unholy symbol of Set or black ankh are captured for sacrifice, their blood anointed upon true worshippers, and their bodies transformed into undead protectors of the pyramid.
Undead Servant: ?
Undead Soldier: ?
Undead Steed: ?
Vile God-King Y'Cart Chi'Namk the Eternal: ?
Nikolai, Lecherous Vicious Vampire: ?
Exeis, Vampire Spawn: ?
Vampiric Bandit: ?
Vampire Rogue: ?
Vampiric Treant: ?
Valter, Mask Wight, Undead Chemist: ?
Oblivion Wraith: ?
Spellgorged Zombie: Characters who have played through the Tower of Jhedophar or who have previously encountered spellgorged zombies may be familiar with their creator or origin story.
Currently, the sawdust stuffed remains of four humanoid bodies lie on tables, fully utilized in the process of receiving their magical tattoos to become spellgorged zombies.
Undead: No one knows when or how the sea dried up. Today, this landscape is as harsh and as inhospitable as it is dry, populated only by roving bands of undead (those who drowned in the Fathom) and by priests from the Seekers of the Ebony Moon.
Hecate’s Fathom lay safely buried under the sand until recently, when a massive sandstorm uncovered a small part of it. The skeletal remains of hundreds of ships jut from the sand, and the undead of everyone who drowned in that part of the Fathom haunt it.
Tome of the Undead Tome of High Knowledge.
Death Knight: The statue of the Lightbringer fills those who see it with disturbing feelings of temptation.
A cleric or paladin receives a vision where they wield great power as they slay devils, demons, efreet, and angelic beings in a massive conquest. They soon are a bishop or greater in a church whose laws and tenets award the strong, the motivated, and the aggressive with more power and prestige, including great basilicas and theocracies to rule over. Again, the only request asked is the immortal soul of the signee on a contract written on the flesh of a saint.
Any clerics or paladins who sign this document sign their soul over to Old Scratch. They lose any powers and abilities attributed to their previous deity and become a cleric or paladin of the Lightbringer with all the benefits and penalties thereof. A pair of bearded devils is bequeathed as immediate bodyguards to the signee. Upon their death, their soul is awarded status as a devil or death knight of Infernus, skipping the lowly ranks of lemures altogether.
Ghost: Their main meeting spot is a burned-out part of the bazaar where an elemental mage once had a nasty run-in with the Sahoduin peacekeepers. It is widely believed his and the dead peacekeepers’ ghosts haunt the area, and no one wants to anger them by erecting new tents in it. This story isn’t true.
Ghoul, Standard Ghoul: If a creature dies of an undead hyenadon's ghoul fever disease, it rises as a ghoul at the next midnight.
Exeis, a vampire spawn and one of the Red Scorpion League, was recently captured by the trio and placed in this vat to drain away whatever essence they can capture for their drug and poison production. So far, they have not come upon a necromantic unguent that does not produce ghouls or wights.
Cultes de Ghuls Tome of High Knowledge.
Ghast: ?
Lich: The true sarcophagus of Ankev the Arch-Lich is said to be powerful enough to transform any divine or arcane spellcaster into a lich should they know the ritual.
The statue of the Lightbringer fills those who see it with disturbing feelings of temptation.
An archangel with jet-black wings reveals visions of power coursing through the veins of a wielder of arcane magic. Magic infuses their very flesh and bones as secret after secret of the arcane cosmos is exposed to their massive intellect. All these powers and more are offered should the infernal contract merely be inked in the signee’s blood. Magic-users who sign this waiver instantly gain one full level of power as well as one full point of Intelligence and Charisma. Unbeknownst to them — at least initially — they are also transformed into a lich. Their phylactery and soul become property of the Prince of Darkness. No immediate outward appearance of their un-death is revealed at first, but their body begins to slowly decay. Their nose and ears fall off within a month or so, even as their flesh tautens and their blood slowly coagulates until their heart itself ceases to beat. The lich is forevermore in the service of the Lightbringer, forced to tempt others into sacrificing their own spirit and freedom in exchange for eternal servitude.
Tome of the Undead Tome of High Knowledge.
Mummy: Tome of the Undead Tome of High Knowledge.
Mummy Lord: Y'Cart Chi'Namk's Hunefer Rot disease.
Shadow: A dream reveals apocalyptic events taking place across the characters’ world. In the vision, souls are unable to reach the afterlife and are returning as shadows and wraiths, with whole villages being attacked by their newly buried dead.
Skeleton: Tome of the Undead Tome of High Knowledge.
Specter: Any living creature killed in the Maze of Mindlessness rises as a specter in 1d4 rounds with a number of Hit Dice equal to its character level (but retains none of the abilities it had in life). If the body is removed from the maze before this time, it does not rise as a specter.
Azam al Ghul, a maddened ghul noble, commands the specters that rise from those who die in the Maze of Mindlessness.
Advanced Specter's Create Specter power.
Oblivion Wraith's Create Specter power.
Vampire: The statue of the Lightbringer fills those who see it with disturbing feelings of temptation.
The archangel to the left of the character shows chests of gold, diamonds, emeralds, and rubies flanking a fine hardwood desk behind which stand two shadowy figures. The character sits at the desk as a line of patrons awaits their chance to meet the new Godfather. Each in turn kisses his hand and lays a tribute upon the loot pile accumulating in the room. Wealth, power, and loyalty are all offered in exchange for favors that the character can proffer at the wave of his fingers or the nod of his chin. At a word, whole neighborhoods are taken over and city governments collapse. At a glance, foes die with a knife buried in their backs. A contract is offered by the dark-winged angel, and the character takes on the leadership of a highly renowned thieves’ guild. The thirst for gold suddenly subsides as a thirst for blood takes its place. The new syndicate lord is quickly outed as a vampire, a member of the undead.
Vampire Spawn: ?
Wight: Exeis, a vampire spawn and one of the Red Scorpion League, was recently captured by the trio and placed in this vat to drain away whatever essence they can capture for their drug and poison production. So far, they have not come upon a necromantic unguent that does not produce ghouls or wights.
Wraith: A dream reveals apocalyptic events taking place across the characters’ world. In the vision, souls are unable to reach the afterlife and are returning as shadows and wraiths, with whole villages being attacked by their newly buried dead.
The band, known as Angelo’s Cursed 13 Orchestra, is made up of 13 wraiths who sold their soul to Old Scratch for success in life. They play the violin, viola, cello, bass, trumpet, tuba, clarinet, flute, horn, xylophone, harp, drums, and piano.
Zombie: Any humanoid creature slain by the mohrg rises as a zombie at the beginning of the mohrg’s next turn.
Some who fail their indoctrination into the Cult of the Burning One are held in the dungeons until they can be transported. Important persons, children, and those with pure souls are taken to be transformed into living brass upon the Soul Forge in the City of Brass. Others are worked to death and then transformed into zombies that are used for training clerics to turn undead and for arcane target practice.
The soul of a creature slain by bin Jabaar is devoured by the demon and the physical body is spit out the other side of the book. The body rises as a zombie under the control of Jabb bin Jabaar in 1d4 rounds.
Mask of Ankev magic item.
Tome of the Undead Tome of High Knowledge.
Hellwasp Swarm's Inhabit power.
Mask of Ankev
Wondrous item, artifact (requires attunement by an evil creature)
This unholy item is purportedly the only likeness of the arch lich Ankev as he appeared in life. Made of solid gold and encrusted with precious gemstones, the mask portrays a handsome face twisted with maniacal cruelty. The mask is purported to have numerous magical powers for anyone with the strength to wear it. It is believed that any creature possessing the crooked rod of Ankev, the sarcophagus of Ankev, and the mask may be instantly transformed into a lich upon the completion of a long-forgotten ritual.
When donned, the mask immediately affixes itself to your face and may be removed only upon your death, or by means of a wish spell cast by another. When worn, the mask is completely weightless.
While wearing the mask you have the following bonuses:
Immunity to gaze attacks
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects (spells or spell-like abilities that cause death rather than damage), mind-affecting effects (charms, patterns, compulsions, phantasms, and fear effects)
+4 to your Intelligence score
+6 bonus to AC
Undead are drawn to the wearer of the mask. Undead detect the wearer of the mask of Ankev even if the wearer is otherwise invisible to them.
Once per day, you may reveal a symbol of death that affects allies and enemies alike. Any beings slain by the symbol rise as zombies in 1d4 minutes. These undead beings are not necessarily under your command and are 50% likely to attack you unless halted by means of turn undead.
Good-aligned creatures touching the mask take 27 (6d8) necrotic damage each round. Neutral-aligned creatures take 13 (3d8) necrotic damage each round.
Tlaunehc Tnek the Wyrm of Bones
Wondrous item, artifact
Said to be the bones of the most powerful dragon that ever lived, they are also believed (by some) to be the bones of the first dragon in existence. These skeletal remains of Tlaunehc Tnek stand menacingly on its platform. The dragon is at least Colossal sized and is missing a single bone from its structure. It is believed that the dragon will animate and follow the commands of the one who made it whole if the missing part is ever reunited with the skeleton.
Tome of the Undead (Magden the Black): Common; Constitution DC 16 (1/1d4 Con); Religion +2; contains animate dead, create undead, hallow, magic jar, banishment; 4 pounds.
A recent addition to the library here, this book is an extensive treatise on creating and animating skeletons and zombies, transforming corpses into undead, creating mummies, and trapping freshly slain souls before they reach their afterlife destination. Formulae on becoming a lich are also contained within the pages. (The exact formula is left up to you to suit your campaign).
This tome is written on blackened flesh bound by the bones of slain humanoids. The cover is formed from the burned flesh of a vampire.
Cultes de Ghuls (Klarkazton Wormious): Ancient Common (DC 18 Intelligence to decipher); Constitution DC 16 (1/1d4 Con); Religion +2; contains ghoul touch; strong necromancy; CL 20th; 5 pounds.
This tome is a treatise on ghouls as written by the insane necromancer Klarkazton Wormious. The first part of this volume contains general information on ghouls, their habits, techniques used to combat them, and so on. The second portion of the book contains ghoul-related magic and rituals that grant the reader ghoulish benefits.
Each ritual requires a sacrifice when first performed. Note that Constitution points sacrificed for a ritual do not heal naturally and cannot be healed magically short of a wish. The book contains the following rituals.
Command the Dead: The reader gains the ability to command up to 5 ghouls within sight with a DC of 8 + Charisma modifier + proficiency bonus. This ability can be used a number of times per day equal to 3 + the character’s Charisma modifier. Sacrifice: 2 points of Constitution.
Eater of Flesh: From this point forward, by consuming the flesh of a living creature, the character heals as if affected by a cure wounds spell. It takes 1 minute to cut away and consume enough flesh to gain the healing benefit. A character can heal a maximum number of hit points per day equal to the character’s level x Charisma modifier. Sacrifice: 2 points of Constitution.
Bite of the Ghoul: The character gains a bite attack that deals 1d4 + Strength or Dexterity modifier and delivers ghoul fever. A person bit by this attack must succeed on a DC 14 Constution saving throw or succumb to the disease. The bite attack is gained as a bonus action. Sacrifice: 2 points of Constitution. The character also gains +1 to Charisma from this ritual.
Empower the Grave: When casting create undead, the character can create a number of ghouls equal to 1 + Charisma modifier. Further, ghouls created by the spellcaster have maximum hit points for their Hit Dice and have advantage on saving throws to resist being turned while the caster is in sight. Sacrifice: 4 points of Constitution. The character also gains +1 to Charisma from this ritual.
Death to Undeath: A caster that slays an opponent using necromantic magic can use one spell slot of 6th level or higher to immediately raise that opponent as a ghoul under the caster’s command. The risen ghoul is a standard ghoul but has maximum hit points for its HD, +4 Strength, and advantage on saving throws to resist being turned while the caster is in sight. It retains none of the abilities the opponent had in life. The ghoul remains under the character’s command until slain or the caster dies. Sacrifice: 4 points of Constitution. The character also gains +1 to Charisma score from this ritual.
A character that dies by sacrificing all Constitution points for the rituals contained in this book rises in 1 hour as an iron ghoul.
This is the only known copy of this book.
Y'Cart Chi'Namk's Hunefer Rot
While infected, the creature’s Constitution score is reduced by 1d6 at the start of each of its turns until the disease is cured. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its Constitution to 0. An afflicted creature that dies shrivels away into sand in 3 rounds. On the third round the dust swirls and forms a mummy lord with the dead creature’s equipment under Y’Cart Chi’Namk’s command.
Create Specter. The advanced specter 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 advanced specter’s control. The advanced specter can have no more than seven specters under its control at one time.
Create Specter. The oblivion 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 oblivion wraith’s control. The oblivion wraith can have no more than ten specters under its control at one time.
Curse of Set
Any being failing a DC 20 Constitution saving throw is cursed to be painfully transformed into an undead minion of Set upon their death. The type and sort of minion is left to you. Removing this curse requires divine intervention and likely a quest in the name of a deity or power opposed to Set’s doctrines.
Those affected by the curse of Set are known to the god’s worshippers. Worshippers of Set instantly recognize the curse scrawled upon the victim’s face and know that Set has chosen this being as one of his own. To fulfill the wishes of their deity, these worshippers have been known to manipulate individuals bearing the curse of Set upon their face. They seek to place such beings into positions of power and prestige in their native lands so that when they die, they arise again as a faithful minion and servant of the Slithering Orders. Alternately, followers of Set may kill an afflicted individual on sight, and then command them as undead minions for their own use. These damning hieroglyphics are invisible to anyone else viewing the afflicted person, including the cursed individual, except through the use of detect magic accompanied by a successful DC 20 Intelligence (Arcana) check, true seeing accompanied by a successful DC 20 Wisdom (Perception) check, or greater magic (such as wish).
Inhabit. The swarm enters the body of a dead or incapacitated creature of size Small, Medium, or Large. If the creature was dead, it becomes a zombie of the appropriate variety with full hit points under the control of the swarm. If the creature is alive, it must succeed on a DC 16 Constitution saving throw or the swarm takes complete control of its body. The swarm may cause the creature to take any of its normal actions, except spellcasting. Damage done to an inhabited creature is split evenly between the creature and the swarm. When a creature begins its turn inhabited by the swarm, it takes 7 (2d6) necrotic damage. An inhabited creature may repeat its saving throw at the end of each of its turns, expelling the swarm from its body and ending the swarm’s control over it on a success. A living inhabited creature which dies from the swarm’s necrotic damage becomes a zombie of the appropriate variety with full hit points under the control of the swarm. Casting greater restoration or heal on a living inhabited creature expels the swarm.
Lord Timor challenges any who approach, though he yields if bested. Due to his condition, he can be defeated, but he cannot be killed as he simply dissolves into a formless pool of shadowstuff and reforms the following day. If forced to yield, he explains that the crypt contains the funerary shroud of Rah’po Dehj. The shroud can be drawn from the sarcophagus only if the shadow of a pure sole is left in its place.
The instructions spoken by the mouth in the Hall of Portals are both a pun and a bit of a misnomer applied by the wily lich to protect his shroud and ultimately his phylactery from clever enemies.
The shadow must be carved from the sole of the foot of a willing being with the scythe of Timor. Doing so is painful, dealing 7 (2d6) slashing damage and 1d6 points of temporary Dexterity damage that lasts until the wound either heals naturally or is healed with a heal spell, as no other magic is strong enough to rectify the wound. The removal must be done within a magic circle, lest a wicked soul from the Plane of Shadow arrives and possesses the shadowless victim as an afya.
Afya Archmage: ?
Afya Elemental Overlord: ?
Johora, Afya Archmage: ?
Humam, Afya Archmage: ?
Sirajha, Afya Elemental Overlord: Sirajha (afya elemental overlord) was an azer sorceress who was renowned among her folk for her ability to bend and wield fire and light, and to shape metal alongside her husband the Diya al Din. When she was captured by the Grand Vizier, he placed an ancient curse on her, condemning her to the form of an afya.
Afya, Mus'ad Camel Face: ?
Risen Animated Corpse ?
Bodak: A creature that is slain by the bodak’s Gaze rises as a bodak 24 hours later unless restored to life by magical means.
A creature that is slain by the bodak [priest]’s Gaze rises as a bodak 24 hours later unless restored to life by magical means.
Bodak Priest: ?
Deathwisp: ?
Advanced Demilich: ?
Ishapsip the Demilich, Advanced Demilich: ?
Forsaken Mameluke, Demonic Knight: The Forsaken Mamelukes are six men of courage whom time has forgotten. Livesha brought them under her rule and entrusted them into the world of undeath. They are now demonic knights under her complete control. Three of the soldiers were human, one was elven, one was a half-giant, and her most prized of the six was an efreet she manipulated into her services under the power of death.
Baatina The Ghost, Ghost: The curator of the Palace of Wonders is the ghost of an ancient sage named Baatina. She died hundreds of years ago when a powerful curse unleashed by one of the newly procured items for the palace that transformed her into a ghost, but she as yet seems unaware of her own demise.
Ghost of a Master: ?
Ghost of an Efreet: ?
Ghostly Woman: ?
Ghostly Scribe: ?
Gorgon, Discontent Ghost: There are a few places in the souk where criminals are punished by being stoned to death. At one such stoning wall, a discontent ghost harasses passersby. The ghost, a barbarian warrior called Gorgon, seethes with hatred for the locals because of what they did to him; moreover, he was truly innocent of the crime of which they accused him. When the adventurers come within 10 feet of the wall, he materializes out of it, screams insanely, and promptly attacks them.
Cinder Ghoul: Throughout the City of Kirtius are areas that are charred and burned to rubble. These neighborhoods were scorched by the faithful of the Cult of the Burning One, leaving naught but cinders behind. Piles of bodies lie among the burned area where whole families were slaughtered in the name of the Veiled God.
There is a 25% chance that 1d4 corpses encountered rise as cinder ghouls.
The Cult of the Burning One torched several estates when they overwhelmed the city. A portion of the wall separating the noble district from Silk Street collapsed when basalt columns rolled downhill and smashed through the brick and stucco wall.
Like the burned areas in the city proper, there is a 25% chance that the deceased homeowners or their servants rise from the ashes as 1d4 cinder ghouls.
Dust Ghoul: Risen, animated corpses of creatures that have died on the Expanse.
Creatures who succumb to the environment within 6 miles of an ancient dust dragon’s lair often rise as dust ghouls under the dust dragon’s command.
Creatures who succumb to the environment within 6 miles of the dust dragon Ilgomaxag’s lair often rise as dust ghouls under the dust dragon’s command.
Iron Ghoul: A character that dies by sacrificing all Constitution points for the rituals contained in the Cultes de Ghuls book rises in 1 hour as an iron ghoul.
Cultes de Ghuls Tome of High Knowledge.
Ghoulish Merfolk: ?
Sand Ghoul: This group of sand ghouls are the risen remains of bandits who preyed upon the desert nomads and continue this tradition even in undeath.
Ghul: A genie slain by a ghul noble's bite attack rises 24 hours later as a ghul under the ghul noble’s control, unless the genie is restored to life or its body is destroyed.
Ghul Efreet: The creature here is a ghul efreeti, the ghost of an efreet, left here as a test to the faithful.
To the west of the courtyard is the actual residence of Husam al Din. The entry chamber to his quarters is guarded by a pair of efreeti soldiers who are sworn to guard the blind priest to the death and beyond. The efreeti soldiers attack any non-burning dervish priest or other efreeti on sight who does not have a special pass to visit the venerable blind priest. Once slain, these efreeti immediately rise as ghul efreeti and fight again until slain a second time.
Ghul Noble: ?
Azam al Ghul, Ghul Noble: ?
Lavawight: If a humanoid creature is slain by the shape of fire, it rises as a lavawight at the end of the shape of fire’s next turn.
Ankev the Arch-Lich: ?
Livesha, Lich High Priestess of Orcus: ?
Rah'po Dej, Jhedophar the Arch Lich, Lich, Foul Creature: ?
Sim Ral Marla, Lich: ?
Lich Lord: ?
Saaid al Djinn, Salt Lich: ?
Gorlick the Unclean, Dwarven Lich: ?
Mohrg: ?
Greater Mummy: ?
Retep Inkusad, Viceroy of Set, Greater Mummy: Retep was once known as the Sorcerer of the Sands in his native land of No’Tnar where late in life he built a great kingdom situated near the oasis of Teg’pu. In these ancient times, the Old Gods walked the material planes gathering faithful worshippers to them. So it was that Retep and his wife were taken into the worship of Set, who blessed his new priest and priestess with long lives. Theirs became a civilization of pain and sadism unseen in the ancient times. Retep, following the lessons of his master, soon betrayed his wife by taking as concubine several of the temple maidens and instructed them in the ways of a bride of Set.
Outraged at his infidelities, Retep’s wife laid a death curse upon her husband and took her own life. Her curse, called forth with such power and conviction, slew Retep instantly. He was found dead by his followers the next morning and was quickly embalmed. On the sixth night after his embalming and entombment, he arose and revealed himself to his followers. The folk of his land stared with shock and horror as their risen lord once again ascended the black throne of the priest-kings.
Imthep the Ancient, Mummy Lord: ?
Mummy Djinn: ?
Nightwalker: ?
Nal'vun Akhan, Nightwalker: Nal’vun Akhan (nightwalker), a once-powerful warrior priest and devout follower of a long-forgotten Sultan, now resides here. After his master was slain, Orcus summoned him and changed him into a nightwalker.
Red Jester: The eighth mask is a cursed clown mask that turns the wearer into a red jester unless a successful DC 20 Wisdom saving throw is made.
Runeskull: ?
Shadow Beast: ?
Shadow Captain: ?
Lord Timor, The Shadow of Death, Shadow Captain: ?
Shape of Fire: ?
Zebediah, Skeleton: ?
Animated Skeleton: ?
Azer Skeleton: ?
Black Skeleton: ?
Charred Skeleton: ?
Efreeti Skeleton: ?
Fire Giant Skeleton: ?
Janni Skeleton, Undead Janni Skeleton: These undead soldiers are the restless souls of the army Dahish and the unnamed king originally led against Sulymon.
Skeleton Warrior, Normal Skeleton Warrior: In the process of transforming into a skeleton warrior, the dying warrior’s soul is trapped in a golden circlet.
These barracks once housed the Sultana’s personal army of guards drawn from the most powerful of mortal slaves. Now their collapsed roofs are all that remains of their once ostentatious housing and parade grounds. The area surrounding the barracks is crawling with skeleton warriors of the once brave fighters who attack any living beings that enter their turf. Unlike normal skeleton warriors, these beings are not possessed of a collar or circlet (and therefore do not have the normal skeleton warrior’s find target ability) but were formed by the curse laid on the grounds by Saaid Al Djinn to continue their defense of the Sultana’s holdings even unto death.
Lord Tork, Skeletal Warrior: ?
Advanced Specter: Cells A and C have treasure from an unlucky band of thieves who made it this far into the KhizAnah before starving to death in the cells. The advanced specters of the dead thieves remain in the cells where they were trapped, haunting the area of their demise.
Ash Specter: Creatures killed in the Sulfur Mountains by ash or volcanic activity.
Tlaunehc Tnec The Wyrm of Bones: Tlaunehc Tnek the Wyrm of Bones artifact.
Undead Camel: ?
Undead Chemist: ?
Undead Hyenadon: ?
Incorporeal Undead: ?
Undead Djinn: ?
Mindless Undead: ?
Undead Minion: Curse of Set.
Undead Plant: ?
Undead Protector: Those not able to display an unholy symbol of Set or black ankh are captured for sacrifice, their blood anointed upon true worshippers, and their bodies transformed into undead protectors of the pyramid.
Undead Servant: ?
Undead Soldier: ?
Undead Steed: ?
Vile God-King Y'Cart Chi'Namk the Eternal: ?
Nikolai, Lecherous Vicious Vampire: ?
Exeis, Vampire Spawn: ?
Vampiric Bandit: ?
Vampire Rogue: ?
Vampiric Treant: ?
Valter, Mask Wight, Undead Chemist: ?
Oblivion Wraith: ?
Spellgorged Zombie: Characters who have played through the Tower of Jhedophar or who have previously encountered spellgorged zombies may be familiar with their creator or origin story.
Currently, the sawdust stuffed remains of four humanoid bodies lie on tables, fully utilized in the process of receiving their magical tattoos to become spellgorged zombies.
Undead: No one knows when or how the sea dried up. Today, this landscape is as harsh and as inhospitable as it is dry, populated only by roving bands of undead (those who drowned in the Fathom) and by priests from the Seekers of the Ebony Moon.
Hecate’s Fathom lay safely buried under the sand until recently, when a massive sandstorm uncovered a small part of it. The skeletal remains of hundreds of ships jut from the sand, and the undead of everyone who drowned in that part of the Fathom haunt it.
Tome of the Undead Tome of High Knowledge.
Death Knight: The statue of the Lightbringer fills those who see it with disturbing feelings of temptation.
A cleric or paladin receives a vision where they wield great power as they slay devils, demons, efreet, and angelic beings in a massive conquest. They soon are a bishop or greater in a church whose laws and tenets award the strong, the motivated, and the aggressive with more power and prestige, including great basilicas and theocracies to rule over. Again, the only request asked is the immortal soul of the signee on a contract written on the flesh of a saint.
Any clerics or paladins who sign this document sign their soul over to Old Scratch. They lose any powers and abilities attributed to their previous deity and become a cleric or paladin of the Lightbringer with all the benefits and penalties thereof. A pair of bearded devils is bequeathed as immediate bodyguards to the signee. Upon their death, their soul is awarded status as a devil or death knight of Infernus, skipping the lowly ranks of lemures altogether.
Ghost: Their main meeting spot is a burned-out part of the bazaar where an elemental mage once had a nasty run-in with the Sahoduin peacekeepers. It is widely believed his and the dead peacekeepers’ ghosts haunt the area, and no one wants to anger them by erecting new tents in it. This story isn’t true.
Ghoul, Standard Ghoul: If a creature dies of an undead hyenadon's ghoul fever disease, it rises as a ghoul at the next midnight.
Exeis, a vampire spawn and one of the Red Scorpion League, was recently captured by the trio and placed in this vat to drain away whatever essence they can capture for their drug and poison production. So far, they have not come upon a necromantic unguent that does not produce ghouls or wights.
Cultes de Ghuls Tome of High Knowledge.
Ghast: ?
Lich: The true sarcophagus of Ankev the Arch-Lich is said to be powerful enough to transform any divine or arcane spellcaster into a lich should they know the ritual.
The statue of the Lightbringer fills those who see it with disturbing feelings of temptation.
An archangel with jet-black wings reveals visions of power coursing through the veins of a wielder of arcane magic. Magic infuses their very flesh and bones as secret after secret of the arcane cosmos is exposed to their massive intellect. All these powers and more are offered should the infernal contract merely be inked in the signee’s blood. Magic-users who sign this waiver instantly gain one full level of power as well as one full point of Intelligence and Charisma. Unbeknownst to them — at least initially — they are also transformed into a lich. Their phylactery and soul become property of the Prince of Darkness. No immediate outward appearance of their un-death is revealed at first, but their body begins to slowly decay. Their nose and ears fall off within a month or so, even as their flesh tautens and their blood slowly coagulates until their heart itself ceases to beat. The lich is forevermore in the service of the Lightbringer, forced to tempt others into sacrificing their own spirit and freedom in exchange for eternal servitude.
Tome of the Undead Tome of High Knowledge.
Mummy: Tome of the Undead Tome of High Knowledge.
Mummy Lord: Y'Cart Chi'Namk's Hunefer Rot disease.
Shadow: A dream reveals apocalyptic events taking place across the characters’ world. In the vision, souls are unable to reach the afterlife and are returning as shadows and wraiths, with whole villages being attacked by their newly buried dead.
Skeleton: Tome of the Undead Tome of High Knowledge.
Specter: Any living creature killed in the Maze of Mindlessness rises as a specter in 1d4 rounds with a number of Hit Dice equal to its character level (but retains none of the abilities it had in life). If the body is removed from the maze before this time, it does not rise as a specter.
Azam al Ghul, a maddened ghul noble, commands the specters that rise from those who die in the Maze of Mindlessness.
Advanced Specter's Create Specter power.
Oblivion Wraith's Create Specter power.
Vampire: The statue of the Lightbringer fills those who see it with disturbing feelings of temptation.
The archangel to the left of the character shows chests of gold, diamonds, emeralds, and rubies flanking a fine hardwood desk behind which stand two shadowy figures. The character sits at the desk as a line of patrons awaits their chance to meet the new Godfather. Each in turn kisses his hand and lays a tribute upon the loot pile accumulating in the room. Wealth, power, and loyalty are all offered in exchange for favors that the character can proffer at the wave of his fingers or the nod of his chin. At a word, whole neighborhoods are taken over and city governments collapse. At a glance, foes die with a knife buried in their backs. A contract is offered by the dark-winged angel, and the character takes on the leadership of a highly renowned thieves’ guild. The thirst for gold suddenly subsides as a thirst for blood takes its place. The new syndicate lord is quickly outed as a vampire, a member of the undead.
Vampire Spawn: ?
Wight: Exeis, a vampire spawn and one of the Red Scorpion League, was recently captured by the trio and placed in this vat to drain away whatever essence they can capture for their drug and poison production. So far, they have not come upon a necromantic unguent that does not produce ghouls or wights.
Wraith: A dream reveals apocalyptic events taking place across the characters’ world. In the vision, souls are unable to reach the afterlife and are returning as shadows and wraiths, with whole villages being attacked by their newly buried dead.
The band, known as Angelo’s Cursed 13 Orchestra, is made up of 13 wraiths who sold their soul to Old Scratch for success in life. They play the violin, viola, cello, bass, trumpet, tuba, clarinet, flute, horn, xylophone, harp, drums, and piano.
Zombie: Any humanoid creature slain by the mohrg rises as a zombie at the beginning of the mohrg’s next turn.
Some who fail their indoctrination into the Cult of the Burning One are held in the dungeons until they can be transported. Important persons, children, and those with pure souls are taken to be transformed into living brass upon the Soul Forge in the City of Brass. Others are worked to death and then transformed into zombies that are used for training clerics to turn undead and for arcane target practice.
The soul of a creature slain by bin Jabaar is devoured by the demon and the physical body is spit out the other side of the book. The body rises as a zombie under the control of Jabb bin Jabaar in 1d4 rounds.
Mask of Ankev magic item.
Tome of the Undead Tome of High Knowledge.
Hellwasp Swarm's Inhabit power.
Mask of Ankev
Wondrous item, artifact (requires attunement by an evil creature)
This unholy item is purportedly the only likeness of the arch lich Ankev as he appeared in life. Made of solid gold and encrusted with precious gemstones, the mask portrays a handsome face twisted with maniacal cruelty. The mask is purported to have numerous magical powers for anyone with the strength to wear it. It is believed that any creature possessing the crooked rod of Ankev, the sarcophagus of Ankev, and the mask may be instantly transformed into a lich upon the completion of a long-forgotten ritual.
When donned, the mask immediately affixes itself to your face and may be removed only upon your death, or by means of a wish spell cast by another. When worn, the mask is completely weightless.
While wearing the mask you have the following bonuses:
Immunity to gaze attacks
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects (spells or spell-like abilities that cause death rather than damage), mind-affecting effects (charms, patterns, compulsions, phantasms, and fear effects)
+4 to your Intelligence score
+6 bonus to AC
Undead are drawn to the wearer of the mask. Undead detect the wearer of the mask of Ankev even if the wearer is otherwise invisible to them.
Once per day, you may reveal a symbol of death that affects allies and enemies alike. Any beings slain by the symbol rise as zombies in 1d4 minutes. These undead beings are not necessarily under your command and are 50% likely to attack you unless halted by means of turn undead.
Good-aligned creatures touching the mask take 27 (6d8) necrotic damage each round. Neutral-aligned creatures take 13 (3d8) necrotic damage each round.
Tlaunehc Tnek the Wyrm of Bones
Wondrous item, artifact
Said to be the bones of the most powerful dragon that ever lived, they are also believed (by some) to be the bones of the first dragon in existence. These skeletal remains of Tlaunehc Tnek stand menacingly on its platform. The dragon is at least Colossal sized and is missing a single bone from its structure. It is believed that the dragon will animate and follow the commands of the one who made it whole if the missing part is ever reunited with the skeleton.
Tome of the Undead (Magden the Black): Common; Constitution DC 16 (1/1d4 Con); Religion +2; contains animate dead, create undead, hallow, magic jar, banishment; 4 pounds.
A recent addition to the library here, this book is an extensive treatise on creating and animating skeletons and zombies, transforming corpses into undead, creating mummies, and trapping freshly slain souls before they reach their afterlife destination. Formulae on becoming a lich are also contained within the pages. (The exact formula is left up to you to suit your campaign).
This tome is written on blackened flesh bound by the bones of slain humanoids. The cover is formed from the burned flesh of a vampire.
Cultes de Ghuls (Klarkazton Wormious): Ancient Common (DC 18 Intelligence to decipher); Constitution DC 16 (1/1d4 Con); Religion +2; contains ghoul touch; strong necromancy; CL 20th; 5 pounds.
This tome is a treatise on ghouls as written by the insane necromancer Klarkazton Wormious. The first part of this volume contains general information on ghouls, their habits, techniques used to combat them, and so on. The second portion of the book contains ghoul-related magic and rituals that grant the reader ghoulish benefits.
Each ritual requires a sacrifice when first performed. Note that Constitution points sacrificed for a ritual do not heal naturally and cannot be healed magically short of a wish. The book contains the following rituals.
Command the Dead: The reader gains the ability to command up to 5 ghouls within sight with a DC of 8 + Charisma modifier + proficiency bonus. This ability can be used a number of times per day equal to 3 + the character’s Charisma modifier. Sacrifice: 2 points of Constitution.
Eater of Flesh: From this point forward, by consuming the flesh of a living creature, the character heals as if affected by a cure wounds spell. It takes 1 minute to cut away and consume enough flesh to gain the healing benefit. A character can heal a maximum number of hit points per day equal to the character’s level x Charisma modifier. Sacrifice: 2 points of Constitution.
Bite of the Ghoul: The character gains a bite attack that deals 1d4 + Strength or Dexterity modifier and delivers ghoul fever. A person bit by this attack must succeed on a DC 14 Constution saving throw or succumb to the disease. The bite attack is gained as a bonus action. Sacrifice: 2 points of Constitution. The character also gains +1 to Charisma from this ritual.
Empower the Grave: When casting create undead, the character can create a number of ghouls equal to 1 + Charisma modifier. Further, ghouls created by the spellcaster have maximum hit points for their Hit Dice and have advantage on saving throws to resist being turned while the caster is in sight. Sacrifice: 4 points of Constitution. The character also gains +1 to Charisma from this ritual.
Death to Undeath: A caster that slays an opponent using necromantic magic can use one spell slot of 6th level or higher to immediately raise that opponent as a ghoul under the caster’s command. The risen ghoul is a standard ghoul but has maximum hit points for its HD, +4 Strength, and advantage on saving throws to resist being turned while the caster is in sight. It retains none of the abilities the opponent had in life. The ghoul remains under the character’s command until slain or the caster dies. Sacrifice: 4 points of Constitution. The character also gains +1 to Charisma score from this ritual.
A character that dies by sacrificing all Constitution points for the rituals contained in this book rises in 1 hour as an iron ghoul.
This is the only known copy of this book.
Y'Cart Chi'Namk's Hunefer Rot
While infected, the creature’s Constitution score is reduced by 1d6 at the start of each of its turns until the disease is cured. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its Constitution to 0. An afflicted creature that dies shrivels away into sand in 3 rounds. On the third round the dust swirls and forms a mummy lord with the dead creature’s equipment under Y’Cart Chi’Namk’s command.
Create Specter. The advanced specter 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 advanced specter’s control. The advanced specter can have no more than seven specters under its control at one time.
Create Specter. The oblivion 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 oblivion wraith’s control. The oblivion wraith can have no more than ten specters under its control at one time.
Curse of Set
Any being failing a DC 20 Constitution saving throw is cursed to be painfully transformed into an undead minion of Set upon their death. The type and sort of minion is left to you. Removing this curse requires divine intervention and likely a quest in the name of a deity or power opposed to Set’s doctrines.
Those affected by the curse of Set are known to the god’s worshippers. Worshippers of Set instantly recognize the curse scrawled upon the victim’s face and know that Set has chosen this being as one of his own. To fulfill the wishes of their deity, these worshippers have been known to manipulate individuals bearing the curse of Set upon their face. They seek to place such beings into positions of power and prestige in their native lands so that when they die, they arise again as a faithful minion and servant of the Slithering Orders. Alternately, followers of Set may kill an afflicted individual on sight, and then command them as undead minions for their own use. These damning hieroglyphics are invisible to anyone else viewing the afflicted person, including the cursed individual, except through the use of detect magic accompanied by a successful DC 20 Intelligence (Arcana) check, true seeing accompanied by a successful DC 20 Wisdom (Perception) check, or greater magic (such as wish).
Inhabit. The swarm enters the body of a dead or incapacitated creature of size Small, Medium, or Large. If the creature was dead, it becomes a zombie of the appropriate variety with full hit points under the control of the swarm. If the creature is alive, it must succeed on a DC 16 Constitution saving throw or the swarm takes complete control of its body. The swarm may cause the creature to take any of its normal actions, except spellcasting. Damage done to an inhabited creature is split evenly between the creature and the swarm. When a creature begins its turn inhabited by the swarm, it takes 7 (2d6) necrotic damage. An inhabited creature may repeat its saving throw at the end of each of its turns, expelling the swarm from its body and ending the swarm’s control over it on a success. A living inhabited creature which dies from the swarm’s necrotic damage becomes a zombie of the appropriate variety with full hit points under the control of the swarm. Casting greater restoration or heal on a living inhabited creature expels the swarm.
City of Cats for 5th Edition
Death Sentry: ?
Edimmu: [T]he edimmu is a sandy, hateful undead created when a criminal dies of thirst in the desert.
Sand Silhouette: [ S]and silhouettes are undead created when unfortunate victims are buried under sandstorms or dune collapses.
Undead Factotum: Functional Servants of the Pallid Court. The Pallid Court holds sway from an island palace that juts into the River Nuria west of the Hunt. At its center is Lady Alashra al-Zania, vampire and master schemer. While the blazing sun keeps her and her court from gaining a true foothold of power in Per-Bastet, she has created a new tool that may allow her more influence: her undead factotums.
Weaker but Stronger Vampires. The undead factotums are created through a careful process of feeding and training perfected by Lady Alashra herself. Those victims (or volunteers) of the process emerge as undead creatures with some of the powers of unlife, but they do not succumb to exposure to the sun’s cleansing rays.
Death Sentry, Heavily Armored Figure, Guardian of the Dead, Special Segment of the Dead: ?
Edimmu, Sandy Hateful Undead: ?
Sand Silhouette, Chamber's Guardian, Bound Undead: ?
Undead Factotum, Pleasant-Looking Gentleman: ?
Undead Factotum, Functional Servant of the Pallid Court, Weaker But Stronger Vampire: ?
Undead Factotum, Open Representative of the Pallid Court: ?
Undead Shepherd, Ever-Loyal Dead: ?
The Dead: One unique, and to many visitors unsettling, aspect of the City of Cats, and the Monument District in particular, is that the bulk of those who die in Per-Bastet remain, or return, after death. Some come back as ghosts but most return as what is politely referred to as “the Dead.” Citizens who die in the city rise, appearing much as they did in life but as white and dry as sand. Their bodies do not rot, nor do they carry the stench common in undead creatures.
How and why the city’s citizens become Dead are conjectured but unknown, yet clearly the nearby enigmatic presence of the risen God-Queen Meskhenit plays a role. Some scholars speculate that her vast pyramid of the Mother of Destiny plays some unknown part in this most honored and unique of the city’s strange occurrences. What is known is that only those citizens completely devoted to the city become Dead.
Most of the Dead have only minimal intelligence, but all are wise and unswervingly polite. Though they seldom remember specific details of their lives, they typically retain their skills, leading many Dead to work for the city in a similar capacity to what they did in life. Some spiritual connection links them to the pulse of the populace. When serious foreign dangers threaten the city, the Dead among the city guard often appear unbidden to face the danger.
The Dead rarely speak but seem endlessly content. Many locals believe they have truly given their soul to the city and found in its complete acceptance utter peace. Others say the city has given its soul to them, to sustain them forever. As a consequence, the Dead are treated with great respect by all of Per-Bastet’s citizens, and they are venerated as the proof of the greatness of the greatest city in the world. Joining the ranks of the Dead is something almost every citizen aspires to achieve.
Despite her more sinister nature, Meskhenit causes city denizens no harm. She views city powers as children who occasionally must be corrected, but only when there’s a real need. She views all other denizens like unruly grandchildren: prizes to be protected, but whose wild and at-times destructive antics are, in the great scheme of things, harmless. She nurtures their loyalty and pride, knowing that this will enlarge the Dead’s numbers when they die.
Most who dwell in Per-Bastet for more than several months become deeply loyal to the city. This devotion does not prevent all animosity toward other denizens. On the contrary, schemes, intrigues, protests, and criminal acts abound. Basteti lie in ambush to settle feuds with gnoll clans and Perfume District alchemists brew necromantic tinctures to poison the vampires of the Pallid Court.
But, viewed more broadly, the city’s call makes Per-Bastet itself feel like true home. Moreover, the mystical, communal connection makes many folk view city residents of different factions, races, and even species as something like distant blood kin. An unspoken code of conduct exists that precludes many from inflicting lasting harm on fellow citizens absent dire provocation.
Most who linger also develop a strong affinity for cats. Said to embody both luck and life, cats become respected companions and familiars of the populace and are never simple pets. To the frequent visitor, even feline features become alluring, and the city’s basteti prostitutes see the most profit from frequent visitors and recent residents.
Speculation abounds over whether the city’s call is a blessing, a curse, or some other magical effect. Some lose their loyalty upon receiving curse-breaking magic, but others do not. Hearing the call is a predicate to joining the Dead.
The Dead, Strange Per-Bastet Local: ?
Panshar el-Elai, Spectral Jackal-Headed Undead, The Dead: Three years ago, Haty-a Haakim, who gained greater mastery of his oracular powers with each passing year, foresaw echoes of an attempt on his life. Straining to see the details more clearly, his eyes were clouded with visions when Panshar el-Elai, the werehyena Vizier of the Council of Sands, appeared before him with a weapon raised. His shock at the sudden appearance of the Vizier in his visions and in his physical reality caused a backlash of magical energy. When the dust settled, Haakim was unscathed, and Panshar el-Elai was a spectral, jackal-headed undead. His memories and sense of self muddled by the backlash of magic and the transition to one of the Dead, Panshar now believes himself to be an avatar of Anu-Akma.
Salim-duat-Neea, The Dead, Revered Artisan Architect Engineer: ?
The Dead Companion: ?
Akril-ash-Mhkarr, The Dead, Terrible Bloated Form: The Terrible Bargain. Akril-ash-Mhkarr was an infamous necromancer who created a palace within the area now known as the Hunt, which at that time was teeming with locals whose binding tie was that they were not local. The area was known as the Visitors’ District and was reserved for those who came to Per-Bastet and made it home. Each also was bound by a curious loyalty— some might say worship—of the necromancer, who was in effect emperor of the Visitors’ District. Mhkarr was obsessed with the Dead, but he was horrified by their (as he outrageously put it) mindless contentment and servitude. Such a fate would not take Akril-ash-Mhkarr. As the necromancer reached the end of his already extended life, he tried to strike a bargain with the Reborn Queen. He offered her all he had—his dark knowledge, his arcane arts, and his trove of artefacts—to become Dead yet retain his mind and free will. But the Reborn Queen is mysterious and aloof and does not strike bargains. In a single night, her wrath fell on Akril-ash-Mhkarr and those who followed him, wiping the district clean of all life, bar one—the necromancer himself. As he died, he became a member of the Dead, hosting the crooked bodies and demented souls of those who worshiped him. He was left to travel dark catslide alleys eternally, ravaged by the hatred of his followers and his nightmares into a single, terrible, bloated form—the only Dead not to find peace and fulfillment in service of the greatest city in the world.
The Pale Poet, The Dead: ?
Undead Lord: ?
Undead, Undead Creature: ?
Undead Remains of a Basteti Who Was Faithful to a Wicked Aspect of Bastet: ?
Undead Protector: ?
Undead Citizen: ?
Ghast Follower of Bastet, Ghast Escort: ?
The Hobbled One, Ghast, Disgusting Guardian, Pitiful Creature: The linking corridor is protected by a disgusting guardian forged long ago by perverted magic.
Ghost of a Keenly Intelligent Dire Tiger: ?
Ghost: One unique, and to many visitors unsettling, aspect of the City of Cats, and the Monument District in particular, is that the bulk of those who die in Per-Bastet remain, or return, after death. Some come back as ghosts but most return as what is politely referred to as “the Dead.”
Ghoul: ?
Slether, Ghoul: ?
Ghoul Friend: ?
Ashmet, Aquatic Ghoul of Infinite Resource and Wit, Cohort, Underling, Recent Ally, Water-Dwelling Ghoul, Gambler: ?
Water-Dwelling Ghoul: ?
Reborn Queen-Goddess Meskhenit, Meshkenit, Mother of Destiny and Defender of the Realm, Lich, Pharaonic Lich, Risen Great-Grandmother of King Thutmoses, Spectacular Beauty With Ivory Skin and Raven Hair: ?
Ravenfolk Mummy: ?
Sister Withering, Sacred Mummy, Vengeful Undead Basteti: ?
Mummy, True Mummy: ?
Shade: ?
Skeleton: Necromancer Undead Thrall power.
Vampire: ?
Lady Alashra al-Zania, Vampire, Master Schemer: ?
Vampire, Investigator: ?
Vampire, Informant: ?
Vampire, Worthy Citizen: ?
Aiesha, Horribly Scarred Vampire: ?
Zombie: Necromancer Undead Thrall power.
Zombie, Wrapped Zombie, Lesser Undead: ?
Undead Thralls. When the necromancer casts animate dead, it can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Undead created by the necromancer have an additional 9 hp and a +3 to their weapon damage rolls.
Edimmu: [T]he edimmu is a sandy, hateful undead created when a criminal dies of thirst in the desert.
Sand Silhouette: [ S]and silhouettes are undead created when unfortunate victims are buried under sandstorms or dune collapses.
Undead Factotum: Functional Servants of the Pallid Court. The Pallid Court holds sway from an island palace that juts into the River Nuria west of the Hunt. At its center is Lady Alashra al-Zania, vampire and master schemer. While the blazing sun keeps her and her court from gaining a true foothold of power in Per-Bastet, she has created a new tool that may allow her more influence: her undead factotums.
Weaker but Stronger Vampires. The undead factotums are created through a careful process of feeding and training perfected by Lady Alashra herself. Those victims (or volunteers) of the process emerge as undead creatures with some of the powers of unlife, but they do not succumb to exposure to the sun’s cleansing rays.
Death Sentry, Heavily Armored Figure, Guardian of the Dead, Special Segment of the Dead: ?
Edimmu, Sandy Hateful Undead: ?
Sand Silhouette, Chamber's Guardian, Bound Undead: ?
Undead Factotum, Pleasant-Looking Gentleman: ?
Undead Factotum, Functional Servant of the Pallid Court, Weaker But Stronger Vampire: ?
Undead Factotum, Open Representative of the Pallid Court: ?
Undead Shepherd, Ever-Loyal Dead: ?
The Dead: One unique, and to many visitors unsettling, aspect of the City of Cats, and the Monument District in particular, is that the bulk of those who die in Per-Bastet remain, or return, after death. Some come back as ghosts but most return as what is politely referred to as “the Dead.” Citizens who die in the city rise, appearing much as they did in life but as white and dry as sand. Their bodies do not rot, nor do they carry the stench common in undead creatures.
How and why the city’s citizens become Dead are conjectured but unknown, yet clearly the nearby enigmatic presence of the risen God-Queen Meskhenit plays a role. Some scholars speculate that her vast pyramid of the Mother of Destiny plays some unknown part in this most honored and unique of the city’s strange occurrences. What is known is that only those citizens completely devoted to the city become Dead.
Most of the Dead have only minimal intelligence, but all are wise and unswervingly polite. Though they seldom remember specific details of their lives, they typically retain their skills, leading many Dead to work for the city in a similar capacity to what they did in life. Some spiritual connection links them to the pulse of the populace. When serious foreign dangers threaten the city, the Dead among the city guard often appear unbidden to face the danger.
The Dead rarely speak but seem endlessly content. Many locals believe they have truly given their soul to the city and found in its complete acceptance utter peace. Others say the city has given its soul to them, to sustain them forever. As a consequence, the Dead are treated with great respect by all of Per-Bastet’s citizens, and they are venerated as the proof of the greatness of the greatest city in the world. Joining the ranks of the Dead is something almost every citizen aspires to achieve.
Despite her more sinister nature, Meskhenit causes city denizens no harm. She views city powers as children who occasionally must be corrected, but only when there’s a real need. She views all other denizens like unruly grandchildren: prizes to be protected, but whose wild and at-times destructive antics are, in the great scheme of things, harmless. She nurtures their loyalty and pride, knowing that this will enlarge the Dead’s numbers when they die.
Most who dwell in Per-Bastet for more than several months become deeply loyal to the city. This devotion does not prevent all animosity toward other denizens. On the contrary, schemes, intrigues, protests, and criminal acts abound. Basteti lie in ambush to settle feuds with gnoll clans and Perfume District alchemists brew necromantic tinctures to poison the vampires of the Pallid Court.
But, viewed more broadly, the city’s call makes Per-Bastet itself feel like true home. Moreover, the mystical, communal connection makes many folk view city residents of different factions, races, and even species as something like distant blood kin. An unspoken code of conduct exists that precludes many from inflicting lasting harm on fellow citizens absent dire provocation.
Most who linger also develop a strong affinity for cats. Said to embody both luck and life, cats become respected companions and familiars of the populace and are never simple pets. To the frequent visitor, even feline features become alluring, and the city’s basteti prostitutes see the most profit from frequent visitors and recent residents.
Speculation abounds over whether the city’s call is a blessing, a curse, or some other magical effect. Some lose their loyalty upon receiving curse-breaking magic, but others do not. Hearing the call is a predicate to joining the Dead.
The Dead, Strange Per-Bastet Local: ?
Panshar el-Elai, Spectral Jackal-Headed Undead, The Dead: Three years ago, Haty-a Haakim, who gained greater mastery of his oracular powers with each passing year, foresaw echoes of an attempt on his life. Straining to see the details more clearly, his eyes were clouded with visions when Panshar el-Elai, the werehyena Vizier of the Council of Sands, appeared before him with a weapon raised. His shock at the sudden appearance of the Vizier in his visions and in his physical reality caused a backlash of magical energy. When the dust settled, Haakim was unscathed, and Panshar el-Elai was a spectral, jackal-headed undead. His memories and sense of self muddled by the backlash of magic and the transition to one of the Dead, Panshar now believes himself to be an avatar of Anu-Akma.
Salim-duat-Neea, The Dead, Revered Artisan Architect Engineer: ?
The Dead Companion: ?
Akril-ash-Mhkarr, The Dead, Terrible Bloated Form: The Terrible Bargain. Akril-ash-Mhkarr was an infamous necromancer who created a palace within the area now known as the Hunt, which at that time was teeming with locals whose binding tie was that they were not local. The area was known as the Visitors’ District and was reserved for those who came to Per-Bastet and made it home. Each also was bound by a curious loyalty— some might say worship—of the necromancer, who was in effect emperor of the Visitors’ District. Mhkarr was obsessed with the Dead, but he was horrified by their (as he outrageously put it) mindless contentment and servitude. Such a fate would not take Akril-ash-Mhkarr. As the necromancer reached the end of his already extended life, he tried to strike a bargain with the Reborn Queen. He offered her all he had—his dark knowledge, his arcane arts, and his trove of artefacts—to become Dead yet retain his mind and free will. But the Reborn Queen is mysterious and aloof and does not strike bargains. In a single night, her wrath fell on Akril-ash-Mhkarr and those who followed him, wiping the district clean of all life, bar one—the necromancer himself. As he died, he became a member of the Dead, hosting the crooked bodies and demented souls of those who worshiped him. He was left to travel dark catslide alleys eternally, ravaged by the hatred of his followers and his nightmares into a single, terrible, bloated form—the only Dead not to find peace and fulfillment in service of the greatest city in the world.
The Pale Poet, The Dead: ?
Undead Lord: ?
Undead, Undead Creature: ?
Undead Remains of a Basteti Who Was Faithful to a Wicked Aspect of Bastet: ?
Undead Protector: ?
Undead Citizen: ?
Ghast Follower of Bastet, Ghast Escort: ?
The Hobbled One, Ghast, Disgusting Guardian, Pitiful Creature: The linking corridor is protected by a disgusting guardian forged long ago by perverted magic.
Ghost of a Keenly Intelligent Dire Tiger: ?
Ghost: One unique, and to many visitors unsettling, aspect of the City of Cats, and the Monument District in particular, is that the bulk of those who die in Per-Bastet remain, or return, after death. Some come back as ghosts but most return as what is politely referred to as “the Dead.”
Ghoul: ?
Slether, Ghoul: ?
Ghoul Friend: ?
Ashmet, Aquatic Ghoul of Infinite Resource and Wit, Cohort, Underling, Recent Ally, Water-Dwelling Ghoul, Gambler: ?
Water-Dwelling Ghoul: ?
Reborn Queen-Goddess Meskhenit, Meshkenit, Mother of Destiny and Defender of the Realm, Lich, Pharaonic Lich, Risen Great-Grandmother of King Thutmoses, Spectacular Beauty With Ivory Skin and Raven Hair: ?
Ravenfolk Mummy: ?
Sister Withering, Sacred Mummy, Vengeful Undead Basteti: ?
Mummy, True Mummy: ?
Shade: ?
Skeleton: Necromancer Undead Thrall power.
Vampire: ?
Lady Alashra al-Zania, Vampire, Master Schemer: ?
Vampire, Investigator: ?
Vampire, Informant: ?
Vampire, Worthy Citizen: ?
Aiesha, Horribly Scarred Vampire: ?
Zombie: Necromancer Undead Thrall power.
Zombie, Wrapped Zombie, Lesser Undead: ?
Undead Thralls. When the necromancer casts animate dead, it can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Undead created by the necromancer have an additional 9 hp and a +3 to their weapon damage rolls.
Codex Miscellaneorum
Vampire: If a victim’s Constitution score is reduced to 0 from [your vampire's] feeding, they die. If you give them a point of your blood (by opening a vein and pouring the blood into your victim’s mouth) before the following sunrise, the victim will rise as a vampire at the following sunset.
Vampires are unliving bodies powered by blood.
Unliving Body: ?
Undead Race, Undead: Through dark magic, desperate bargaining, or dire accident, your body has been returned to a semblance of life. Undead are ambulatory corpses animated through necromancy.
Ambulatory Corpse: ?
Undead Race Behemoth, Behemoth Undead: You are among the larger creatures to be animated as undead. Goliaths, Centaurs, and other massive humanoids become behemoth undead.
Undead Race Herd: You were a medium-sized creature in your former life. Most humanoids fall under this subrace upon dying and becoming reanimated.
Undead Race Runt, Runt Undead: In life, you were a member of a small race. This has impacted your existence as an undead. Gnomes, halflings, and other Small sized humanoids become runt undead.
Vampires are unliving bodies powered by blood.
Unliving Body: ?
Undead Race, Undead: Through dark magic, desperate bargaining, or dire accident, your body has been returned to a semblance of life. Undead are ambulatory corpses animated through necromancy.
Ambulatory Corpse: ?
Undead Race Behemoth, Behemoth Undead: You are among the larger creatures to be animated as undead. Goliaths, Centaurs, and other massive humanoids become behemoth undead.
Undead Race Herd: You were a medium-sized creature in your former life. Most humanoids fall under this subrace upon dying and becoming reanimated.
Undead Race Runt, Runt Undead: In life, you were a member of a small race. This has impacted your existence as an undead. Gnomes, halflings, and other Small sized humanoids become runt undead.
Cold Mountain 5e
Priya Nizolek, Ghost: Priya Nizolek was disconsolate when her only daughter, Fanya, took sick with a fever that would not abate, no matter how she prayed to the goddess of the mountain for healing. Long days and nights she prayed, but the village healers could do nothing and Fanya’s life slipped away. Pioska, loyal Pioska, ever her dutiful son, had sworn he would take an offering to the Istria’s mountain, imploring the goddess to restore his little sister, but she forbade him. Drowned in her grief, however, Priya never even noticed Pioska steal away to Istria’s Dolmen... not until three days later when a hunter brought back his garments, torn and bloodied where a wild beast had fallen upon him in the wood. Mad with grief, Priya seized her daughter’s dead body and her son’s bloody clothes to take them [to] the goddess’ mountain, to demand satisfaction. The goddess would answer to her! She would answer for abandoning her faithful servant Priya in her greatest need, leaving her desolate and alone. Delirious from hunger and exhaustion, Priya deposited her grisly burden upon Istria’s Dolmen, barely clinging to sanity in her grief and anger. As Priya started to pray, a raven circled down from the rocks, alighting on Fanya’s corpse. Appalled as the carrion bird began to feast, Priya leaped up in a blind rage and hurled herself at the raven, in heedless pursuit as it flapped wildly trying to escape. In her headlong rush, Priya scarcely noticed when the snow-shrouded scree atop [the] Falls of Istria gave way and she plummeted to her doom. But sometimes a mother’s grief and rage are stronger than death…
Byard Mager, the spirit of the waterfall, came to investigate the sad village woman who had plunged into his waterfall, and Priya’s tormented spirit rose up as a ghost and possessed him.
Byard Mager, the spirit of the waterfall, came to investigate the sad village woman who had plunged into his waterfall, and Priya’s tormented spirit rose up as a ghost and possessed him.
Colossus Wake (5e)
The Scarlet Jack: The Jack is a manifestation of the red debt, the ancient pact formed when an oath taken in blood is broken.
Traitor's Heart: Spontaneously created in areas of overwhelming eldritch power when a traitor’s heart is cut from a corpse and buried upside down in a shallow grave.
Undead: ?
Wailing Spirit: ?
Penglog, Flameskull, Flaming Skull Bright Green: Once a powerful dwarven sorcerer, among the first dwarves to arrive in Boroz; helped found Ysgora’s Keep
Burned to a crisp by a red dragon 2000 years ago
Skilled dwarven necromancers preserved his spirit inside his skull; he stayed around to advise them
Ethereal Blood Red Skeleton: ?
Manifestation of the Red Debt: ?
Ethereal Red Skeleton: ?
Spectral Humanoid Form: ?
Banshee: ?
Ghast: ?
Ghoul: ?
Shadow: ?
Skeleton: ?
Dwarven Skeleton: ?
Wailing Dwarven Specter: ?
Baroness Sylva Havel, Vampire, Vampire Queen, Immortal Vampire Queen: ?
Vampire Spawn: ?
Zombie: ?
Ogre Zombie: ?
Traitor's Heart: Spontaneously created in areas of overwhelming eldritch power when a traitor’s heart is cut from a corpse and buried upside down in a shallow grave.
Undead: ?
Wailing Spirit: ?
Penglog, Flameskull, Flaming Skull Bright Green: Once a powerful dwarven sorcerer, among the first dwarves to arrive in Boroz; helped found Ysgora’s Keep
Burned to a crisp by a red dragon 2000 years ago
Skilled dwarven necromancers preserved his spirit inside his skull; he stayed around to advise them
Ethereal Blood Red Skeleton: ?
Manifestation of the Red Debt: ?
Ethereal Red Skeleton: ?
Spectral Humanoid Form: ?
Banshee: ?
Ghast: ?
Ghoul: ?
Shadow: ?
Skeleton: ?
Dwarven Skeleton: ?
Wailing Dwarven Specter: ?
Baroness Sylva Havel, Vampire, Vampire Queen, Immortal Vampire Queen: ?
Vampire Spawn: ?
Zombie: ?
Ogre Zombie: ?
Cosy Wilds (5E Compatible)
Undead: ?
Ghost, Sorrowful Soul: ?
Lonely Ghost, Lonely Spirit: ?
Ghost Rat: ?
Lich, Skeletal Figure, Undead Wizard, Good Mother: ?
Mummy: ?
Shadow, Shadowy Figure: ?
Warhorse Skeleton, Skittish Skeletal Steed, Unicorn Skeleton: ?
Vampire Spawn: ?
Will-o'-Wisp, Bright Light: ?
Zombie: They are also attacked by a zombie-the corpse of the horse's rider reanimated through dark magic.
The undead wizard and this family she has raised are simply out for a stroll.
Zombie, Corpse of the Horse's Rider: ?
Zombie, Small Zombie: ?
Ghost, Sorrowful Soul: ?
Lonely Ghost, Lonely Spirit: ?
Ghost Rat: ?
Lich, Skeletal Figure, Undead Wizard, Good Mother: ?
Mummy: ?
Shadow, Shadowy Figure: ?
Warhorse Skeleton, Skittish Skeletal Steed, Unicorn Skeleton: ?
Vampire Spawn: ?
Will-o'-Wisp, Bright Light: ?
Zombie: They are also attacked by a zombie-the corpse of the horse's rider reanimated through dark magic.
The undead wizard and this family she has raised are simply out for a stroll.
Zombie, Corpse of the Horse's Rider: ?
Zombie, Small Zombie: ?
Courts of the Shadow Fey for 5th Edition
Tough Shadow: ?
Wraith: Deathwisp Create Wraith power.
Deathwisp: The party swears a divine oath that they will pursue and slay the Demon Lord of Roaches (thus perhaps setting up a future adventure). Failure to pursue this goal has dire consequences, as the characters waste away and become deathwisps (treat this effect as a geas that can’t be removed by any means short of the direct intercession of a deity, unless the task is completed).
Gorak the Mad Ghoul, Mad Ghoul: ?
Darkness Ghoul: ?
Mad Ghoul: ?
Deathwisp, The Black Prince's Servant: ?
Baron Coughspittle, Lord of Rotting Leaves, Watcher of the Fractured Gate, Deathwisp: ?
Undead, Undead Creature: ?
Undead Servant: ?
Corporeal Undead: ?
Unliving Abomination: Particularly vile creatures never seem to rest, often coming back as unliving abominations and ghastly spirits.
Ghastly Spirit: Particularly vile creatures never seem to rest, often coming back as unliving abominations and ghastly spirits.
Mistress Gossamer, The Lady of the Mournful Gate, Banshee: ?
Ghast: ?
Ghost: ?
Barely Visible Ghost: ?
Shadow-Bound Ghoul: ?
Ghoul: ?
Shade of the Departed: ?
Shade: ?
Shadow, Undead Shadow: If a non-evil humanoid dies from [a tough shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
For groups requiring slightly more of a challenge, but not a full jump to a deadly encounter, consider having the soul eater split into two shadows when it dies.
Psoglav Demon's Steal Shadow power.
Shadow Twin Shadow Ritual failure.
Specter: Wraith Create Specter power.
Shay, Shadow Fey Vampire Warlock: ?
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.
Create [Wraith]. The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target’s spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp’s control. The deathwisp can keep no more than five wraiths under its control at one time.
Steal Shadow (Recharge 5–6). The psoglav emits a beam from its single eye. One target it can see within 60 feet is pushed back 20 feet and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target’s shadow stays in the space the target originally occupied, and acts as an undead shadow under the command of the psoglav. If the creature whose shadow was stolen flees the encounter, it has no shadow for 1d12 days, after which the undead shadow fades and the creature’s natural shadow returns. The undead shadow steals the body of the original creature if the creature is killed; in that case, the creature returns to life with half its maximum hit points, its alignment shifts to evil, and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow dies. A creature whose shadow is stolen by this ability can’t have its shadow stolen again by any psoglav for the next 24 hours, but it can still be pushed back and knocked prone.
Shadow Twin. A character’s shadow detaches and becomes an undead shadow in every encounter until the character receives the benefit of remove curse, dispel evil and good, or similar magic. The shadow automatically surprises the party the first time it attacks.
Wraith: Deathwisp Create Wraith power.
Deathwisp: The party swears a divine oath that they will pursue and slay the Demon Lord of Roaches (thus perhaps setting up a future adventure). Failure to pursue this goal has dire consequences, as the characters waste away and become deathwisps (treat this effect as a geas that can’t be removed by any means short of the direct intercession of a deity, unless the task is completed).
Gorak the Mad Ghoul, Mad Ghoul: ?
Darkness Ghoul: ?
Mad Ghoul: ?
Deathwisp, The Black Prince's Servant: ?
Baron Coughspittle, Lord of Rotting Leaves, Watcher of the Fractured Gate, Deathwisp: ?
Undead, Undead Creature: ?
Undead Servant: ?
Corporeal Undead: ?
Unliving Abomination: Particularly vile creatures never seem to rest, often coming back as unliving abominations and ghastly spirits.
Ghastly Spirit: Particularly vile creatures never seem to rest, often coming back as unliving abominations and ghastly spirits.
Mistress Gossamer, The Lady of the Mournful Gate, Banshee: ?
Ghast: ?
Ghost: ?
Barely Visible Ghost: ?
Shadow-Bound Ghoul: ?
Ghoul: ?
Shade of the Departed: ?
Shade: ?
Shadow, Undead Shadow: If a non-evil humanoid dies from [a tough shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
For groups requiring slightly more of a challenge, but not a full jump to a deadly encounter, consider having the soul eater split into two shadows when it dies.
Psoglav Demon's Steal Shadow power.
Shadow Twin Shadow Ritual failure.
Specter: Wraith Create Specter power.
Shay, Shadow Fey Vampire Warlock: ?
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.
Create [Wraith]. The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target’s spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp’s control. The deathwisp can keep no more than five wraiths under its control at one time.
Steal Shadow (Recharge 5–6). The psoglav emits a beam from its single eye. One target it can see within 60 feet is pushed back 20 feet and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target’s shadow stays in the space the target originally occupied, and acts as an undead shadow under the command of the psoglav. If the creature whose shadow was stolen flees the encounter, it has no shadow for 1d12 days, after which the undead shadow fades and the creature’s natural shadow returns. The undead shadow steals the body of the original creature if the creature is killed; in that case, the creature returns to life with half its maximum hit points, its alignment shifts to evil, and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow dies. A creature whose shadow is stolen by this ability can’t have its shadow stolen again by any psoglav for the next 24 hours, but it can still be pushed back and knocked prone.
Shadow Twin. A character’s shadow detaches and becomes an undead shadow in every encounter until the character receives the benefit of remove curse, dispel evil and good, or similar magic. The shadow automatically surprises the party the first time it attacks.
Creature Codex for 5th Edition
Crimson Mist: All vampires die horribly when exposed to the sun’s golden rays. Yet when a vampire is killed by sunlight while feeding upon a living victim, its blood-fattened body explodes into a fine, crimson mist. The vampire’s mind and personality are destroyed by the light of the sun, but its unholy lust for blood and hatred of the living persist in the form of a cloud of sanguine mist.
Dark Father: An embodiment of the finality of death.
Dream Wraith: The dream wraith is an undead monster spawned when a living creature is killed while in the throes of a powerful dream.
Born from the world of dreams, the dream wraiths live partially in the mortal world and partially in the land of dreams.
Elophar: No force is more dangerous to an ambitious ogre mage than its own magic. Ogres are superstitious creatures, and their magi keep them in line through fear of arcane power. The most effective way for an ogre mage to remind its dullard brethren of their arcane might is by publically and dramatically communing with the tribe’s ancestral spirits. An elophar is created when an ogre mage bungles a ritual to call forth the spirits of the dead. During this failed ritual, its conductor is instantly struck dead and all the summoned spirits run rampant, trying to possess their summoner’s lifeless corpse all at once.
Fear Liath, Grayman: Fear liaths were once mortals and are bound to the Material Plane by a hex known as the Gray Curse. A humanoid slain by a fear liath becomes a Grayman itself, and the fear liath who passed the curse is free to move on to the afterlife. The origin of the first fear liaths is a mystery distorted by millennia of oral legend, but most tellers agree on one detail: the first fear liaths were vain human mountaineers who angered the god of the sun and were cursed to walk the earth as shadows, unable to be seen by other creatures for the rest of existence.
If the fear liath kills a humanoid creature, the fear liath is destroyed and the humanoid it killed rises as a fear liath in 1d4 hours. If remove curse is cast upon the cursed humanoid before it becomes a fear liath, the curse is broken.
Fierstjerren: Fierstjerren are undead servants of the northern death cults, raised from fallen reavers through dark magic.
Fierstjerren are animated by a controlling spirit of necrotic energy.
Flesh Reaver: A flesh reaver is a grotesque thing made from mismatched parts of the slain. Though it has no eyes, it searches its surroundings with other preternatural senses that unnerve even the most steadfast warrior. Its teeth chatter endlessly as it scours an area, the sound chilling the blood of its quarry.
Ghost Dragon: A ghost dragon’s creation does not differ greatly from the creation of a human ghost. Dragons of any size, color, or magical ability can become ghost dragons. If the circumstances of the dragon’s demise are troubling or violent enough, the soul may be denied an afterlife, leaving the ghost dragon’s spirit to haunt the Material Plane until it finds peace. Dragons whose wrathful natures are more intense than others are most likely to become ghost dragons.
Most ghost dragons are bound to the areas where they once laired. They may be able to roam within a mile or two of those places, but their unfinished business generally involves a notable event in their lairs: death at the hands of sneaky adventurers, betrayal by their followers, machinations of a rival dragon, etc.
Ghost Dwarf: The risen shades of dwarven paladins and other would-be heroes who made holy war on the undead and lost, the ghost dwarves march by night, sent back to slay those who originally sent them.
The graveslayers are active in the Black Canton of Grisal in the Ironcrags bordering the Grisal Marches of western Doresh. The dwarves battle the skeletons and zombies of Morgau, raiding across the river into the mountains and beyond to the infamous Zombie Wood. A few members of this tradition also operate out of the Wolfmark, fighting against the Morgau undead with allies from the Northlands.
Graveslayers who fall in battle and are left behind often become ghost dwarves if Morgau’s necromancers don’t get to them first.
Ghoul Darakhul High Priestess: ?
Ghoul Darakhul Shadowmancer: ?
Ghoul Necrophage Ghast: ?
Ghoul Tar: Bored while under the service of a necromancer, an efreeti prince toyed with his master’s creations to give them an edge against fiery spellcasters.
Ghoulsteed: The ghouls create horrific, intelligent, undead mounts for their most worthy soldiers and priests.
Although they’re large, run on all fours, and can be ridden as mounts, ghoulsteeds are the undead remains of humanoids. They’re created when a humanoid is killed by massive amounts of necrotic energy.
Goreling: Bits and pieces of ground-up flesh and bone given unholy life shuffles forward, eager to feed.
Gorelings are a necromancer’s answer when there just isn’t enough flesh around to create a full zombie. During a fight, a chopped off appendage or two can be converted into a handy minion.
Torturous Hunger. It is said that within each goreling is a fragment of the dead creature’s soul.
Leftover Parts. Gorelings come in a variety of shapes and sizes, since they are made of whatever is lying around, including whole eyes, ears, fingers, and organs.
Rotten Goreling: While fresh gore is preferable when raising gorelings, rotting flesh will suffice, too.
Grave Behemoth: In the past, a necromancer kingdom neared destruction from rampaging giants. Their undead were not sufficient to defeat the giants, so they turned to even darker arts. The necromancers flayed the flesh off hill giants, keeping the skins mostly intact, and stuffed the resulting sacks of flesh full of humanoid bodies before sewing it back together. Then, they enveloped their creations in necrotic energy until the giant flesh animated . . . along with the zombies trapped inside.
A grave behemoth is more than the sum of its grisly parts. The dark ritual forms a hive mind between the behemoth and its zombie tenants, which act as an extension of the behemoth’s will.
Herald of Undeath: ?
Herald of Mot: ?
God-King, God-Queen: A herald of Mot may corrupt ley lines or transform a ruler of Nuria into a god-king or god-queen. Its role in this later work requires deep necromancy and a divine spark in the chosen ruler.
Hungry Ghost Gaki: The gaki, or hungry ghosts, are restless spirits of avaricious humans, cursed by the gods to live eternally in constant hunger.
A hungry ghost is cursed to consume a single thing for eternity. Usually the object of their hunger is disgusting refuse like feces or garbage, but some gaki have more unusual tastes. Often, these tastes ironically reflect the sins these spirits committed in life.
Hungry Ghost Jikininki: Another type of hungry ghost, known as the jikininki, is the spirit of a selfish or blasphemous person now cursed to feed on fresh human flesh.
Hungry Ghost Preta: ?
Jiangshi, Hopping Vampire: A jiangshi is created when burial rites are carried out improperly. Unable to leave the body, the tortured soul re-animates the corpse after rigor mortis has set in, giving the jiangshi its rigid posture and nickname as a “hopping vampire.”
A humanoid slain by a jianghsi's life drain rises 24 hours later as a jiangshi, unless the humanoid is restored to life, its body is bathed in vinegar before burial, or its body is destroyed.
Kulmking: When a creature chooses to go out of its way to harm forests or other wildlands, fey spirits can curse it to become a külmking. This twisted, horrified undead is forced to become guardian to the lands it once corrupted.
A creature that dies after its soul was corrupted by a kulmking rises 24 hours later as a külmking.
Lady in White, Spirit of a Woman Who Met a Terrible Tragic End: The spirit of a woman who met a terrible, tragic end, often through murder at the hands of loved ones, a lady in white wanders near the place where she died.
Hierophant Lich: The hierophant lich is always a devout follower of a dark god, demon lord, arch-devil, or creature of outer darkness. When the hierophant’s mortal lifetime would normally end, its dark master grants it additional life, so that it may continue to serve darkness. Usually, this gift is dispensed as part of the burial rites of the hierophant lich. The creature rises just as its body is about to be buried. In other cases, it leaves its tomb shortly after burial, or it stands up when the fires of its cremation are just starting to catch.
Pact Lich: The first pact lich was a warlock whose patron was a demon lord of undeath. In a moment of whimsy, the demon granted the warlock’s petition to become a powerful undead.
Lost Minotaur: The risen corpses of minotaurs who died while trapped in a labyrinth of any kind, lost minotaurs embody the anguish, rage, and humiliation of the worst deaths their people can imagine.
Nachzehrer: Nachzehrer arise when plague strikes and kills a large number of people. The first victim of a plague might rise as one of these foul undead, and if that nachzehrer can infect enough victims a second nachzehrer will rise to join the first.
Seeping Death Skeleton: Sometimes, the skeletal victim of a suppurating ooze will reanimate, either by the twisted will of a necromancer or the ebb and flow of wild magic.
Necrotic Tick: Necrotic ticks are normal ticks that have gorged themselves on blood rich with necrotic energy. They grow unnaturally large as they feed, weighing in excess of four pounds when fully engorged. Most begin their voracious lives attached to the backs of animal zombies, and it is not uncommon to find a cluster of them on a single animal.
Phantom: The restless, angry spirits of those who have met a violent end, phantoms wander the night, vacillating between confusion, outrage, and misery.
Quiet Soul, Suiksarpok: The angry shade of one abandoned and left to die of starvation, thirst, or exposure to the elements, the quiet soul haunts many a frozen campsite, steep cavern, ravine, or deadly trap. Its helplessness, despair, and hatred for those who left it to die followed it beyond death.
Occasionally malevolent cults devoted to gods of death, winter, or darkness sacrifice one of their number to become a quiet soul.
Shadow River Lord: ?
Clacking Skeleton: They are often created as guardians for tombs or the lairs of necromancers from the leftover bones of apprentices, slaves, and scribes.
Monarch Skeleton: ?
Shadow Skeleton: While the souls of the victims of a shadow river lord are lost, the flesh is devoured by the river’s denizens, leaving only bones. These bones are reanimated as shadow skeletons, which lurk beneath the river’s surface, waiting for their master’s call to action.
Skull Lantern: A form of enigmatic, semi-sentient undead, a skull lantern comes into being spontaneously, soon after the destruction of another humanoid undead.
In fact, it isn’t entirely clear if skull lanterns are inhabited by some spiritual remnant of their former selves or if they are occupied by some other entity altogether.
Spirit Lamp, Skeletal Spirit Lamp: Spirit lamps are cursed creatures carrying lanterns that trap the souls of their victims and unleash those souls to ravage the living.
A living creature that touches the spirit lamp's lantern is cursed, unable to release it and unable to see except in the lantern’s light. Torn between fear of the darkness and the horrors it sees in the cursed light, the bearer is soon driven mad. Over time the bearer twists into the skeletal spirit lamp.
The spirit lamp’s lantern is immune to damage and can’t be the target of spells or effects as long as the spirit lamp lives. When the spirit lamp dies, the lantern floats gently to the ground and opens, if it was closed. The lantern has AC 17, 50 hp, and is immune to piercing, poison, and psychic damage. A creature that touches the lantern must succeed on a DC 15 Charisma saving throw or be cursed. A cursed creature is frightened of darkness, can’t see anything outside of the lantern’s light, and is unable to drop the lantern. The cursed creature will risk its own life to protect the lantern. A creature can repeat the saving throw each day at dawn, lifting the curse and ending the effects on itself on a success. If this occurs, the lantern disintegrates. After three failed saving throws, remove curse or similar magic is required to end the curse.
If the creature remains cursed after 30 days, it is irreversibly changed by the curse, and it becomes the lantern’s new spirit lamp. Voluntarily opening the lantern counts as a failed saving throw. If the lantern is destroyed, all captured spirits are put to rest and the cursed bearer, if it has not yet changed into a spirit lamp, is freed of the curse.
Seeping Death Skeleton: Sometimes, the skeletal victim of a suppurating ooze will reanimate, either by the twisted will of a necromancer or the ebb and flow of wild magic.
Tulpa: Tulpa are a coalescence of ill-will and obsessive thoughts. Brought into the Material Plane from pure negative thoughts, the tulpa is effectively immortal – remaining in the world until its creator ceases thinking dark thoughts.
Tveirherjar: Nidhogg, the serpent glutting on the corpses of the fallen while tangled amid the roots of Yggdrasil, has taken issue with the valkyrie poaching the best from the battlefield. He relishes the hatred of those who die with anger in their hearts, turning them into his captains in the fight against the valkyrie.
Nidhogg places a curse upon those who were slain with hatred and rage burning within them, so that mortal men forget them utterly and their name is stricken from song.
Tveirherjar are born into the dusk on the evening of their mortal demise.
If an einherjar is reduced to 0 hp by a tveirherjar's curse of the tveriherjar, it dies, cursed to become a tveirherjar at sundown.
Undead Phoenix: The undead phoenix is “born” when a typical phoenix dies at the hands of an undead creature that creates new undead: vampires, wraiths, wights, and the like. Liches sometimes arrange the creation of an undead phoenix to use them as mounts. Phoenixes succumbing to undeath rot away to nothing in a matter of seconds, leaving only a pile of foul, rotting goo. Moments later, the putrid ooze explodes as the undead phoenix slithers out of the substance in its new form.
Unhatched: These unholy dragon whelps were never given the chance to hatch–their mothers were slain, and the eggs which contained them carried off to dark ends. The unhatched dragon egg is stewed in a vile necromantic soup which dissolves the hard shell and melts the creature’s flesh from its bones. It arises from the wretched fluid as an evil, skeletal, draconic whelp, its hollow eye sockets glowing a pale yellow.
Vampire Patrician: ?
Shroud-Eater Vampire: ?
King Lucan, Shroud-Eater Vampire: ?
Vampire Priestess: ?
Vampiric Knight: A vampiric knight is created when a holy knight is brought low on the field of battle by a vampire. Rather than taking on the traits of a normal vampire, the knight turns into a unique creature, destined to serve its murderer for eternity.
Wind Eater: Warped by Arcane Catastrophe. The wrathful byproducts of cataclysms caused by arcane warfare, wind eaters were once humanoids. Now twisted into near-invisible, roughly human-shaped creatures, they wander their shattered homelands, attacking any intelligent life that comes near.
Blood Zombie: A blood zombie has been infused with necromantic magic that gives it a semblance of life.
Blood mages are often found allied with or creating crimson tusked ogres and blood zombies, and are on good terms with most vampires, liches, and followers of Marena, the Red Goddess.
Carrion Curse disease.
Lord Zombie, Terrifying Lord Zombie: Corrupted Death. A figure of strong will who dies in a place infused with necrotic energy can draw the corruption into itself and rise as a terrifying lord zombie. More tragically, sometimes resurrection magic goes awry, and the victim returns as a nexus of undeath.
Mold Zombie: Mold zombies are undead created by necromantic spores.
Mold zombies are created when a humanoid inhales the spores of an iumenta flower, a red-vined, black-petaled swamp plant that smells of rotting flesh. Once inhaled, the host contracts iumenta pox. The spores quickly shut down internal organs while growing into the muscles and the brain. When the host dies, the spores reanimate the corpse into a mold zombie.
Mold zombies are controlled by their spores, which seek to infect more humanoids. When a zombie sees a potential host, it fights to the death, hoping to kill infected creatures so it can immediately rise as an undead.
Corrupted Graveslayer: The necromancers of the Blood Kingdom regularly animate the corpses of dwarven raiders as zombies. When a graveslayer’s body is available, they use dark rituals to corrupt its soul, enlisting it to fight against its former comrades.
Undead, Real Undead: For all their love of hunting, vellso eat little of what they kill. This makes the vellso of great use to ghouls and other creatures capable of summoning them, as prey is either left to be devoured or to rise as undead, usually marked in some way to show it was slain by the demon.
A herald of undeath can and will raise entire undead armies from large cemeteries, battlefields, or necropoli.
The largest of these cemetery cities are strange places filled with the chittering of ghouls and the clatter of bone, and their primary purpose is the slavish adulation of the dark god who sponsors their founding herald. They have no fields to till or livestock to maintain; instead, they gather and carve stone into grotesque buildings, offertories, and abattoirs where the living cross into undeath.
Undead Friend: ?
Powerful Undead: ?
Intelligent Undead: ?
Unintelligent Undead: ?
Undead Servant: ?
Lesser Undead: ?
Undead Prince: ?
Horrific Intelligent Undead Mount: ?
Undead Remains of a Humanoid: ?
Gooey Black and Green Undead: ?
Enormous Undead Servitor: ?
Undead Follower: ?
Human-Like Undead: ?
Twisted Horrified Undead: ?
Foul Undead: ?
Undead Host: ?
Undead Fey Spirit: ?
Undead Monarch: ?
Undead King: ?
Enigmatic Semi-Sentient Undead: ?
Dishonorable Undead: ?
Undead Overlord: ?
Mindless Undead: ?
Undead Master: ?
Undead Monstrosity: ?
Variant Undead: ?
Undead Thrall: ?
Walking Dead: ?
Hungry Dead: ?
Vulture of the Living: ?
Risen Corpse: ?
Walking Corpse: ?
Bloody Corpse: ?
Shambling Corpse: ?
Ghost: ?
Good-Aligned Ghost: ?
Swarm of Ghostly Rattok Demons: ?
Ghostly Figure: ?
Human Ghost: ?
Ghost Haunted Giant Ancestral Spirit, Huge Ghostly Spirit: The more who die, the more ghosts return to burden the living.
Ghostly Skeletal Hands: ?
Ghoul, Typical Ghoul: Darakhul Fever disease.
Ghoul Baron: ?
Ghoul Darakhul: Darakhul Fever disease.
Darakhul Noble: ?
Ghoul Ghast: Humanoids who die in the gullet of a neophron are doomed to serve dark gods of hunger without end. The demon vomits a newly-created undead to spread hunger across the world.
If a humanoid dies while swallowed by a neophron, it transforms into a ghast.
Darakhul Fever disease.
Ghoul Arcanist: ?
Ghoul Ranger: ?
Lich: ?
Paranoid Lich: ?
Risen Shade: ?
Angry Shade: ?
Dark Flickering Shade: ?
Shadow, Dreaded Undead Shadow: ?
Skeleton, Ordinary Skeleton, Typical Skeleton: Ancient Mandriano's Call the Dead power.
Ankou Lair Action
Pact Lich lair action.
Skeletal Dragon: ?
Skeletal Hands: ?
Animated Skeleton: ?
Dry Dusty Skeleton: ?
Skeletal Remains: ?
Skeletal Figure: ?
Small Skeletal Dragon: ?
Evil Skeletal Draconic Whelp: ?
Howling Specter: Many humanoid cultures tell legends of the ankou’s baleful visage, claiming that the sight of an ankou in its true form is enough to drive a sane human mad and a dead human’s spirit to becoming a howling specter.
Supernaturally Thin 10-Foot-Tall Spectral Giant: ?
Spectral Rodent: ?
Looming Spectral Apparition: ?
Spectral Humanoid:?
Vampire, Normal Vampire: ?
Ancient Vampire: ?
Vampire Spawn: Vampire patricians are weaker than their vampire kin but are far superior to the spawn their kin create.
A humanoid slain by a vampire patrician's bite attack reducing its hit point maximum to 0 and then buried in the ground rises the following night as a vampire spawn under the vampire patrician’s control.
A humanoid slain by a vampire priestess's bite attack reducing its hit point maximum to 0 and then buried in the ground rises the following night as a vampire spawn under the vampire priestess’s control.
Vampire Progeny: ?
Free-Willed Vampire: ?
Wight: ?
Wraith: While dream wraiths are rare, even a solitary wraith can devastate a densely populated area. They tend to focus on one victim at a time, stealing into bed chambers and bunkrooms at night while everyone sleeps. They move through walls without waking sleepers, sense the person having the most vivid dream, and drain its life force via its dreams. Sometimes the victim survives the attack, waking in the morning feeling very ill, but often the shock of the attack kills the dreamer. The creature’s body remains, but its spirit follows the dream wraith into the night, becoming a servant of the creature.
Any humanoid that dies at the hands of a dream wraith rises 1 hour later as a wraith under the dream wraith’s control.
Good-Aligned Wraith: ?
Zombie, Full Zombie: Gorelings are a necromancer’s answer when there just isn’t enough flesh around to create a full zombie.
In the past, a necromancer kingdom neared destruction from rampaging giants. Their undead were not sufficient to defeat the giants, so they turned to even darker arts. The necromancers flayed the flesh off hill giants, keeping the skins mostly intact, and stuffed the resulting sacks of flesh full of humanoid bodies before sewing it back together. Then, they enveloped their creations in necrotic energy until the giant flesh animated . . . along with the zombies trapped inside.
A humanoid slain by a mandriano's consume the spark attack rises 24 hours later as a zombie or skeleton under the mandriano’s control, unless the humanoid is restored to life or its body is destroyed.
When the blood of a necrotic tick’s undead host runs dry, the parasite rides its victim to a new host—usually an unfortunate living creature. As it sucks the living creature’s blood, it leaks necrotic energy into the bite wound and starts a process that slowly turns the hapless victim into a zombie one pound of flesh at a time.
While attached to a living host, a necrotic tick leaks negative energy into the host’s bloodstream, quickly closing over the creature’s wounds with scabrous, necrotic flesh. If the host doesn’t already have regeneration, it regains 2 hp at the start of its turn if it has at least 1 hit point. Track how many “necrotic hp” a host recovers via Necrotic Regeneration. Magical healing reverses the necrosis and subtracts an equal number of necrotic hp from those accumulated. When the necrotic hp equal the host’s hit point maximum, the host becomes a zombie.
Crypt spiders make their homes in crypts, graveyards, and other locations where dead bodies are plentiful. They are blessed by dark gods of undeath, and create and control undead through power granted by the blessing.
The crypt spider creates a zombie from a humanoid creature it has killed with its poison. This works like the animate dead spell, except the zombie stays under the crypt spider’s control for 1d4 days.
Lord zombies spread a constant wave of necrosis into the world around them. Even long-dead corpses quicken to the lord’s call.
A humanoid slain by a lord zombie's life drain attack rises 24 hours later as a zombie under the lord’s control, unless the humanoid is restored to life or its body is destroyed.
The necromancers of the Blood Kingdom regularly animate the corpses of dwarven raiders as zombies.
Ancient Mandriano's Call the Dead power.
Lord Zombie Arise lair action.
Pact Lich lair action.
Zombie Tenant: ?
Animal Zombie: ?
Hulking Abomination: ?
Ancient Man: ?
Pale Emaciated Abomination: ?
Grotesque Thing: ?
Wavering Draconic Form: ?
Restless Spirit: ?
Vindictive Spirit: ?
Rotting Fiendish Creature: ?
Horror: ?
Dark Vague Outline of a Person: ?
Restless Angry Spirit: ?
Dangerous Creature: ?
Tomb Servitor: ?
Guardian: ?
Cursed Creature: ?
Coalescence of Ill Will and Obsessive Thoughts: ?
Decomposing Warrior: ?
Unholy Dragon Whelp: ?
Barely Visible Humanoid Silhouette: ?
CARRION CURSE
Within a day, a dark discoloration around the wound is accompanied by the smell of putrefying flesh. Unless serious measures are taken to mask the smell, carrion eaters of all kinds will be drawn to the infected creature, gaining advantage on Wisdom (Perception) checks to track the creature by smell within their usual range.
While infected with carrion curse, a creature can’t be healed magically and can only heal naturally through rest and by spending hit dice. At the end of each long rest, a creature infected with carrion curse must succeed on a DC 13 Constitution saving throw or gain one level of exhaustion. If an infected creature succeeds on the saving throw, it no longer gains exhaustion levels each day. A second successful save at the end of a long rest cures the disease. The abyssal disease resists many efforts at treatment and can only be cured by a greater restoration spell or similar magic.
A living creature that dies from the effects of carrion curse has a 75% chance of rising again as a blood zombie within 24 hours.
DARAKHUL FEVER
Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 (4d6) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw.
Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If a creature dies while infected with darakhul fever, roll a d20, add the character’s Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in.
ADJUSTMENT TABLE
Roll Result
1–9 None; victim is simply dead
10–16 Ghoul
17–20 Ghast
21+ Darakhul
DISEASE: IUMENTA POX
It takes 1d4 days for iumenta pox’s symptoms to appear in an infected humanoid. A creature with iumenta pox has trouble breathing, and its skin erupts with painful green boils that ooze pus. As the disease progresses, these pustules turn black.
At the end of each long rest, an infected creature must succeed on a DC 13 Constitution saving throw or take 7 (2d6) necrotic damage. The creature’s hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the disease is cured. The target dies if this effect reduces its hp maximum to 0. When an infected creature dies, its corpse rises as a mold zombie 1d4 hours after death. Iumenta pox can be cured with two successful saving throws.
Ankou Lair Action
Shrouds of shadow break off of the ankou and animate 2d4 skeletons from its pile of bones. These skeletons are immune to the ankou’s Aura of Necromancy’s Bane. All previously created skeletons are destroyed when the ankou dies or when it uses this lair action again.
Pact Lich’s Lair
LAIR ACTIONS
Channeling its patron’s energy, the pact lich raises up to five dead creatures as a skeleton or zombie like the animate dead spell.
Arise (Costs 3 Actions). The lord targets a humanoid corpse within 30 feet, which rises as a zombie under the lord’s control.
Dark Father: An embodiment of the finality of death.
Dream Wraith: The dream wraith is an undead monster spawned when a living creature is killed while in the throes of a powerful dream.
Born from the world of dreams, the dream wraiths live partially in the mortal world and partially in the land of dreams.
Elophar: No force is more dangerous to an ambitious ogre mage than its own magic. Ogres are superstitious creatures, and their magi keep them in line through fear of arcane power. The most effective way for an ogre mage to remind its dullard brethren of their arcane might is by publically and dramatically communing with the tribe’s ancestral spirits. An elophar is created when an ogre mage bungles a ritual to call forth the spirits of the dead. During this failed ritual, its conductor is instantly struck dead and all the summoned spirits run rampant, trying to possess their summoner’s lifeless corpse all at once.
Fear Liath, Grayman: Fear liaths were once mortals and are bound to the Material Plane by a hex known as the Gray Curse. A humanoid slain by a fear liath becomes a Grayman itself, and the fear liath who passed the curse is free to move on to the afterlife. The origin of the first fear liaths is a mystery distorted by millennia of oral legend, but most tellers agree on one detail: the first fear liaths were vain human mountaineers who angered the god of the sun and were cursed to walk the earth as shadows, unable to be seen by other creatures for the rest of existence.
If the fear liath kills a humanoid creature, the fear liath is destroyed and the humanoid it killed rises as a fear liath in 1d4 hours. If remove curse is cast upon the cursed humanoid before it becomes a fear liath, the curse is broken.
Fierstjerren: Fierstjerren are undead servants of the northern death cults, raised from fallen reavers through dark magic.
Fierstjerren are animated by a controlling spirit of necrotic energy.
Flesh Reaver: A flesh reaver is a grotesque thing made from mismatched parts of the slain. Though it has no eyes, it searches its surroundings with other preternatural senses that unnerve even the most steadfast warrior. Its teeth chatter endlessly as it scours an area, the sound chilling the blood of its quarry.
Ghost Dragon: A ghost dragon’s creation does not differ greatly from the creation of a human ghost. Dragons of any size, color, or magical ability can become ghost dragons. If the circumstances of the dragon’s demise are troubling or violent enough, the soul may be denied an afterlife, leaving the ghost dragon’s spirit to haunt the Material Plane until it finds peace. Dragons whose wrathful natures are more intense than others are most likely to become ghost dragons.
Most ghost dragons are bound to the areas where they once laired. They may be able to roam within a mile or two of those places, but their unfinished business generally involves a notable event in their lairs: death at the hands of sneaky adventurers, betrayal by their followers, machinations of a rival dragon, etc.
Ghost Dwarf: The risen shades of dwarven paladins and other would-be heroes who made holy war on the undead and lost, the ghost dwarves march by night, sent back to slay those who originally sent them.
The graveslayers are active in the Black Canton of Grisal in the Ironcrags bordering the Grisal Marches of western Doresh. The dwarves battle the skeletons and zombies of Morgau, raiding across the river into the mountains and beyond to the infamous Zombie Wood. A few members of this tradition also operate out of the Wolfmark, fighting against the Morgau undead with allies from the Northlands.
Graveslayers who fall in battle and are left behind often become ghost dwarves if Morgau’s necromancers don’t get to them first.
Ghoul Darakhul High Priestess: ?
Ghoul Darakhul Shadowmancer: ?
Ghoul Necrophage Ghast: ?
Ghoul Tar: Bored while under the service of a necromancer, an efreeti prince toyed with his master’s creations to give them an edge against fiery spellcasters.
Ghoulsteed: The ghouls create horrific, intelligent, undead mounts for their most worthy soldiers and priests.
Although they’re large, run on all fours, and can be ridden as mounts, ghoulsteeds are the undead remains of humanoids. They’re created when a humanoid is killed by massive amounts of necrotic energy.
Goreling: Bits and pieces of ground-up flesh and bone given unholy life shuffles forward, eager to feed.
Gorelings are a necromancer’s answer when there just isn’t enough flesh around to create a full zombie. During a fight, a chopped off appendage or two can be converted into a handy minion.
Torturous Hunger. It is said that within each goreling is a fragment of the dead creature’s soul.
Leftover Parts. Gorelings come in a variety of shapes and sizes, since they are made of whatever is lying around, including whole eyes, ears, fingers, and organs.
Rotten Goreling: While fresh gore is preferable when raising gorelings, rotting flesh will suffice, too.
Grave Behemoth: In the past, a necromancer kingdom neared destruction from rampaging giants. Their undead were not sufficient to defeat the giants, so they turned to even darker arts. The necromancers flayed the flesh off hill giants, keeping the skins mostly intact, and stuffed the resulting sacks of flesh full of humanoid bodies before sewing it back together. Then, they enveloped their creations in necrotic energy until the giant flesh animated . . . along with the zombies trapped inside.
A grave behemoth is more than the sum of its grisly parts. The dark ritual forms a hive mind between the behemoth and its zombie tenants, which act as an extension of the behemoth’s will.
Herald of Undeath: ?
Herald of Mot: ?
God-King, God-Queen: A herald of Mot may corrupt ley lines or transform a ruler of Nuria into a god-king or god-queen. Its role in this later work requires deep necromancy and a divine spark in the chosen ruler.
Hungry Ghost Gaki: The gaki, or hungry ghosts, are restless spirits of avaricious humans, cursed by the gods to live eternally in constant hunger.
A hungry ghost is cursed to consume a single thing for eternity. Usually the object of their hunger is disgusting refuse like feces or garbage, but some gaki have more unusual tastes. Often, these tastes ironically reflect the sins these spirits committed in life.
Hungry Ghost Jikininki: Another type of hungry ghost, known as the jikininki, is the spirit of a selfish or blasphemous person now cursed to feed on fresh human flesh.
Hungry Ghost Preta: ?
Jiangshi, Hopping Vampire: A jiangshi is created when burial rites are carried out improperly. Unable to leave the body, the tortured soul re-animates the corpse after rigor mortis has set in, giving the jiangshi its rigid posture and nickname as a “hopping vampire.”
A humanoid slain by a jianghsi's life drain rises 24 hours later as a jiangshi, unless the humanoid is restored to life, its body is bathed in vinegar before burial, or its body is destroyed.
Kulmking: When a creature chooses to go out of its way to harm forests or other wildlands, fey spirits can curse it to become a külmking. This twisted, horrified undead is forced to become guardian to the lands it once corrupted.
A creature that dies after its soul was corrupted by a kulmking rises 24 hours later as a külmking.
Lady in White, Spirit of a Woman Who Met a Terrible Tragic End: The spirit of a woman who met a terrible, tragic end, often through murder at the hands of loved ones, a lady in white wanders near the place where she died.
Hierophant Lich: The hierophant lich is always a devout follower of a dark god, demon lord, arch-devil, or creature of outer darkness. When the hierophant’s mortal lifetime would normally end, its dark master grants it additional life, so that it may continue to serve darkness. Usually, this gift is dispensed as part of the burial rites of the hierophant lich. The creature rises just as its body is about to be buried. In other cases, it leaves its tomb shortly after burial, or it stands up when the fires of its cremation are just starting to catch.
Pact Lich: The first pact lich was a warlock whose patron was a demon lord of undeath. In a moment of whimsy, the demon granted the warlock’s petition to become a powerful undead.
Lost Minotaur: The risen corpses of minotaurs who died while trapped in a labyrinth of any kind, lost minotaurs embody the anguish, rage, and humiliation of the worst deaths their people can imagine.
Nachzehrer: Nachzehrer arise when plague strikes and kills a large number of people. The first victim of a plague might rise as one of these foul undead, and if that nachzehrer can infect enough victims a second nachzehrer will rise to join the first.
Seeping Death Skeleton: Sometimes, the skeletal victim of a suppurating ooze will reanimate, either by the twisted will of a necromancer or the ebb and flow of wild magic.
Necrotic Tick: Necrotic ticks are normal ticks that have gorged themselves on blood rich with necrotic energy. They grow unnaturally large as they feed, weighing in excess of four pounds when fully engorged. Most begin their voracious lives attached to the backs of animal zombies, and it is not uncommon to find a cluster of them on a single animal.
Phantom: The restless, angry spirits of those who have met a violent end, phantoms wander the night, vacillating between confusion, outrage, and misery.
Quiet Soul, Suiksarpok: The angry shade of one abandoned and left to die of starvation, thirst, or exposure to the elements, the quiet soul haunts many a frozen campsite, steep cavern, ravine, or deadly trap. Its helplessness, despair, and hatred for those who left it to die followed it beyond death.
Occasionally malevolent cults devoted to gods of death, winter, or darkness sacrifice one of their number to become a quiet soul.
Shadow River Lord: ?
Clacking Skeleton: They are often created as guardians for tombs or the lairs of necromancers from the leftover bones of apprentices, slaves, and scribes.
Monarch Skeleton: ?
Shadow Skeleton: While the souls of the victims of a shadow river lord are lost, the flesh is devoured by the river’s denizens, leaving only bones. These bones are reanimated as shadow skeletons, which lurk beneath the river’s surface, waiting for their master’s call to action.
Skull Lantern: A form of enigmatic, semi-sentient undead, a skull lantern comes into being spontaneously, soon after the destruction of another humanoid undead.
In fact, it isn’t entirely clear if skull lanterns are inhabited by some spiritual remnant of their former selves or if they are occupied by some other entity altogether.
Spirit Lamp, Skeletal Spirit Lamp: Spirit lamps are cursed creatures carrying lanterns that trap the souls of their victims and unleash those souls to ravage the living.
A living creature that touches the spirit lamp's lantern is cursed, unable to release it and unable to see except in the lantern’s light. Torn between fear of the darkness and the horrors it sees in the cursed light, the bearer is soon driven mad. Over time the bearer twists into the skeletal spirit lamp.
The spirit lamp’s lantern is immune to damage and can’t be the target of spells or effects as long as the spirit lamp lives. When the spirit lamp dies, the lantern floats gently to the ground and opens, if it was closed. The lantern has AC 17, 50 hp, and is immune to piercing, poison, and psychic damage. A creature that touches the lantern must succeed on a DC 15 Charisma saving throw or be cursed. A cursed creature is frightened of darkness, can’t see anything outside of the lantern’s light, and is unable to drop the lantern. The cursed creature will risk its own life to protect the lantern. A creature can repeat the saving throw each day at dawn, lifting the curse and ending the effects on itself on a success. If this occurs, the lantern disintegrates. After three failed saving throws, remove curse or similar magic is required to end the curse.
If the creature remains cursed after 30 days, it is irreversibly changed by the curse, and it becomes the lantern’s new spirit lamp. Voluntarily opening the lantern counts as a failed saving throw. If the lantern is destroyed, all captured spirits are put to rest and the cursed bearer, if it has not yet changed into a spirit lamp, is freed of the curse.
Seeping Death Skeleton: Sometimes, the skeletal victim of a suppurating ooze will reanimate, either by the twisted will of a necromancer or the ebb and flow of wild magic.
Tulpa: Tulpa are a coalescence of ill-will and obsessive thoughts. Brought into the Material Plane from pure negative thoughts, the tulpa is effectively immortal – remaining in the world until its creator ceases thinking dark thoughts.
Tveirherjar: Nidhogg, the serpent glutting on the corpses of the fallen while tangled amid the roots of Yggdrasil, has taken issue with the valkyrie poaching the best from the battlefield. He relishes the hatred of those who die with anger in their hearts, turning them into his captains in the fight against the valkyrie.
Nidhogg places a curse upon those who were slain with hatred and rage burning within them, so that mortal men forget them utterly and their name is stricken from song.
Tveirherjar are born into the dusk on the evening of their mortal demise.
If an einherjar is reduced to 0 hp by a tveirherjar's curse of the tveriherjar, it dies, cursed to become a tveirherjar at sundown.
Undead Phoenix: The undead phoenix is “born” when a typical phoenix dies at the hands of an undead creature that creates new undead: vampires, wraiths, wights, and the like. Liches sometimes arrange the creation of an undead phoenix to use them as mounts. Phoenixes succumbing to undeath rot away to nothing in a matter of seconds, leaving only a pile of foul, rotting goo. Moments later, the putrid ooze explodes as the undead phoenix slithers out of the substance in its new form.
Unhatched: These unholy dragon whelps were never given the chance to hatch–their mothers were slain, and the eggs which contained them carried off to dark ends. The unhatched dragon egg is stewed in a vile necromantic soup which dissolves the hard shell and melts the creature’s flesh from its bones. It arises from the wretched fluid as an evil, skeletal, draconic whelp, its hollow eye sockets glowing a pale yellow.
Vampire Patrician: ?
Shroud-Eater Vampire: ?
King Lucan, Shroud-Eater Vampire: ?
Vampire Priestess: ?
Vampiric Knight: A vampiric knight is created when a holy knight is brought low on the field of battle by a vampire. Rather than taking on the traits of a normal vampire, the knight turns into a unique creature, destined to serve its murderer for eternity.
Wind Eater: Warped by Arcane Catastrophe. The wrathful byproducts of cataclysms caused by arcane warfare, wind eaters were once humanoids. Now twisted into near-invisible, roughly human-shaped creatures, they wander their shattered homelands, attacking any intelligent life that comes near.
Blood Zombie: A blood zombie has been infused with necromantic magic that gives it a semblance of life.
Blood mages are often found allied with or creating crimson tusked ogres and blood zombies, and are on good terms with most vampires, liches, and followers of Marena, the Red Goddess.
Carrion Curse disease.
Lord Zombie, Terrifying Lord Zombie: Corrupted Death. A figure of strong will who dies in a place infused with necrotic energy can draw the corruption into itself and rise as a terrifying lord zombie. More tragically, sometimes resurrection magic goes awry, and the victim returns as a nexus of undeath.
Mold Zombie: Mold zombies are undead created by necromantic spores.
Mold zombies are created when a humanoid inhales the spores of an iumenta flower, a red-vined, black-petaled swamp plant that smells of rotting flesh. Once inhaled, the host contracts iumenta pox. The spores quickly shut down internal organs while growing into the muscles and the brain. When the host dies, the spores reanimate the corpse into a mold zombie.
Mold zombies are controlled by their spores, which seek to infect more humanoids. When a zombie sees a potential host, it fights to the death, hoping to kill infected creatures so it can immediately rise as an undead.
Corrupted Graveslayer: The necromancers of the Blood Kingdom regularly animate the corpses of dwarven raiders as zombies. When a graveslayer’s body is available, they use dark rituals to corrupt its soul, enlisting it to fight against its former comrades.
Undead, Real Undead: For all their love of hunting, vellso eat little of what they kill. This makes the vellso of great use to ghouls and other creatures capable of summoning them, as prey is either left to be devoured or to rise as undead, usually marked in some way to show it was slain by the demon.
A herald of undeath can and will raise entire undead armies from large cemeteries, battlefields, or necropoli.
The largest of these cemetery cities are strange places filled with the chittering of ghouls and the clatter of bone, and their primary purpose is the slavish adulation of the dark god who sponsors their founding herald. They have no fields to till or livestock to maintain; instead, they gather and carve stone into grotesque buildings, offertories, and abattoirs where the living cross into undeath.
Undead Friend: ?
Powerful Undead: ?
Intelligent Undead: ?
Unintelligent Undead: ?
Undead Servant: ?
Lesser Undead: ?
Undead Prince: ?
Horrific Intelligent Undead Mount: ?
Undead Remains of a Humanoid: ?
Gooey Black and Green Undead: ?
Enormous Undead Servitor: ?
Undead Follower: ?
Human-Like Undead: ?
Twisted Horrified Undead: ?
Foul Undead: ?
Undead Host: ?
Undead Fey Spirit: ?
Undead Monarch: ?
Undead King: ?
Enigmatic Semi-Sentient Undead: ?
Dishonorable Undead: ?
Undead Overlord: ?
Mindless Undead: ?
Undead Master: ?
Undead Monstrosity: ?
Variant Undead: ?
Undead Thrall: ?
Walking Dead: ?
Hungry Dead: ?
Vulture of the Living: ?
Risen Corpse: ?
Walking Corpse: ?
Bloody Corpse: ?
Shambling Corpse: ?
Ghost: ?
Good-Aligned Ghost: ?
Swarm of Ghostly Rattok Demons: ?
Ghostly Figure: ?
Human Ghost: ?
Ghost Haunted Giant Ancestral Spirit, Huge Ghostly Spirit: The more who die, the more ghosts return to burden the living.
Ghostly Skeletal Hands: ?
Ghoul, Typical Ghoul: Darakhul Fever disease.
Ghoul Baron: ?
Ghoul Darakhul: Darakhul Fever disease.
Darakhul Noble: ?
Ghoul Ghast: Humanoids who die in the gullet of a neophron are doomed to serve dark gods of hunger without end. The demon vomits a newly-created undead to spread hunger across the world.
If a humanoid dies while swallowed by a neophron, it transforms into a ghast.
Darakhul Fever disease.
Ghoul Arcanist: ?
Ghoul Ranger: ?
Lich: ?
Paranoid Lich: ?
Risen Shade: ?
Angry Shade: ?
Dark Flickering Shade: ?
Shadow, Dreaded Undead Shadow: ?
Skeleton, Ordinary Skeleton, Typical Skeleton: Ancient Mandriano's Call the Dead power.
Ankou Lair Action
Pact Lich lair action.
Skeletal Dragon: ?
Skeletal Hands: ?
Animated Skeleton: ?
Dry Dusty Skeleton: ?
Skeletal Remains: ?
Skeletal Figure: ?
Small Skeletal Dragon: ?
Evil Skeletal Draconic Whelp: ?
Howling Specter: Many humanoid cultures tell legends of the ankou’s baleful visage, claiming that the sight of an ankou in its true form is enough to drive a sane human mad and a dead human’s spirit to becoming a howling specter.
Supernaturally Thin 10-Foot-Tall Spectral Giant: ?
Spectral Rodent: ?
Looming Spectral Apparition: ?
Spectral Humanoid:?
Vampire, Normal Vampire: ?
Ancient Vampire: ?
Vampire Spawn: Vampire patricians are weaker than their vampire kin but are far superior to the spawn their kin create.
A humanoid slain by a vampire patrician's bite attack reducing its hit point maximum to 0 and then buried in the ground rises the following night as a vampire spawn under the vampire patrician’s control.
A humanoid slain by a vampire priestess's bite attack reducing its hit point maximum to 0 and then buried in the ground rises the following night as a vampire spawn under the vampire priestess’s control.
Vampire Progeny: ?
Free-Willed Vampire: ?
Wight: ?
Wraith: While dream wraiths are rare, even a solitary wraith can devastate a densely populated area. They tend to focus on one victim at a time, stealing into bed chambers and bunkrooms at night while everyone sleeps. They move through walls without waking sleepers, sense the person having the most vivid dream, and drain its life force via its dreams. Sometimes the victim survives the attack, waking in the morning feeling very ill, but often the shock of the attack kills the dreamer. The creature’s body remains, but its spirit follows the dream wraith into the night, becoming a servant of the creature.
Any humanoid that dies at the hands of a dream wraith rises 1 hour later as a wraith under the dream wraith’s control.
Good-Aligned Wraith: ?
Zombie, Full Zombie: Gorelings are a necromancer’s answer when there just isn’t enough flesh around to create a full zombie.
In the past, a necromancer kingdom neared destruction from rampaging giants. Their undead were not sufficient to defeat the giants, so they turned to even darker arts. The necromancers flayed the flesh off hill giants, keeping the skins mostly intact, and stuffed the resulting sacks of flesh full of humanoid bodies before sewing it back together. Then, they enveloped their creations in necrotic energy until the giant flesh animated . . . along with the zombies trapped inside.
A humanoid slain by a mandriano's consume the spark attack rises 24 hours later as a zombie or skeleton under the mandriano’s control, unless the humanoid is restored to life or its body is destroyed.
When the blood of a necrotic tick’s undead host runs dry, the parasite rides its victim to a new host—usually an unfortunate living creature. As it sucks the living creature’s blood, it leaks necrotic energy into the bite wound and starts a process that slowly turns the hapless victim into a zombie one pound of flesh at a time.
While attached to a living host, a necrotic tick leaks negative energy into the host’s bloodstream, quickly closing over the creature’s wounds with scabrous, necrotic flesh. If the host doesn’t already have regeneration, it regains 2 hp at the start of its turn if it has at least 1 hit point. Track how many “necrotic hp” a host recovers via Necrotic Regeneration. Magical healing reverses the necrosis and subtracts an equal number of necrotic hp from those accumulated. When the necrotic hp equal the host’s hit point maximum, the host becomes a zombie.
Crypt spiders make their homes in crypts, graveyards, and other locations where dead bodies are plentiful. They are blessed by dark gods of undeath, and create and control undead through power granted by the blessing.
The crypt spider creates a zombie from a humanoid creature it has killed with its poison. This works like the animate dead spell, except the zombie stays under the crypt spider’s control for 1d4 days.
Lord zombies spread a constant wave of necrosis into the world around them. Even long-dead corpses quicken to the lord’s call.
A humanoid slain by a lord zombie's life drain attack rises 24 hours later as a zombie under the lord’s control, unless the humanoid is restored to life or its body is destroyed.
The necromancers of the Blood Kingdom regularly animate the corpses of dwarven raiders as zombies.
Ancient Mandriano's Call the Dead power.
Lord Zombie Arise lair action.
Pact Lich lair action.
Zombie Tenant: ?
Animal Zombie: ?
Hulking Abomination: ?
Ancient Man: ?
Pale Emaciated Abomination: ?
Grotesque Thing: ?
Wavering Draconic Form: ?
Restless Spirit: ?
Vindictive Spirit: ?
Rotting Fiendish Creature: ?
Horror: ?
Dark Vague Outline of a Person: ?
Restless Angry Spirit: ?
Dangerous Creature: ?
Tomb Servitor: ?
Guardian: ?
Cursed Creature: ?
Coalescence of Ill Will and Obsessive Thoughts: ?
Decomposing Warrior: ?
Unholy Dragon Whelp: ?
Barely Visible Humanoid Silhouette: ?
CARRION CURSE
Within a day, a dark discoloration around the wound is accompanied by the smell of putrefying flesh. Unless serious measures are taken to mask the smell, carrion eaters of all kinds will be drawn to the infected creature, gaining advantage on Wisdom (Perception) checks to track the creature by smell within their usual range.
While infected with carrion curse, a creature can’t be healed magically and can only heal naturally through rest and by spending hit dice. At the end of each long rest, a creature infected with carrion curse must succeed on a DC 13 Constitution saving throw or gain one level of exhaustion. If an infected creature succeeds on the saving throw, it no longer gains exhaustion levels each day. A second successful save at the end of a long rest cures the disease. The abyssal disease resists many efforts at treatment and can only be cured by a greater restoration spell or similar magic.
A living creature that dies from the effects of carrion curse has a 75% chance of rising again as a blood zombie within 24 hours.
DARAKHUL FEVER
Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 (4d6) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw.
Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If a creature dies while infected with darakhul fever, roll a d20, add the character’s Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in.
ADJUSTMENT TABLE
Roll Result
1–9 None; victim is simply dead
10–16 Ghoul
17–20 Ghast
21+ Darakhul
DISEASE: IUMENTA POX
It takes 1d4 days for iumenta pox’s symptoms to appear in an infected humanoid. A creature with iumenta pox has trouble breathing, and its skin erupts with painful green boils that ooze pus. As the disease progresses, these pustules turn black.
At the end of each long rest, an infected creature must succeed on a DC 13 Constitution saving throw or take 7 (2d6) necrotic damage. The creature’s hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the disease is cured. The target dies if this effect reduces its hp maximum to 0. When an infected creature dies, its corpse rises as a mold zombie 1d4 hours after death. Iumenta pox can be cured with two successful saving throws.
Ankou Lair Action
Shrouds of shadow break off of the ankou and animate 2d4 skeletons from its pile of bones. These skeletons are immune to the ankou’s Aura of Necromancy’s Bane. All previously created skeletons are destroyed when the ankou dies or when it uses this lair action again.
Pact Lich’s Lair
LAIR ACTIONS
Channeling its patron’s energy, the pact lich raises up to five dead creatures as a skeleton or zombie like the animate dead spell.
Arise (Costs 3 Actions). The lord targets a humanoid corpse within 30 feet, which rises as a zombie under the lord’s control.
Creature Codex Lairs for 5th Edition
Specialized Variant Ghoul: While still far from shore, the PCs encounter Mother Rime’s first line of defense. She turned many of the villagers she has taken into undead creatures that guard the approach to her cove. Currently, seven ghouls, remnants of former fisherfolk she killed, swim the waters outside of her cove.
The ghouls, as specialized variants created by Mother Rime, have a swimming speed of 20 feet, and they are adapted to the chill of the arctic water.
Vampire: ?
Ghoul: ?
The ghouls, as specialized variants created by Mother Rime, have a swimming speed of 20 feet, and they are adapted to the chill of the arctic water.
Vampire: ?
Ghoul: ?
Creatures from Fairy-Tale and Myth 5e
Undead: ?
Undead Warg: ?
Undead Reef Shark: ?
Undead Polar Bear: ?
Undead Hunter Shark: ?
Undead Woman: ?
Undead Child: ?
Grotesque Undead Carrion Bird of Normal Size: ?
Grotesque Undead Carrion Bird of Giant Size: ?
Undead Shepherd: ?
Spirit: ?
Banshee: It is generally accepted that they are the restless spirits of the dead women and maidens. It is impossible to tell for sure, since no man or woman has been able to survive an encounter with this most dreadful apparition.
Scholars and soothsayers can agree that for the most part they were Aos-Si women, those who live in the Seelie courts beyond the Veil. Faeries per se, that died in the realm of mankind and are now doomed to haunt its landscape. Mortal women who have been reincarnated as Banshees are said to have possessed some Faerie blood in their veins.
In the county of Mayo, a young maiden was killed by the head of a prominent clan. Before she died, she promised to get revenge on him and his kinsmen.
Banshees are female spirits that appear in various ages from a young girl, to a stately matron, to a crooked old hag.
A Banshee is an Aos-Si, usually a Fairy Queen who has died in Midgard, the realm of mankind. As a result she is doomed to wander the nights as a Banshee, unable to return to her homeland via the Sidhe mounds.
Restless Spirit of a Dead Woman: ?
Restless Spirit of a Dead Maiden: ?
Most Dreadful Apparition: ?
Apparition: ?
Female Spirit: ?
Clidna, The Banshee of the MacCarthy Clan, Banshee: One of the most famous Banshees was Clidna, who began her existence as a Fairy Queen of Munster, who after a tragic fate became the Banshee of the MacCarthy clan.
Banshee Leananshee: ?
Aine, Banshee: ?
Maeveen, Banshee: ?
Eodain, Banshee Leananshee: ?
Aibell, Banshee: ?
Draugar, Walking Dead, Wandering Dead: The dead of the Sword Age know no rest. Hel’s realm is closed, and so—if unclaimed by Valkyries—bodies rise again as Draugar.
The walking dead are a frayed thread on the tapestry of the Norns. The otherwise noble hero Glamar, working as a shepherd one night, was assaulted and his neck broken by a Draugar, and rose the next night as a Draugar himself. Dead men are not meant to kill the living, and any warrior killed by Draugar are kinked from the Norns’ tapestry, and more likely themselves to be rejected by Hel.
Wandering Corpse: ?
Noble Draugar: There are some stories of noble Draugar who guard their descendants and their lineage from a safe distance, but this certainly must be a change of heart upon death, for if they were that noble in life they would have at least been accepted into Niflheim.
Hrapp, Draugar: ?
Thorolf Half-Foot, Draugar: ?
Glamr, Draugar: ?
Thrain, Draugar: ?
Glamar, Draugar: The walking dead are a frayed thread on the tapestry of the Norns. The otherwise noble hero Glamar, working as a shepherd one night, was assaulted and his neck broken by a Draugar, and rose the next night as a Draugar himself. Dead men are not meant to kill the living, and any warrior killed by Draugar are kinked from the Norns’ tapestry, and more likely themselves to be rejected by Hel.
Draugar Aptragangr: They are the elite of Hel’s armies, and often were Angels of Death when they lived.
Lang, Draugar: The noble hero Lang was killed protecting the village, but has risen from the dead to continue protecting his village.
Eir, Draugar: ?
Magnor, Draugar: ?
Ghost: ?
Haugbui: A Haugbui is a spirit of the dead, bound to its burial mound.
The purpose that drove it to reject rest usually has some unattainable aspect. Resentments in life do not usually become more attainable in death. For instance, to seek revenge on someone else, who is already dead; to regain lost love; to have things go back to the way they used to be. Should the Haugbui’s nigh-impossible demands be resolved the spirit would move on. More commonly, however, enough time passes that the old Haugbui has forgotten their lives and some even their names, but still hold on to the resentment that bound them to the earth, even if they’ve forgotten why.
A Haugbui is the animated spirit of a dead mortal. Its body, which may be wholly or mostly destroyed, lies in its grave as its spirit haunts the burial mound.
Has an unfinished goal from life, is cursed, or has failed at some great task, and the passion of what is unresolved turns a spirit into a Haugbui.
Sometimes Haugbui are manipulated into being by the sinister curse of a Seithkona or Galdr, in order to trick it into being an effective though unwilling guardian of a particular place.
Spirit of the Dead: ?
Animated Spirit of a Dead Mortal: ?
The Hog-Boy of Maeshowe, Haugbui: ?
Muir Arnott, Haugbui: ?
Skeleton: ?
Zombie: ?
Huldufolk: ?
Drowned Skeleton: ?
Drowned Zombie: ?
Unquiet Dead: ?
Ijirait: ?
Angry Dead Soul: ?
Ancestor Spirit: ?
Utburden: An Utburden is made when a newborn or very young child is rejected by their family and killed or left to die. This is usually the deed of an unwed mother who—whether to avoid shame or just another mouth to feed—kills and buries her child or simply leaves it in the wilderness to die. An Utburden could even be a stillborn child not shown proper love before its remains were cast away. An Utburden desires revenge for the unloving act of its rejection.
An Utburden is the spirit of a child who died in childbirth, was stillborn, or was abandoned to die by its family soon after birth.
Spirit of a Child Who Died in Childbirth: ?
Spirit of a Child Who Was Stillborn: ?
Spirit of a Child Who Was Abandoned to Die by its Family Soon After Birth: ?
Terrible Spirit: ?
Restless Dead: ?
Wraith: ?
Specter: Wraith's Create Specter power.
Wight Sovereign: A Wight Sovereign is the most powerful type of lost soul. They cannot proceed to an afterlife. Niflheim has rejected them and they have abandoned all hope of resolving their unfinished business in Midgard.
Typically, the lost souls who become Wight Sovereigns were ambitious opportunists, usurpers and power-mongers in life.
Many Wight Sovereigns have personal conflict with Valkyries. Much to the Valkyries’ shame, they are partially responsible for Wight Sovereigns. The Valkyries are jealous of mortal lives and experience, and so some will—contrary to their edicts—possess human bodies. A Valkyrie who possesses a human body can only leave when the body dies, which makes the human soul lost, and all but assured to become a Wight Sovereign.
Wight Sovereigns are powerful lost souls who have mastered their damned state.
It seems only a mortal soul is capable of becoming a Wight Sovereign.
Lost Soul: ?
Powerful Lost Soul: ?
King Siggeir, Wight Sovereign: King Siggeir was the corrupt King of Gottland until he was killed by the hero Sigmund. King Siggeir became a Wight Sovereign, and with the other Wights he has assembled, have made Gottland the once thriving kingdom uninhabitable.
Arch-Wight Sovereign: ?
Ozur, Wight Sovereign, Evil Spirit: Ozur was a master manipulator in life, and is so too 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.
Undead Warg: ?
Undead Reef Shark: ?
Undead Polar Bear: ?
Undead Hunter Shark: ?
Undead Woman: ?
Undead Child: ?
Grotesque Undead Carrion Bird of Normal Size: ?
Grotesque Undead Carrion Bird of Giant Size: ?
Undead Shepherd: ?
Spirit: ?
Banshee: It is generally accepted that they are the restless spirits of the dead women and maidens. It is impossible to tell for sure, since no man or woman has been able to survive an encounter with this most dreadful apparition.
Scholars and soothsayers can agree that for the most part they were Aos-Si women, those who live in the Seelie courts beyond the Veil. Faeries per se, that died in the realm of mankind and are now doomed to haunt its landscape. Mortal women who have been reincarnated as Banshees are said to have possessed some Faerie blood in their veins.
In the county of Mayo, a young maiden was killed by the head of a prominent clan. Before she died, she promised to get revenge on him and his kinsmen.
Banshees are female spirits that appear in various ages from a young girl, to a stately matron, to a crooked old hag.
A Banshee is an Aos-Si, usually a Fairy Queen who has died in Midgard, the realm of mankind. As a result she is doomed to wander the nights as a Banshee, unable to return to her homeland via the Sidhe mounds.
Restless Spirit of a Dead Woman: ?
Restless Spirit of a Dead Maiden: ?
Most Dreadful Apparition: ?
Apparition: ?
Female Spirit: ?
Clidna, The Banshee of the MacCarthy Clan, Banshee: One of the most famous Banshees was Clidna, who began her existence as a Fairy Queen of Munster, who after a tragic fate became the Banshee of the MacCarthy clan.
Banshee Leananshee: ?
Aine, Banshee: ?
Maeveen, Banshee: ?
Eodain, Banshee Leananshee: ?
Aibell, Banshee: ?
Draugar, Walking Dead, Wandering Dead: The dead of the Sword Age know no rest. Hel’s realm is closed, and so—if unclaimed by Valkyries—bodies rise again as Draugar.
The walking dead are a frayed thread on the tapestry of the Norns. The otherwise noble hero Glamar, working as a shepherd one night, was assaulted and his neck broken by a Draugar, and rose the next night as a Draugar himself. Dead men are not meant to kill the living, and any warrior killed by Draugar are kinked from the Norns’ tapestry, and more likely themselves to be rejected by Hel.
Wandering Corpse: ?
Noble Draugar: There are some stories of noble Draugar who guard their descendants and their lineage from a safe distance, but this certainly must be a change of heart upon death, for if they were that noble in life they would have at least been accepted into Niflheim.
Hrapp, Draugar: ?
Thorolf Half-Foot, Draugar: ?
Glamr, Draugar: ?
Thrain, Draugar: ?
Glamar, Draugar: The walking dead are a frayed thread on the tapestry of the Norns. The otherwise noble hero Glamar, working as a shepherd one night, was assaulted and his neck broken by a Draugar, and rose the next night as a Draugar himself. Dead men are not meant to kill the living, and any warrior killed by Draugar are kinked from the Norns’ tapestry, and more likely themselves to be rejected by Hel.
Draugar Aptragangr: They are the elite of Hel’s armies, and often were Angels of Death when they lived.
Lang, Draugar: The noble hero Lang was killed protecting the village, but has risen from the dead to continue protecting his village.
Eir, Draugar: ?
Magnor, Draugar: ?
Ghost: ?
Haugbui: A Haugbui is a spirit of the dead, bound to its burial mound.
The purpose that drove it to reject rest usually has some unattainable aspect. Resentments in life do not usually become more attainable in death. For instance, to seek revenge on someone else, who is already dead; to regain lost love; to have things go back to the way they used to be. Should the Haugbui’s nigh-impossible demands be resolved the spirit would move on. More commonly, however, enough time passes that the old Haugbui has forgotten their lives and some even their names, but still hold on to the resentment that bound them to the earth, even if they’ve forgotten why.
A Haugbui is the animated spirit of a dead mortal. Its body, which may be wholly or mostly destroyed, lies in its grave as its spirit haunts the burial mound.
Has an unfinished goal from life, is cursed, or has failed at some great task, and the passion of what is unresolved turns a spirit into a Haugbui.
Sometimes Haugbui are manipulated into being by the sinister curse of a Seithkona or Galdr, in order to trick it into being an effective though unwilling guardian of a particular place.
Spirit of the Dead: ?
Animated Spirit of a Dead Mortal: ?
The Hog-Boy of Maeshowe, Haugbui: ?
Muir Arnott, Haugbui: ?
Skeleton: ?
Zombie: ?
Huldufolk: ?
Drowned Skeleton: ?
Drowned Zombie: ?
Unquiet Dead: ?
Ijirait: ?
Angry Dead Soul: ?
Ancestor Spirit: ?
Utburden: An Utburden is made when a newborn or very young child is rejected by their family and killed or left to die. This is usually the deed of an unwed mother who—whether to avoid shame or just another mouth to feed—kills and buries her child or simply leaves it in the wilderness to die. An Utburden could even be a stillborn child not shown proper love before its remains were cast away. An Utburden desires revenge for the unloving act of its rejection.
An Utburden is the spirit of a child who died in childbirth, was stillborn, or was abandoned to die by its family soon after birth.
Spirit of a Child Who Died in Childbirth: ?
Spirit of a Child Who Was Stillborn: ?
Spirit of a Child Who Was Abandoned to Die by its Family Soon After Birth: ?
Terrible Spirit: ?
Restless Dead: ?
Wraith: ?
Specter: Wraith's Create Specter power.
Wight Sovereign: A Wight Sovereign is the most powerful type of lost soul. They cannot proceed to an afterlife. Niflheim has rejected them and they have abandoned all hope of resolving their unfinished business in Midgard.
Typically, the lost souls who become Wight Sovereigns were ambitious opportunists, usurpers and power-mongers in life.
Many Wight Sovereigns have personal conflict with Valkyries. Much to the Valkyries’ shame, they are partially responsible for Wight Sovereigns. The Valkyries are jealous of mortal lives and experience, and so some will—contrary to their edicts—possess human bodies. A Valkyrie who possesses a human body can only leave when the body dies, which makes the human soul lost, and all but assured to become a Wight Sovereign.
Wight Sovereigns are powerful lost souls who have mastered their damned state.
It seems only a mortal soul is capable of becoming a Wight Sovereign.
Lost Soul: ?
Powerful Lost Soul: ?
King Siggeir, Wight Sovereign: King Siggeir was the corrupt King of Gottland until he was killed by the hero Sigmund. King Siggeir became a Wight Sovereign, and with the other Wights he has assembled, have made Gottland the once thriving kingdom uninhabitable.
Arch-Wight Sovereign: ?
Ozur, Wight Sovereign, Evil Spirit: Ozur was a master manipulator in life, and is so too 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.
Creatures of Shadows over Vathak (5th Edition) Graven Earth Elemental
Zombie: A humanoid slain by [a graven earth elemental's slam] attack rises 1 hour later as a zombie under the elemental’s control, unless the humanoid is restored to life or its body is destroyed.
Creeping Cold 5E Version
Vampire: ?
Incorporeal Undead: ?
Incorporeal Undead: ?
Critical Rolls (5E)
Zombie: Critical fail table 15 Everyone's favorite party member.
Everyone’s favorite party member. If this attack deals necrotic damage, the last enemy you killed rises as a zombie. It is unable to act in any way, but mindlessly follows you for 1d4 days, after which it collapses into a corpse again.
Everyone’s favorite party member. If this attack deals necrotic damage, the last enemy you killed rises as a zombie. It is unable to act in any way, but mindlessly follows you for 1d4 days, after which it collapses into a corpse again.
Cry Havoc! (The Dogs of Orcus)
Bloody Skeletal Dire Tiger: ?
Lich Shade: Lich shades are evil creatures who attempted to achieve lichdom but failed for whatever reason. The creature is not destroyed, nor does it become a lich, it becomes something in between — something in between mortal life and eternal unlife.
Bloody Skeletal Dire Tiger, Ferocious Bloody Skeletal Dire Tiger, Undead Mount: ?
Livonia Tols, Lich Shade: One of the Dogs of Orcus’ most unusual members, Livonia is a lich shade raised to undeath by Orcus himself.
An aging wizardess facing death, Livonia Tols — like so many others before her — sought to cheat death, surviving through the ages as an undead lich. Also like many others, Livonia failed in her quest for undeath, instead poisoning herself. As she lay dying, a vision of Orcus appeared before her, offering her the undead immortality she desired, so long as she swore to serve the demon prince. She eagerly agreed and rose as a lich shade, free to act as she wished so long as she advanced the agenda of her demonic master.
Beskevar, Flameskull: Beskevar was Livonia’s lover more than 80 years ago. In life, his adoration was without measure. Even though she never returned his love to the same degree — ignoring him for long periods, shamelessly pursuing other lovers, and sharing his company only when she had no other alternatives — Beskevar’s devotion never wavered. He worked most of his life as her obedient menial. So great was his love that he joined her in death but was raised as a flameskull so that he could continue to serve her — a cruel joke that Orcus found hilarious.
Undead, Undead Creature: ?
Undead Mount: ?
Shambling Undead: ?
Undead Bulette: Recently, Durax killed a mated pair of bulettes who settled near his home in the Stonehearts. Not one to let useful material go to waste, Durax hollowed out cavities behind the creatures’ crests. He then animated the beasts to serve as his personal modes of transport.
Evasheen, Ghost: A wealthy Bargarsport merchant, Occan sought to increase his wealth by studying necromancy and associating with the cult of Orcus — and for a time he succeeded. Unfortunately, his actions and increasing devotion to the demon estranged Occan from his wife Evasheen, who began an affair with one of her husband’s business rivals. Enraged when he learned of the affair, Occan poisoned Evasheen and her lover, then raised both as zombies.
What Occan had not anticipated was the depth of his wife’s rage, as she returned as a ghost inhabiting her own animated corpse.
Lich, Undead Lich: ?
Gunnvor, Skeletal Fire Giant, Akruel's Former General: ?
Skeleton: ?
Zombie: Instead of a hive, his bees nest within the bodies of zombies Tomrit keeps chained within his barn (Tomrit never liked his neighbors but found a use for them after poisoning them). The bees feed on the corrupted flesh, but this mutated them into a strain with a lethal sting that turns their victims into zombies upon their deaths.
One such plan involves a flock of eight giant vultures Ismel trained to lift 10-foot-square wooden baskets packed with zombies animated by his friend Azafand.
Evasheen, Zombie, Reanimated Corpse: A wealthy Bargarsport merchant, Occan sought to increase his wealth by studying necromancy and associating with the cult of Orcus — and for a time he succeeded. Unfortunately, his actions and increasing devotion to the demon estranged Occan from his wife Evasheen, who began an affair with one of her husband’s business rivals. Enraged when he learned of the affair, Occan poisoned Evasheen and her lover, then raised both as zombies.
Lich Shade: Lich shades are evil creatures who attempted to achieve lichdom but failed for whatever reason. The creature is not destroyed, nor does it become a lich, it becomes something in between — something in between mortal life and eternal unlife.
Bloody Skeletal Dire Tiger, Ferocious Bloody Skeletal Dire Tiger, Undead Mount: ?
Livonia Tols, Lich Shade: One of the Dogs of Orcus’ most unusual members, Livonia is a lich shade raised to undeath by Orcus himself.
An aging wizardess facing death, Livonia Tols — like so many others before her — sought to cheat death, surviving through the ages as an undead lich. Also like many others, Livonia failed in her quest for undeath, instead poisoning herself. As she lay dying, a vision of Orcus appeared before her, offering her the undead immortality she desired, so long as she swore to serve the demon prince. She eagerly agreed and rose as a lich shade, free to act as she wished so long as she advanced the agenda of her demonic master.
Beskevar, Flameskull: Beskevar was Livonia’s lover more than 80 years ago. In life, his adoration was without measure. Even though she never returned his love to the same degree — ignoring him for long periods, shamelessly pursuing other lovers, and sharing his company only when she had no other alternatives — Beskevar’s devotion never wavered. He worked most of his life as her obedient menial. So great was his love that he joined her in death but was raised as a flameskull so that he could continue to serve her — a cruel joke that Orcus found hilarious.
Undead, Undead Creature: ?
Undead Mount: ?
Shambling Undead: ?
Undead Bulette: Recently, Durax killed a mated pair of bulettes who settled near his home in the Stonehearts. Not one to let useful material go to waste, Durax hollowed out cavities behind the creatures’ crests. He then animated the beasts to serve as his personal modes of transport.
Evasheen, Ghost: A wealthy Bargarsport merchant, Occan sought to increase his wealth by studying necromancy and associating with the cult of Orcus — and for a time he succeeded. Unfortunately, his actions and increasing devotion to the demon estranged Occan from his wife Evasheen, who began an affair with one of her husband’s business rivals. Enraged when he learned of the affair, Occan poisoned Evasheen and her lover, then raised both as zombies.
What Occan had not anticipated was the depth of his wife’s rage, as she returned as a ghost inhabiting her own animated corpse.
Lich, Undead Lich: ?
Gunnvor, Skeletal Fire Giant, Akruel's Former General: ?
Skeleton: ?
Zombie: Instead of a hive, his bees nest within the bodies of zombies Tomrit keeps chained within his barn (Tomrit never liked his neighbors but found a use for them after poisoning them). The bees feed on the corrupted flesh, but this mutated them into a strain with a lethal sting that turns their victims into zombies upon their deaths.
One such plan involves a flock of eight giant vultures Ismel trained to lift 10-foot-square wooden baskets packed with zombies animated by his friend Azafand.
Evasheen, Zombie, Reanimated Corpse: A wealthy Bargarsport merchant, Occan sought to increase his wealth by studying necromancy and associating with the cult of Orcus — and for a time he succeeded. Unfortunately, his actions and increasing devotion to the demon estranged Occan from his wife Evasheen, who began an affair with one of her husband’s business rivals. Enraged when he learned of the affair, Occan poisoned Evasheen and her lover, then raised both as zombies.
Crypt of the SCIENCE-WIZARD 5E
Techno-Mummy: These mummies are prepared with technology and science, not dark magic or curses.
The chemicals and preservatives used to prepare the techno-mummy have potentially damaging effects upon living tissue.
These undead creatures are created in scientific laboratories in places where technology has evolved to an extremely high level. While some may be the result of medical experiments failing, or chemical interactions gone awry, they are usually part of a larger meticulous plan. Unlike the “more common” mummies, dark necromantic rituals have no part of their creation.
Mummy, More Common Mummy: Unlike the “more common” mummies, dark necromantic rituals have no part of [techno-mummies] creation.
The Advisor, Techno-Mummy: ?
The Consort, Techno-Mummy: ?
Kersete I, The Science-Wizard, Mummy-Lich: ?
The chemicals and preservatives used to prepare the techno-mummy have potentially damaging effects upon living tissue.
These undead creatures are created in scientific laboratories in places where technology has evolved to an extremely high level. While some may be the result of medical experiments failing, or chemical interactions gone awry, they are usually part of a larger meticulous plan. Unlike the “more common” mummies, dark necromantic rituals have no part of their creation.
Mummy, More Common Mummy: Unlike the “more common” mummies, dark necromantic rituals have no part of [techno-mummies] creation.
The Advisor, Techno-Mummy: ?
The Consort, Techno-Mummy: ?
Kersete I, The Science-Wizard, Mummy-Lich: ?
Crypts of Azarumme (5E)
Undead, Undead Creature: Father Baird is now under the sway of the Whisperskull and has begun animating the bodies interred in the catacombs.
Ghast: ?
Ghoul: ?
Ghast With Glowing Green Eyes: The undead have shards of emerald embedded in their eyes. The shards glow with green flame while embedded in an animate undead’s eyes, but the glow fades five minutes after a shard is removed from its host. Each is worth 10 gp.
Ghoul With Glowing Green Eyes, Preternaturally Intelligent Ghoul: The undead have shards of emerald embedded in their eyes. The shards glow with green flame while embedded in an animate undead’s eyes, but the glow fades 1ive minutes after a shard is removed from its host. Each is worth 10 gp.
Skeleton: ?
Vampiric Warlord: ?
Lich-Queen: ?
Minion, Undead Beast: ?
Gibbering Wounded Ghoul: ?
Swaying Ghoul: ?
Green-Eyed Skeleton, Skeleton Ally With Green Glowing Eyes: The undead have shards of emerald embedded in their eyes. The shards glow with green flame while embedded in an animate undead’s eyes, but the glow fades 1ive minutes after a shard is removed from its host. Each is worth 10 gp.
Unusually Intelligent Undead: The Whisperskull relic.
The Whisperskull
• The Whisperskull is a relic the Azarummian sorcerers used to raise undead armies. A burning emerald glows in the cyclopean skull’s lone eye socket. Fell secrets leech from its hollows in an echoing whisper.
• While the Whisperskull does not have specific game statistics, the scope and nature of its abilities can be de1ined by the GM. For the purposes of this adventure, it grants its
bonded wielder lair actions and the power to animate unusually intelligent undead.
• The Whisperskull has an AC of 14 and 30 hit points. Its effects end if destroyed.
Ghast: ?
Ghoul: ?
Ghast With Glowing Green Eyes: The undead have shards of emerald embedded in their eyes. The shards glow with green flame while embedded in an animate undead’s eyes, but the glow fades five minutes after a shard is removed from its host. Each is worth 10 gp.
Ghoul With Glowing Green Eyes, Preternaturally Intelligent Ghoul: The undead have shards of emerald embedded in their eyes. The shards glow with green flame while embedded in an animate undead’s eyes, but the glow fades 1ive minutes after a shard is removed from its host. Each is worth 10 gp.
Skeleton: ?
Vampiric Warlord: ?
Lich-Queen: ?
Minion, Undead Beast: ?
Gibbering Wounded Ghoul: ?
Swaying Ghoul: ?
Green-Eyed Skeleton, Skeleton Ally With Green Glowing Eyes: The undead have shards of emerald embedded in their eyes. The shards glow with green flame while embedded in an animate undead’s eyes, but the glow fades 1ive minutes after a shard is removed from its host. Each is worth 10 gp.
Unusually Intelligent Undead: The Whisperskull relic.
The Whisperskull
• The Whisperskull is a relic the Azarummian sorcerers used to raise undead armies. A burning emerald glows in the cyclopean skull’s lone eye socket. Fell secrets leech from its hollows in an echoing whisper.
• While the Whisperskull does not have specific game statistics, the scope and nature of its abilities can be de1ined by the GM. For the purposes of this adventure, it grants its
bonded wielder lair actions and the power to animate unusually intelligent undead.
• The Whisperskull has an AC of 14 and 30 hit points. Its effects end if destroyed.
Cults of Sundara (5E)
Undead, Undead Creature: ?
Custom Ancestries & Cultures
Undead: Undead are created in a variety of ways: necromancy, a curse, or even a contagion.
Awakened Undead: Undead are created in a variety of ways: necromancy, a curse, or even a contagion. Whatever the cause, a very few people who fall victim and are transformed into undead nevertheless retain their minds and personalities from life. These lucky (or unlucky?) few reawaken after death to discover themselves transformed into an animate corpse.
Animated Corpse: ?
Zombie: ?
Vampire: ?
Awakened Undead: Undead are created in a variety of ways: necromancy, a curse, or even a contagion. Whatever the cause, a very few people who fall victim and are transformed into undead nevertheless retain their minds and personalities from life. These lucky (or unlucky?) few reawaken after death to discover themselves transformed into an animate corpse.
Animated Corpse: ?
Zombie: ?
Vampire: ?
Cutthroats and Crew (5E)
Undead: ?
Non-Skeletal Corporeal Undead: ?
Ghost: Pirates killed by this spell [Black Spot] often return as ghosts, but that is not a direct effect of this spell.
Skeleton: ?
Skeleton Proficient With Navigator's Tools Carpenter's Tools and All Water Vessels, Skeletal Crew Member: Skeleton Crew spell.
Zombie: ?
SKELETON CREW
4th-level necromancy
Casting Time: 1 action
Range: touch
Components: V, S, M (a humanoid corpse or corpses)
Duration: 24 hours
This spell turns up to 10 corpses into skeletons that act as crew and obey your commands to the extent of their abilities. The undead you create will be a skeleton that and is proficient with Navigators tools, Carpenters tools, and all water vessels. It has a skill level equal to your spellcasting ability modifier. The skeleton can perform the duties of one crew member but has no other abilities. The skeleton cannot speak, attack, or even defend themselves. The only orders it obeys are ones pertaining to the operation of a ship. Skeletal crew members are not proficient with any weapons or armor.
On each of your turns, you can use a bonus action to mentally command any skeleton you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn. The skeleton crew will continue to man the ship and keep it on course to their best of their abilities even without specific orders to do so.
The skeletons are under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for a further 24 hours, you must cast this spell on the creatures again before the current spell ends. This use of the spell reasserts your control over up to twenty creatures you have animated with this spell, rather than animating new ones.
A skeletal crew member can only be created from a mostly intact humanoid corpse. The corpses must have bones. When you cast this spell, any flesh left on the corpses melts away into fog.
At higher levels. When you cast this spell using a spell slot of 5th or higher you can create a further two Skeletons per spell level or control a further four skeletons you have already created. To create further skeletons, you must have a corpse for each additional skeleton you wish to create.
Non-Skeletal Corporeal Undead: ?
Ghost: Pirates killed by this spell [Black Spot] often return as ghosts, but that is not a direct effect of this spell.
Skeleton: ?
Skeleton Proficient With Navigator's Tools Carpenter's Tools and All Water Vessels, Skeletal Crew Member: Skeleton Crew spell.
Zombie: ?
SKELETON CREW
4th-level necromancy
Casting Time: 1 action
Range: touch
Components: V, S, M (a humanoid corpse or corpses)
Duration: 24 hours
This spell turns up to 10 corpses into skeletons that act as crew and obey your commands to the extent of their abilities. The undead you create will be a skeleton that and is proficient with Navigators tools, Carpenters tools, and all water vessels. It has a skill level equal to your spellcasting ability modifier. The skeleton can perform the duties of one crew member but has no other abilities. The skeleton cannot speak, attack, or even defend themselves. The only orders it obeys are ones pertaining to the operation of a ship. Skeletal crew members are not proficient with any weapons or armor.
On each of your turns, you can use a bonus action to mentally command any skeleton you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn. The skeleton crew will continue to man the ship and keep it on course to their best of their abilities even without specific orders to do so.
The skeletons are under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for a further 24 hours, you must cast this spell on the creatures again before the current spell ends. This use of the spell reasserts your control over up to twenty creatures you have animated with this spell, rather than animating new ones.
A skeletal crew member can only be created from a mostly intact humanoid corpse. The corpses must have bones. When you cast this spell, any flesh left on the corpses melts away into fog.
At higher levels. When you cast this spell using a spell slot of 5th or higher you can create a further two Skeletons per spell level or control a further four skeletons you have already created. To create further skeletons, you must have a corpse for each additional skeleton you wish to create.
D&D CLASSIC EDITION (HOUSERULE)
Spells and class features allow characters to transform into animals, summon creatures to serve as familiars, and create undead.
Powerful Undead: ?
Skeleton, Undead Skeleton: Animate Dead spell.
Zombie: 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.
Animate Dead spell.
Life Drain spell.
Banshee: ?
Ghoul: ?
Flameskull: ?
Lich: ?
Shadow: ?
Will-o'-Wisp: ?
Animate Dead
Necromantic
Components: V, S, M
Casting Time: 1 action
Range: Touch
Targets: 1 corpse; see text
Duration: Instantaneous
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again.
Regardless of the type of undead you create with this spell; you can’t create more than 1 undead creature with a single casting of Animate Dead. Casting this spell in a desecrated area (see the Consecrate spell) doubles this limit.
The undead you create remain under your control indefinitely. As a bonus action, you can mentally command any undead you made with this spell if it is within 400 feet of you (if you control multiple undead, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the undead 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 undead creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Life Drain
Necromantic
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 living creature
Duration: Concentration, up 1 minute/caster level
Saving Throw: Constitution negates; see text
The target must succeed on a Constitution saving throw or its hit point maximum is reduced by 4d6. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under your control, unless the humanoid is restored to life or its body is destroyed. You may only control a number of undead equal to your twice your proficiency bonus.
Dark Sun Terrors of the Desert
Dwarf Banshee: Dwarves who die before completing a major focus are often condemned to live out their afterlives as banshees. In unlife they haunt their unfinished work or quest, unable to bear the fact that someone else may complete what they could not.
Shadow Giant, Shadow People: Shadow giants, or shadow people as they prefer to call themselves, are the descendants of the halflings who served Rajaat the Warbringer during the Cleansing Wars.
Shadow giants are the descendants of the loyal servants of Rajaat who the Champions sacrificed to complete the betrayal of their master. These halflings merged with the Black and can only interact with the real world in the form of shadows.
It is not known what they eat, but the shadow people desire obsidian as eggs to incubate their young and have contracts with nobles, including one from Urik to provide 100 unblemished balls of obsidian each year.
Sand Bride: ?
Negative Material Plane Creature: ?
Sand Mother, Mother of the Bride: A sand mother, or mother of the bride, is a very old and powerful version of the sand bride. Its normal appearance is identical to that of the sand bride. It is not known if the sand mother is a unique creature or if a sand bride can somehow evolve into a sand mother.
Thrax, Water Wraith: Legends say the sorcerer queen Abalach-Re offered an alliance to a town of proud warriors. The town refused and killed her envoys. In return, she cursed the town with an unquenchable thirst, and within days, the entire town was dead and the thrax were born.
A human who survives water drain damage from a thrax must succeed on a DC 14 Charisma saving throw or become cursed. Over a period of 1d4+1 weeks, the human painfully begins to change into a thrax and is possessed of an overwhelming thirst, tripling her daily water needs. Other races are immune.
Dreadful Creature: ?
T'liz: Defilers who accumulate enough defiler points are forcibly severed from their life essence, and some defilers embrace this change.
T’liz are undead defilers whose spirits have outlived their bodies.
Lich, Kaisharga: ?
Undead: ?
Undead Defiler: ?
Extremely Powerful Undead: ?
Undead Halfling: ?
Undead Horror: ?
Undead Minion: ?
Willing Undead: ?
Wraith Athasian: In the Gray, the spirits of the dead slowly dissolve and are absorbed. Wraiths are sustained by a force even more powerful than the Gray – their everlasting faith in a cause greater than themselves. All wraiths need something important from their lives to serve as magnets for their spirits. These items can be candles of faith, like in the Crimson Shrine in Under Tyr, or brilliant gems full of life force, such as the gems used by the Dragon’s wraith knights.
Shadow of the Living: ?
Wraith Knight: In the Gray, the spirits of the dead slowly dissolve and are absorbed. Wraiths are sustained by a force even more powerful than the Gray – their everlasting faith in a cause greater than themselves. All wraiths need something important from their lives to serve as magnets for their spirits. These items can be candles of faith, like in the Crimson Shrine in Under Tyr, or brilliant gems full of life force, such as the gems used by the Dragon’s wraith knights.
Zombie, Common Zombie: Wherever the Gray caresses the world, an indelible stain spreads. Darkness bleeds into the land, the sun dims, and the dead rise. Much of Athas has shuddered now and again under the Gray's touch, and the land sprouts a bountiful harvest of zombies. From the underbelly of Tyr to the ruins of Bodach in the Salt Meres to the Dead Land south of Balic, undead horrors aren't the villains of make believe; they are the reality of which Athasians warn their children.
Zombie Salt: The salt zombie is an undead creature born of hate (and possibly a subtle magic of the Great Ivory Plain).
These creatures are formed when a human or demihuman dies of thirst in the Great Ivory Plain.
There appear to be several areas of the Great Ivory Plain where a person who has died of thirst will become a salt zombie. (A person who dies of thirst through hit point loss does not become a salt zombie.) The sheer force of will of an individual refusing to die seems to somehow reanimate their corpse in these peculiar regions. It is unknown what sort of residual magic may linger in these areas to cause such an effect. There is a 5% chance that any person dying of thirst in the Great Ivory Plain will reanimate.
Animated Corpse: ?
Mummy: ?
Zombie Feasting: Among cannibalistic halflings, diseased inhabitants are buried alive instead of eaten, left to die respectably in the embrace of nature, the giver of life that offers succor in death. But even the far reaches of Athas are not spared from the undead plague. On certain nights, undead halflings walk again in the Forest Ridge, called by flesh.
Zombie With Size Small: ?
Shadow Giant, Shadow People: Shadow giants, or shadow people as they prefer to call themselves, are the descendants of the halflings who served Rajaat the Warbringer during the Cleansing Wars.
Shadow giants are the descendants of the loyal servants of Rajaat who the Champions sacrificed to complete the betrayal of their master. These halflings merged with the Black and can only interact with the real world in the form of shadows.
It is not known what they eat, but the shadow people desire obsidian as eggs to incubate their young and have contracts with nobles, including one from Urik to provide 100 unblemished balls of obsidian each year.
Sand Bride: ?
Negative Material Plane Creature: ?
Sand Mother, Mother of the Bride: A sand mother, or mother of the bride, is a very old and powerful version of the sand bride. Its normal appearance is identical to that of the sand bride. It is not known if the sand mother is a unique creature or if a sand bride can somehow evolve into a sand mother.
Thrax, Water Wraith: Legends say the sorcerer queen Abalach-Re offered an alliance to a town of proud warriors. The town refused and killed her envoys. In return, she cursed the town with an unquenchable thirst, and within days, the entire town was dead and the thrax were born.
A human who survives water drain damage from a thrax must succeed on a DC 14 Charisma saving throw or become cursed. Over a period of 1d4+1 weeks, the human painfully begins to change into a thrax and is possessed of an overwhelming thirst, tripling her daily water needs. Other races are immune.
Dreadful Creature: ?
T'liz: Defilers who accumulate enough defiler points are forcibly severed from their life essence, and some defilers embrace this change.
T’liz are undead defilers whose spirits have outlived their bodies.
Lich, Kaisharga: ?
Undead: ?
Undead Defiler: ?
Extremely Powerful Undead: ?
Undead Halfling: ?
Undead Horror: ?
Undead Minion: ?
Willing Undead: ?
Wraith Athasian: In the Gray, the spirits of the dead slowly dissolve and are absorbed. Wraiths are sustained by a force even more powerful than the Gray – their everlasting faith in a cause greater than themselves. All wraiths need something important from their lives to serve as magnets for their spirits. These items can be candles of faith, like in the Crimson Shrine in Under Tyr, or brilliant gems full of life force, such as the gems used by the Dragon’s wraith knights.
Shadow of the Living: ?
Wraith Knight: In the Gray, the spirits of the dead slowly dissolve and are absorbed. Wraiths are sustained by a force even more powerful than the Gray – their everlasting faith in a cause greater than themselves. All wraiths need something important from their lives to serve as magnets for their spirits. These items can be candles of faith, like in the Crimson Shrine in Under Tyr, or brilliant gems full of life force, such as the gems used by the Dragon’s wraith knights.
Zombie, Common Zombie: Wherever the Gray caresses the world, an indelible stain spreads. Darkness bleeds into the land, the sun dims, and the dead rise. Much of Athas has shuddered now and again under the Gray's touch, and the land sprouts a bountiful harvest of zombies. From the underbelly of Tyr to the ruins of Bodach in the Salt Meres to the Dead Land south of Balic, undead horrors aren't the villains of make believe; they are the reality of which Athasians warn their children.
Zombie Salt: The salt zombie is an undead creature born of hate (and possibly a subtle magic of the Great Ivory Plain).
These creatures are formed when a human or demihuman dies of thirst in the Great Ivory Plain.
There appear to be several areas of the Great Ivory Plain where a person who has died of thirst will become a salt zombie. (A person who dies of thirst through hit point loss does not become a salt zombie.) The sheer force of will of an individual refusing to die seems to somehow reanimate their corpse in these peculiar regions. It is unknown what sort of residual magic may linger in these areas to cause such an effect. There is a 5% chance that any person dying of thirst in the Great Ivory Plain will reanimate.
Animated Corpse: ?
Mummy: ?
Zombie Feasting: Among cannibalistic halflings, diseased inhabitants are buried alive instead of eaten, left to die respectably in the embrace of nature, the giver of life that offers succor in death. But even the far reaches of Athas are not spared from the undead plague. On certain nights, undead halflings walk again in the Forest Ridge, called by flesh.
Zombie With Size Small: ?
Dagger of Spiragos (5e)
Undead: ?
Decaying Giant Crocodile Skeleton: In the moments before the final battle begins, Karlo casts animate dead, which, augmented by the power of the Dagger, takes only a moment (rather than its usual casting time of 1 minute) and summons the disintegrating skeletal corpses of two sewer-dwelling giant crocodiles.
Decaying Giant Crocodile Skeleton, Disintegrating Skeletal Corpse: ?
Decaying Giant Crocodile Skeleton: In the moments before the final battle begins, Karlo casts animate dead, which, augmented by the power of the Dagger, takes only a moment (rather than its usual casting time of 1 minute) and summons the disintegrating skeletal corpses of two sewer-dwelling giant crocodiles.
Decaying Giant Crocodile Skeleton, Disintegrating Skeletal Corpse: ?
Dark Matter
Husk, Shriveled Undead Husk: Few can personally attest to the ravages of being exposed to the naked vacuum of space. With rare exceptions, the vacuum is brutally lethal, stripping the body of all gases, freezing it whole, and boiling its blood in seconds. Sometimes, however, the Black is ill-content with merely stripping everything from the body; it might also divorce the soul from it, leaving behind a shriveled, undead husk, restlessly prowling to satiate its bottomless hunger and thirst.
As manifestations of the 'verse's bitter severity, husks represent the fate of countless spacers who have been stranded in the Black without hope of rescue.
As storied spacer Zan, the Terran, once said, “Never search an abandoned ship without a blaster. ‘Abandoned’ doesn't always mean ‘empty’.”
In other words, old crewmen have a tendency to linger on their derelict ships as husks, still desperately clutching at their life suits and life pods for air. The last moments of these spacers are hideously stretched out to an eternity of undead suffering, terminated only when they are discovered or destroyed by salvagers, or their ship plummets into a planet or star.
Spacer wisdom attests that the dead should be pushed out the airlock without exception or delay. New spacers might attribute this course of action to pragmatic disease prevention, but seasoned explorers know it's because no ship is ever truly safe from husks. In certain regions of space, bodies can unnaturally dehydrate, shriveling to the gaunt, lifeless outline of husks, without ever meeting the vacuum directly. It is a complete mystery how such husks animate, but seasoned spacers know better than to search for the cause—the answer might prove to be far worse than the question itself.
Forlorn Husk: ?
Metallic Skeleton: An unholy abomination of necromancy and technology, a metallic skeleton is formed by dipping the bones of the recently dead in molten metal, usually bronze, silver, or gold, fitting a construct core into the skull, and animating the whole arrangement. What results is a silent, obedient minion, with the strengths of a construct and the lifeless determination of an undead.
Metallic skeletons are a fusion of the two ideal servants animated to life by arcane magic: obedient undead and simple constructs. The result is a servant capable of repairing nearly lethal damage to itself, pursuing complex goals in service of its master, and decimating its master's enemies. With its construct core embedded in its skull, the skeleton can summon vast reserves of arcane energy to collect itself from destruction, as long its skull remains intact.
Unholy Abomination of Necromancy and Technology: ?
Silent Obedient Minion: ?
Obedient Undead: ?
Metallic Skeleton Edict: ?
Metallic Skeleton Bronze Skeleton: ?
Metallic Skeleton Silver Skeleton: ?
Metallic Skeleton Gold Skeleton: ?
Worm Walker: A[ psi-worm] infested humanoid that dies rises 1 round later as a worm walker.
Humanoids that fall to psi-worms face a far more gruesome fate than death: as a psi-worm larvae burrows into its skull, it roots itself in the brainstem and seizes control of the creature, rendering them mindless. Until the threat has passed, these new worm walkers fight alongside the psi-worm gestalts to drive off invaders. However, when they are no longer needed, they are merely abandoned and left to fertilize the nearest patch of xenobloom.
Ghast: ?
Specter: ?
Gregorian Terminus the First, Immortal Lich: No one is quite sure when Terminus, an accomplished wizard, underwent the Rite of Lichdom, but by the time he turned 150 years old, it was clear that Terminus had become an immortal lich.
Shadow: ?
Zombie: If a humanoid target drops to 0 hit points [from a wrothian primarch's psionic vice attack], it rises 1 round later as a zombie under the primarch’s control, unless the humanoid is first restored to life or its body is destroyed.
For some yet unexplained reason, half of the humanoids that die on this planet instantly reanimate as zombies.
As manifestations of the 'verse's bitter severity, husks represent the fate of countless spacers who have been stranded in the Black without hope of rescue.
As storied spacer Zan, the Terran, once said, “Never search an abandoned ship without a blaster. ‘Abandoned’ doesn't always mean ‘empty’.”
In other words, old crewmen have a tendency to linger on their derelict ships as husks, still desperately clutching at their life suits and life pods for air. The last moments of these spacers are hideously stretched out to an eternity of undead suffering, terminated only when they are discovered or destroyed by salvagers, or their ship plummets into a planet or star.
Spacer wisdom attests that the dead should be pushed out the airlock without exception or delay. New spacers might attribute this course of action to pragmatic disease prevention, but seasoned explorers know it's because no ship is ever truly safe from husks. In certain regions of space, bodies can unnaturally dehydrate, shriveling to the gaunt, lifeless outline of husks, without ever meeting the vacuum directly. It is a complete mystery how such husks animate, but seasoned spacers know better than to search for the cause—the answer might prove to be far worse than the question itself.
Forlorn Husk: ?
Metallic Skeleton: An unholy abomination of necromancy and technology, a metallic skeleton is formed by dipping the bones of the recently dead in molten metal, usually bronze, silver, or gold, fitting a construct core into the skull, and animating the whole arrangement. What results is a silent, obedient minion, with the strengths of a construct and the lifeless determination of an undead.
Metallic skeletons are a fusion of the two ideal servants animated to life by arcane magic: obedient undead and simple constructs. The result is a servant capable of repairing nearly lethal damage to itself, pursuing complex goals in service of its master, and decimating its master's enemies. With its construct core embedded in its skull, the skeleton can summon vast reserves of arcane energy to collect itself from destruction, as long its skull remains intact.
Unholy Abomination of Necromancy and Technology: ?
Silent Obedient Minion: ?
Obedient Undead: ?
Metallic Skeleton Edict: ?
Metallic Skeleton Bronze Skeleton: ?
Metallic Skeleton Silver Skeleton: ?
Metallic Skeleton Gold Skeleton: ?
Worm Walker: A[ psi-worm] infested humanoid that dies rises 1 round later as a worm walker.
Humanoids that fall to psi-worms face a far more gruesome fate than death: as a psi-worm larvae burrows into its skull, it roots itself in the brainstem and seizes control of the creature, rendering them mindless. Until the threat has passed, these new worm walkers fight alongside the psi-worm gestalts to drive off invaders. However, when they are no longer needed, they are merely abandoned and left to fertilize the nearest patch of xenobloom.
Ghast: ?
Specter: ?
Gregorian Terminus the First, Immortal Lich: No one is quite sure when Terminus, an accomplished wizard, underwent the Rite of Lichdom, but by the time he turned 150 years old, it was clear that Terminus had become an immortal lich.
Shadow: ?
Zombie: If a humanoid target drops to 0 hit points [from a wrothian primarch's psionic vice attack], it rises 1 round later as a zombie under the primarch’s control, unless the humanoid is first restored to life or its body is destroyed.
For some yet unexplained reason, half of the humanoids that die on this planet instantly reanimate as zombies.
Dark Obelisk 1: Berinncorte: Collector's Edition (5E/Fifth Edition)
Vildanna, Dullahan, Fallen Paladin, Dark-Cloaked Lithe Rider: ?
Undead, Undead Creature, Restless Dead: The power of the Dark Obelisk has many effects and bizarre behaviors, amongst them the ability to resurrect or animate the dead, or to bind previously-mortal bodies and souls and contort them to chaotic whim.
Undead Servant: All inhabitants [of the Zugul cleric house] were slain… and many have been brought back as undead servants of the Obelisk.
Murder-Motivated Undead: ?
Bodak: ?
Crawling Hand: ?
Townsfolk Ghost: ?
Ghoul: ?
Ghoul, Nasty Monster: ?
Evil Lich King: ?
Mohrg: ?
Revenant: ?
Revenant, Murder-Motivated Undead: ?
Shadow, Dark Shape: ?
Skeleton: ?
Barbarian Skeleton: ?
Giant Skelepede: ?
Giant Skelepede, Skeleton in the Shape of a Giant Centipede: ?
Human Skeleton: ?
Skeletaur, Skeletonized Minotaur: ?
Skeleton Rogue: ?
Skelettin: ?
Skelebat Swarm: ?
Skeleton, Animated Undead Skeleton: ?
Spectre: ?
Vampire: ?
Dracula, Kingpin Vampire: ?
Count Strahd von Zarovich, Vampire: ?
Zombie: ?
Zombie Townsfolk: ?
Zombie Rat Swarm: ?
Zombie Rat Swarm, Zombie Rats, Bizarre Assortment of Tattered Zombified Rodents: ?
Undead, Undead Creature, Restless Dead: The power of the Dark Obelisk has many effects and bizarre behaviors, amongst them the ability to resurrect or animate the dead, or to bind previously-mortal bodies and souls and contort them to chaotic whim.
Undead Servant: All inhabitants [of the Zugul cleric house] were slain… and many have been brought back as undead servants of the Obelisk.
Murder-Motivated Undead: ?
Bodak: ?
Crawling Hand: ?
Townsfolk Ghost: ?
Ghoul: ?
Ghoul, Nasty Monster: ?
Evil Lich King: ?
Mohrg: ?
Revenant: ?
Revenant, Murder-Motivated Undead: ?
Shadow, Dark Shape: ?
Skeleton: ?
Barbarian Skeleton: ?
Giant Skelepede: ?
Giant Skelepede, Skeleton in the Shape of a Giant Centipede: ?
Human Skeleton: ?
Skeletaur, Skeletonized Minotaur: ?
Skeleton Rogue: ?
Skelettin: ?
Skelebat Swarm: ?
Skeleton, Animated Undead Skeleton: ?
Spectre: ?
Vampire: ?
Dracula, Kingpin Vampire: ?
Count Strahd von Zarovich, Vampire: ?
Zombie: ?
Zombie Townsfolk: ?
Zombie Rat Swarm: ?
Zombie Rat Swarm, Zombie Rats, Bizarre Assortment of Tattered Zombified Rodents: ?
Dark Paths: The Chained One
Undead: ?
Dark Paths: Winter Lord’s Throne
Arctic Mummy, Corpse of a Creature Who Died Out on the Snow and Was Dried Out and Frozen Within Reach of the Winter Lord’s Grasp: The arid dryness of the desert is very good at desiccating and preserving corpses, but the tundra is every bit as good. An arctic mummy is the corpse of a creature who died out on the snow and was dried out and frozen within reach of the Winter Lord’s grasp. The Winter Lord’s will causes these undead to rise and extinguish all warmth — especially the warmth of the living.
Entombed Bones: ?
Rimepelt Bear: ?
Dullahan: A headless undead creature with roots in the realm of the fey. The original dullahan were elves of the realm of the fey who led a coup against the Winter Queen long ago. She had every knight that rode against her lined up and beheaded, one after another, but did not allow them the mercy of death.
The dullahan are merely other fey that have been beheaded and brought back to life with the heads not attached.
Entombed Bones, Creature of the Winter Lord's Will Ice and Undeath: ?
Entombed Bones, Very Frozen Pile of Bones: ?
Entombed Bones, Human Skeleton: ?
Rimepelt Bear, Massive Bear Encased in a Layer of Ice So Deep That Its Teeth Have Become Long Jagged Icicles and its Claws Sharpened Out of the Living Rime: ?
Dullahan, Headless Undead Creature With Roots in the Realm of the Fey, Headless Haunt, Armored Knight: ?
Original Dullahan: A headless undead creature with roots in the realm of the fey. The original dullahan were elves of the realm of the fey who led a coup against the Winter Queen long ago. She had every knight that rode against her lined up and beheaded, one after another, but did not allow them the mercy of death.
Dullahan Noble: ?
Dullahan Knight: ?
Undead, Undead Creature: ?
Frozen Undead Creature: ?
Skeleton: Flute of the Danse Macabre magic item.
Wraith: Hoarfrost Armor magic item.
Flute of the Danse Macabre
Wondrous item, rare (requires attunement by a spellcaster)
This flute is carved from the hollowed out arm bones of a large creature, with holes drilled into the top to change the pitch of the sound when wind is blown through it. As an action you can play the flute and choose a pile of bones within 30 feet, expending a spell slot to animate a number of skeletons equal to the level of the spell slot you expend. The skeletons animate for one minute and you may only have one set of skeletons active at a time.
On each of your turns, you can use a bonus action to mentally command any skeletons you made if they are within 60 feet of you (if you control multiple skeletons you can command any or all of them at the same time, issuing the same command to each one). You decide what action the skeletons will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the skeletons only defend themselves against hostile creatures. Once given an order, the skeletons continue to follow it until the task is complete.
Hoarfrost Armor
Armor (plate), very rare (requires attunement)
This plate armor is constantly cool with a sheen of ice over the metal that comprises it. When worn, until it is attuned to, it sends a chill to the core of the person wearing it. You have a +1 bonus to AC while wearing this armor.
Once attuned to, that chill disappears. The Hoarfrost armor grants resistance to cold damage. Whenever you are hit with a melee attack you can use your reaction to force the attacker to make a DC 13 Constitution saving throw, taking 3d6 cold damage on a failed save and half as much on a successful one as the frost from the armor flashes along the creature’s weapon to nip at their hands and bodies in recompense for daring to strike its master.
While attuned to the armor you are vulnerable to fire. If fire damage reduces you to 0 hit points die while wearing the armor you die as your body is incinerated and you rise 24 hours later as a wraith.
Entombed Bones: ?
Rimepelt Bear: ?
Dullahan: A headless undead creature with roots in the realm of the fey. The original dullahan were elves of the realm of the fey who led a coup against the Winter Queen long ago. She had every knight that rode against her lined up and beheaded, one after another, but did not allow them the mercy of death.
The dullahan are merely other fey that have been beheaded and brought back to life with the heads not attached.
Entombed Bones, Creature of the Winter Lord's Will Ice and Undeath: ?
Entombed Bones, Very Frozen Pile of Bones: ?
Entombed Bones, Human Skeleton: ?
Rimepelt Bear, Massive Bear Encased in a Layer of Ice So Deep That Its Teeth Have Become Long Jagged Icicles and its Claws Sharpened Out of the Living Rime: ?
Dullahan, Headless Undead Creature With Roots in the Realm of the Fey, Headless Haunt, Armored Knight: ?
Original Dullahan: A headless undead creature with roots in the realm of the fey. The original dullahan were elves of the realm of the fey who led a coup against the Winter Queen long ago. She had every knight that rode against her lined up and beheaded, one after another, but did not allow them the mercy of death.
Dullahan Noble: ?
Dullahan Knight: ?
Undead, Undead Creature: ?
Frozen Undead Creature: ?
Skeleton: Flute of the Danse Macabre magic item.
Wraith: Hoarfrost Armor magic item.
Flute of the Danse Macabre
Wondrous item, rare (requires attunement by a spellcaster)
This flute is carved from the hollowed out arm bones of a large creature, with holes drilled into the top to change the pitch of the sound when wind is blown through it. As an action you can play the flute and choose a pile of bones within 30 feet, expending a spell slot to animate a number of skeletons equal to the level of the spell slot you expend. The skeletons animate for one minute and you may only have one set of skeletons active at a time.
On each of your turns, you can use a bonus action to mentally command any skeletons you made if they are within 60 feet of you (if you control multiple skeletons you can command any or all of them at the same time, issuing the same command to each one). You decide what action the skeletons will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the skeletons only defend themselves against hostile creatures. Once given an order, the skeletons continue to follow it until the task is complete.
Hoarfrost Armor
Armor (plate), very rare (requires attunement)
This plate armor is constantly cool with a sheen of ice over the metal that comprises it. When worn, until it is attuned to, it sends a chill to the core of the person wearing it. You have a +1 bonus to AC while wearing this armor.
Once attuned to, that chill disappears. The Hoarfrost armor grants resistance to cold damage. Whenever you are hit with a melee attack you can use your reaction to force the attacker to make a DC 13 Constitution saving throw, taking 3d6 cold damage on a failed save and half as much on a successful one as the frost from the armor flashes along the creature’s weapon to nip at their hands and bodies in recompense for daring to strike its master.
While attuned to the armor you are vulnerable to fire. If fire damage reduces you to 0 hit points die while wearing the armor you die as your body is incinerated and you rise 24 hours later as a wraith.
Dark Tower: The Sunken Temple of Set
Giant Crocodile Zombie: ?
Giant Crocodile Zombie, Mindless Undead: ?
Powerful Lich: ?
Giant Crocodile Zombie, Mindless Undead: ?
Powerful Lich: ?
Darkmeade
Ghostly Undead: ?
Undead: ?
Skeleton: ?
Zombie: ?
Wight: ?
Wraith: A wraith is created from the spirit of a dead person who embraced evil while alive.
Specter: Specters are the wraith’s spawn, created from people whose spirits are prevented from passing on after death.
Wraith Create Specter power.
Evil Undead: ?
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.
Undead: ?
Skeleton: ?
Zombie: ?
Wight: ?
Wraith: A wraith is created from the spirit of a dead person who embraced evil while alive.
Specter: Specters are the wraith’s spawn, created from people whose spirits are prevented from passing on after death.
Wraith Create Specter power.
Evil Undead: ?
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.
DD-02 The Darkness Beneath Brightwell Manor for 5th Edition
Undead: ?
Allip: ?
Burning Ghat: ?
Burning Ghat of Vaguely Dwarf Shape: ?
Lich: ?
Mummy: ?
Mummy, Mummified Remains of a Dwarven Thane, Dwarven Corpse: ?
Mummy Acolyte: ?
Mummy Acolyte, Mummified Remains of a Dwarven Queen, Mummified Dwarf: ?
Mummified Dwarf ?
Mummy Soldier: ?
Mummy Soldier, Mummified Dwarf: ?
Skeleton: ?
Vampire: ?
Serendrack, Half-Elf Vampire: ?
Vampire Spawn: A humanoid slain in this way [by a vampire's bite] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Pale-Skinned Humanoid: ?
Zombie: Leodric sits among six corpses; he’ll cast animate dead using a 5th level slot in order to raise all of them as zombies.
Walking Corpse: ?
Allip: ?
Burning Ghat: ?
Burning Ghat of Vaguely Dwarf Shape: ?
Lich: ?
Mummy: ?
Mummy, Mummified Remains of a Dwarven Thane, Dwarven Corpse: ?
Mummy Acolyte: ?
Mummy Acolyte, Mummified Remains of a Dwarven Queen, Mummified Dwarf: ?
Mummified Dwarf ?
Mummy Soldier: ?
Mummy Soldier, Mummified Dwarf: ?
Skeleton: ?
Vampire: ?
Serendrack, Half-Elf Vampire: ?
Vampire Spawn: A humanoid slain in this way [by a vampire's bite] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Pale-Skinned Humanoid: ?
Zombie: Leodric sits among six corpses; he’ll cast animate dead using a 5th level slot in order to raise all of them as zombies.
Walking Corpse: ?
Death in Freeport - 20th Anniversary Edition
Skeleton: A cult superior animated the remains of some deceased initiates to guard the treasure.
Skeleton, Skeletal Figure: ?
Skeleton, Skeletal Figure: ?
Death Pit
Churchgrim, Grim: There is a common belief that the soul of the first creature buried in any cemetery lingers and becomes the guardian of that cemetery. To avoid giving a humanoid this fate, many people instead bury a dog. The resulting entity is called a churchgrim, or just a grim for short.
Most of the time a churchgrim exists because a dead hound was buried to guard a cemetery.
Necrogrim: What do you get when an already potent guardian spirit is consumed with dark magic? The necrogrim is an answer, and can come about in a number of ways. Most of the time a churchgrim exists because a dead hound was buried to guard a cemetery, and it is possible for a churchgrim to become a necrogrim if it is exposed to enough necromantic magic over a long enough period of time, slowly warping the being, but this is not guaranteed and can take years to complete.
The faster way to create a necrogrim is to bury a living dog up to its neck in the earth, with food and water just out of reach. Eventually it will die, and the anger and hate and helplessness it feels in that moment will pull all of that dark energy in. A necrogrim is the result.
Sable, Necrogrim, Large Shaggy Furred Creature: Once upon a time the Death Pit was an ordinary cemetery, a ravine set aside and consecrated as a final resting place. Sable was a black hunting dog who was buried there first, and served as the churchgrim to the plot for years before the Necropolis ever moved in. But that was hundreds of years ago, and the only record left of who was buried in the Death Pit before it became the Death Pit resides deep within the vaults of Blackwood’s town hall.
Now, Sable’s coat breaks in places to show some of the bone and musculature beneath it. Her eye sockets glow witchlight blue. She is roughly the size of a workhorse, and still takes guardianship over her charge seriously.
All of this time stewing in necromantic energies has left her both powerful and intelligent.
Sable, Churchgrim: Once upon a time the Death Pit was an ordinary cemetery, a ravine set aside and consecrated as a final resting place. Sable was a black hunting dog who was buried there first, and served as the churchgrim to the plot for years before the Necropolis ever moved in.
Necromancer Arcaneth Nalifeaux, Master Necromancer, Skeletal Figure, Calming Figure, Dead Man, Evil Creature, Father of the Dead: ?
Undead, Undead Entity, Undead Being, Undead Creature: ?
Undead Creature With an Intelligence of 9 or Lower: ?
Civilized Dead, Civilized Awakened Undead, Civilized Undead: The City of the Dead has been here even longer than Blackwood. Archaneth raised it, and with it many of the civilized dead dwelling there.
Shambling Dead, Shambler, Mindless Shambling Undead, Shambling Undead: ?
Phantasmal Familiar: Warlock Necrogrim Patron Phantasmal Familiar power.
Phantasmal Familiar, Spirit Being, Body of a Hound, Beast: ?
Skeleton: ?
Skeleton Civilized Dead: The City of the Dead has been here even longer than Blackwood. Archaneth raised it, and with it many of the civilized dead dwelling there.
Skeleton Civilized Dead, Skeleton, Civilized Dead, Civilized Awakened Undead, Civilized Undead: ?
Skeleton, Shambling Dead, Shambler, Mindless Shambling Undead, Shambling Undead: ?
Skeleton Civilized Dead With an Intelligence of 12: ?
Skeleton With an Intelligence of 10: Warlock Necrogrim Patron Awaken Undead power.
Zombie: ?
Zombie Civilized Dead, Zombie, Civilized Dead, Civilized Awakened Undead, Civilized Undead: The City of the Dead has been here even longer than Blackwood. Archaneth raised it, and with it many of the civilized dead dwelling there.
Examination of this book will reveals someone has been trying to figure out how to bring intelligence back to the shambling dead, to turn time back on them to before they lost their minds in the first place.
A character who succeeds on a DC 17 Intelligence (Arcana or Religion) check while examining the book discovers notes on terrible experiments to create an elixir capable of giving sentience to the shambling dead. Many living test subjects became zombies themselves during these experiments.
In a half broken down wooden crate beneath the table there are two potions in crude stone bottles, stoppered by chunks of bone that were cut to measure and fit the holes of the bottles.
The liquid inside smells foul. Anyone that drinks the potion will have to make a DC 17 Constitution saving throw or immediately die and rise as a zombie, albeit one of the civilized awakened dead rather than a shambler.
Zombie Civilized Dead, Zombie, Civilized Dead, Civilized Awakened Undead, Civilized Undead: ?
Zombie, Shambling Dead, Shambler, Mindless Shambling Undead, Shambling Undead: ?
Zombie Civilized Dead With an Intelligence of 12: ?
Zombie With an Intelligence of 10: Warlock Necrogrim Patron Awaken Undead power.
Phantasmal Familiar
Starting at 6th level, a spirit being attaches itself to you as your familiar. The phantasmal familiar must have a corpse to inhabit. You can use your action to touch the corpse of a Medium or larger creature and cause the bones and sinew of that creature to snap and twist and rearrange themselves into the body of a hound, mimicking the image of your patron. This beast uses the wolf statistics with the following changes:
• The phantasmal familiar counts as an undead.
• It has extra hit points equal to your warlock level.
• When you cast a spell with a range of touch, your phantasmal familiar can deliver the spell as if it had cast the spell. Your phantasmal familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Once you use this feature you can’t use it again until you finish a long rest.
Awaken Undead
Starting at 10th level you gain the ability to awaken the shambling undead and bring them back to some semblance of consciousness. The ritual to awaken a skeleton or zombie takes 1 hour to complete. A skeleton or zombie must remain within a 10 foot radius ritual circle for the entire length of the ritual. If the undead creature leaves the circle, the ritual fails. If the ritual is completed successfully, the skeleton or zombie gains an Intelligence of 10 and the ability to speak one language you know. They are charmed by you for 24 hours. After this time the awakened skeleton or zombie acts as it would have when it was alive, including any adverse opinions about its current state.
Once you use this feature you can’t use it again until you finish a short rest.
Most of the time a churchgrim exists because a dead hound was buried to guard a cemetery.
Necrogrim: What do you get when an already potent guardian spirit is consumed with dark magic? The necrogrim is an answer, and can come about in a number of ways. Most of the time a churchgrim exists because a dead hound was buried to guard a cemetery, and it is possible for a churchgrim to become a necrogrim if it is exposed to enough necromantic magic over a long enough period of time, slowly warping the being, but this is not guaranteed and can take years to complete.
The faster way to create a necrogrim is to bury a living dog up to its neck in the earth, with food and water just out of reach. Eventually it will die, and the anger and hate and helplessness it feels in that moment will pull all of that dark energy in. A necrogrim is the result.
Sable, Necrogrim, Large Shaggy Furred Creature: Once upon a time the Death Pit was an ordinary cemetery, a ravine set aside and consecrated as a final resting place. Sable was a black hunting dog who was buried there first, and served as the churchgrim to the plot for years before the Necropolis ever moved in. But that was hundreds of years ago, and the only record left of who was buried in the Death Pit before it became the Death Pit resides deep within the vaults of Blackwood’s town hall.
Now, Sable’s coat breaks in places to show some of the bone and musculature beneath it. Her eye sockets glow witchlight blue. She is roughly the size of a workhorse, and still takes guardianship over her charge seriously.
All of this time stewing in necromantic energies has left her both powerful and intelligent.
Sable, Churchgrim: Once upon a time the Death Pit was an ordinary cemetery, a ravine set aside and consecrated as a final resting place. Sable was a black hunting dog who was buried there first, and served as the churchgrim to the plot for years before the Necropolis ever moved in.
Necromancer Arcaneth Nalifeaux, Master Necromancer, Skeletal Figure, Calming Figure, Dead Man, Evil Creature, Father of the Dead: ?
Undead, Undead Entity, Undead Being, Undead Creature: ?
Undead Creature With an Intelligence of 9 or Lower: ?
Civilized Dead, Civilized Awakened Undead, Civilized Undead: The City of the Dead has been here even longer than Blackwood. Archaneth raised it, and with it many of the civilized dead dwelling there.
Shambling Dead, Shambler, Mindless Shambling Undead, Shambling Undead: ?
Phantasmal Familiar: Warlock Necrogrim Patron Phantasmal Familiar power.
Phantasmal Familiar, Spirit Being, Body of a Hound, Beast: ?
Skeleton: ?
Skeleton Civilized Dead: The City of the Dead has been here even longer than Blackwood. Archaneth raised it, and with it many of the civilized dead dwelling there.
Skeleton Civilized Dead, Skeleton, Civilized Dead, Civilized Awakened Undead, Civilized Undead: ?
Skeleton, Shambling Dead, Shambler, Mindless Shambling Undead, Shambling Undead: ?
Skeleton Civilized Dead With an Intelligence of 12: ?
Skeleton With an Intelligence of 10: Warlock Necrogrim Patron Awaken Undead power.
Zombie: ?
Zombie Civilized Dead, Zombie, Civilized Dead, Civilized Awakened Undead, Civilized Undead: The City of the Dead has been here even longer than Blackwood. Archaneth raised it, and with it many of the civilized dead dwelling there.
Examination of this book will reveals someone has been trying to figure out how to bring intelligence back to the shambling dead, to turn time back on them to before they lost their minds in the first place.
A character who succeeds on a DC 17 Intelligence (Arcana or Religion) check while examining the book discovers notes on terrible experiments to create an elixir capable of giving sentience to the shambling dead. Many living test subjects became zombies themselves during these experiments.
In a half broken down wooden crate beneath the table there are two potions in crude stone bottles, stoppered by chunks of bone that were cut to measure and fit the holes of the bottles.
The liquid inside smells foul. Anyone that drinks the potion will have to make a DC 17 Constitution saving throw or immediately die and rise as a zombie, albeit one of the civilized awakened dead rather than a shambler.
Zombie Civilized Dead, Zombie, Civilized Dead, Civilized Awakened Undead, Civilized Undead: ?
Zombie, Shambling Dead, Shambler, Mindless Shambling Undead, Shambling Undead: ?
Zombie Civilized Dead With an Intelligence of 12: ?
Zombie With an Intelligence of 10: Warlock Necrogrim Patron Awaken Undead power.
Phantasmal Familiar
Starting at 6th level, a spirit being attaches itself to you as your familiar. The phantasmal familiar must have a corpse to inhabit. You can use your action to touch the corpse of a Medium or larger creature and cause the bones and sinew of that creature to snap and twist and rearrange themselves into the body of a hound, mimicking the image of your patron. This beast uses the wolf statistics with the following changes:
• The phantasmal familiar counts as an undead.
• It has extra hit points equal to your warlock level.
• When you cast a spell with a range of touch, your phantasmal familiar can deliver the spell as if it had cast the spell. Your phantasmal familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Once you use this feature you can’t use it again until you finish a long rest.
Awaken Undead
Starting at 10th level you gain the ability to awaken the shambling undead and bring them back to some semblance of consciousness. The ritual to awaken a skeleton or zombie takes 1 hour to complete. A skeleton or zombie must remain within a 10 foot radius ritual circle for the entire length of the ritual. If the undead creature leaves the circle, the ritual fails. If the ritual is completed successfully, the skeleton or zombie gains an Intelligence of 10 and the ability to speak one language you know. They are charmed by you for 24 hours. After this time the awakened skeleton or zombie acts as it would have when it was alive, including any adverse opinions about its current state.
Once you use this feature you can’t use it again until you finish a short rest.
Deck of Mysterious Creations (5e)
Skeleton: ?
Deep Magic for 5th Edition
5e
Undead, Undead Creature: ?
Animated But Unintelligent Undead: ?
Intelligent Undead: ?
Undead That Normally Can't Speak: ?
More Intelligent Undead: ?
Undead Servant: ?
Undead Dragon, Terrible Undead Monstrosity: ?
Creature That Feeds on Blood: ?
Undead Familiar: ?
Banshee: ?
Ghast: Animate Ghoul spell, 4th level or higher spell slot.
Ghost: ?
Ghoul: Animate Ghoul spell.
Large Ghoul: Animate Ghoul spell, 3rd level or higher spell slot.
Ghoul King: ?
Ghoul, Servant: ?
Shadow: ?
Skeleton, Undead Skeleton:
Skeleton, Animated But Unintelligent Undead: ?
Minotaur Skeleton: Animate Greater Undead spell.
Minotaur Skeleton, Undead Servant: ?
Animated Skeleton: ?
Specter: ?
Vampire Spawn: Curse of the Grave spell.
Vampire: ?
Older Vampire: ?
Vampire, Servant: ?
Vampire, Creature That Feeds on Blood: ?
Wight: ?
Will-o'-Wisp: ?
Wraith, Incorporeal Undead Creature: ?
Zombie, Undead Zombie: ?
Zombie, Animated But Unintelligent Undead: ?
Ogre Zombie: Animate Greater Undead spell.
Ogre Zombie, Undead Servant: ?
Animated Zombie: ?
Blood Zombie: ?
Deathwisp: ?
Spectral Guardian: ?
Swarm of Wolf Spirits: ?
Shroud: ?
ANIMATE GHOUL
2nd-level necromancy
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 3rd-level spell slot, 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 or higher, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.
ANIMATE GREATER UNDEAD
6th-level necromancy
Casting Time: 1 hour
Range: 15 feet
Components: V, S, M (a pint of blood, a pound of flesh, and an ounce of bone dust, all of which the spell consumes)
Duration: Instantaneous
Animate greater undead creates an undead servant from a pile of bones or from the corpse of a Large or Huge humanoid within range. The spell imbues the target with a foul mimicry of life, raising it as an undead skeleton or zombie. A skeleton uses the stat block of a minotaur skeleton, or a zombie uses the stat block of an ogre zombie, unless a more appropriate stat block is available.
The creature is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the creature for another 24 hours, you must cast this spell on it again while you have it controlled. Casting the spell for this purpose reasserts your control over up to four creatures you have previously animated rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can reanimate one additional creature for each slot level above 6th.
CURSE OF THE GRAVE
7th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch of dirt from a freshly dug grave)
Duration: Until dispelled
You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature’s soul.
Choose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A remove curse spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects:
I. The target fails death saving throws on any roll but a 20.
II. If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed.
III. The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.
Deep Magic: Rune Magic
Vaettir: Vættir are ancestral spirits, sometimes protective and helpful but demanding of reverence and wrathful if offended. Landvættir dwell in barrows while sjövættir live beneath lakes, rivers, or the sea. Servants of the land, they are favored by the Vanir, who grant them the ability to curse those who disrespect the wild or ancient laws and traditions.
Ancestral Spirit: ?
Landvaettir: Vættir are ancestral spirits, sometimes protective and helpful but demanding of reverence and wrathful if offended. Landvættir dwell in barrows while sjövættir live beneath lakes, rivers, or the sea. Servants of the land, they are favored by the Vanir, who grant them the ability to curse those who disrespect the wild or ancient laws and traditions.
Sjovaettir: Vættir are ancestral spirits, sometimes protective and helpful but demanding of reverence and wrathful if offended. Landvættir dwell in barrows while sjövættir live beneath lakes, rivers, or the sea. Servants of the land, they are favored by the Vanir, who grant them the ability to curse those who disrespect the wild or ancient laws and traditions.
Wrathful Vaettir: ?
Bone-White Vaettir: ?
Undead: ?
Sleeping Hero: ?
Dead Ancestor: ?
Undead Ancestor: ?
Former Occupant of the Land: ?
Intelligent Undead: ?
Ancestral Spirit: ?
Landvaettir: Vættir are ancestral spirits, sometimes protective and helpful but demanding of reverence and wrathful if offended. Landvættir dwell in barrows while sjövættir live beneath lakes, rivers, or the sea. Servants of the land, they are favored by the Vanir, who grant them the ability to curse those who disrespect the wild or ancient laws and traditions.
Sjovaettir: Vættir are ancestral spirits, sometimes protective and helpful but demanding of reverence and wrathful if offended. Landvættir dwell in barrows while sjövættir live beneath lakes, rivers, or the sea. Servants of the land, they are favored by the Vanir, who grant them the ability to curse those who disrespect the wild or ancient laws and traditions.
Wrathful Vaettir: ?
Bone-White Vaettir: ?
Undead: ?
Sleeping Hero: ?
Dead Ancestor: ?
Undead Ancestor: ?
Former Occupant of the Land: ?
Intelligent Undead: ?
Deepvault: Machinations of the Ancients
Undead: ?
Demon Cults and Secret Societies for Fifth Edition
5e
Undead: ?
Undead Adherent: ?
Undead That Feast Upon the Flesh of the Living: ?
Lesser Undead: ?
Hungry Undead Mastiff: ?
Horrific Intelligent Undead Mount: ?
Undead Remains of a Humanoid: ?
Undead Who Shun Daylight: ?
Intelligent Undead: ?
Undead Guardian: ?
Undead Horror: ?
Shambling Undead Creature: ?
Crazed Undead Thing: ?
Darakhul: Darakhul Fever disease.
Jasna Veldrik, Darakhul: ?
Kasimir Ernis, Darakhul Gnome: ?
Darakhul Noble: ?
Darakhul Guard: ?
Darakhul Mercenary: ?
Merchant's Ghost, Half-Mad Angry Spirit: A wealthy and prosperous merchant in the city had his life fall apart around him 2 years ago. First, his wife left him after finding evidence of an affair. Then, his two children died in separate, tragic accidents. Finally, the crown put him under investigation for smuggling contraband into the city. He hanged himself in a fit of despair. Some say his ghost haunts his manor house.
The merchant’s ruin was plotted and carried out by the Weavers of Truth. The sorcerer in charge of the mission was arrogant and had the audacity to show himself to the merchant as he dangled from the rope, slowly strangling due to botching the hanging, and confessed his role in the man’s downfall. It was the last thing the merchant heard before he died. He was certainly guilty of the things of which he was accused, but his son and daughter were innocent of any wrongdoing. Now, the merchant’s ghost wants the sorcerer dead.
Ghoul, Mere Ghoul: Darakhul Fever disease.
Ghoul Servant: ?
Ghoulsteed: The Creed of All Flesh creates horrific, intelligent, undead mounts for its most prestigious guardians.
Although they're large, run on all fours, and can be ridden as mounts, ghoulsteeds are the undead remains of humanoids. They're created when a humanoid is killed by massive amounts of negative energy.
Ghast: Darakhul Fever disease.
Conjured Ghast: ?
Ghast Dire Ape: ?
Mummy: ?
Guardian Mummy: ?
Venomous Mummy: ?
Mummified Guardian: ?
Revenant: The PCs recognize the creature as a former crime boss in the city who recently vanished and was assumed murdered by a rival. The undead is a revenant, recently slain in one of the Sanguine Path’s blood rites, and seeks venegance on the cult leader that sacrificed it.
Greater Shadow: ?
Shadow Creature: ?
Shadow: A creature whose Strength drops to 0 [from shadowmaker poison] dies and transforms into a shadow with free will.
Skeletal Horse: ?
Specter: Serrin targets a humanoid within 10 feet that died violently no longer than 1 minute ago. The target's spirit rises as a specter under Serrin's control.
Spellscourged Couatl: Then, for reasons unknown, the couatl ceased its visitations. Now, it has returned, but the creature is no longer the same benign ally. Something has transformed this wise and beautiful being into an undead horror.
Spellscourged Undead: If a spellcaster dies from spellscourge, the creature must make one last DC 15 Constitution saving throw. If it fails, the creature rises again in 24 hours as a spellscourged, undead creature.
Vampire: Marena is a destructive and vengeful goddess whose sphere of influence includes matters of sickness, death, and decay. She promotes life in twisted forms, from the second existence as vampires that she bestows upon her favored children to her deft use of lust as a tool of manipulation and ruin.
Once the temple has grown in influence and worshipers, she [Cosmina Horosu] chooses the most loyal servants to be her successors, granting them the gift of vampirism before departing for a new city.
Arikiine, Vampire Derro, Vampiric Leader: ?
Prince Lucan, Vampire: ?
Vampire Progeny: ?
Vampire Lord: ?
Cosmina Holrosu, Vampire: A manifestation of Marena appeared before Cosmina and caressed her face. Overwhelmed, Cosmina swore devotion to the goddess for eternity, and Marena's hand left its mark upon her skin as a reminder of the oath. Cosmina's new existence as a vampire affirms her promise.
Vampire Spawn: ?
More Powerful Vampire: ?
Drekkan, Vampire Spawn: ?
Serrin, Wraith: Nikolai kept tabs on her exploits after they parted ways and was dismayed to discover that a powerful shadow creature had slain her. Unbeknownst to him, however, she had returned to unlife and started a minor reign of terror, draining travelers to and from Zobeck.
Blood Zombie: ?
Standard Zombie: ?
Darakhul Fever
Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed saving throw the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can’t be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage.
Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible.
If the infected creature dies while infected with darakhul fever, roll 1d20, add the character’s current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in.
ADJUSTMENT TABLE
Roll Result
1–9 None; victim is simply dead
10–16 Ghoul
17–20 Ghast
21+ Darakhul
Spellscourge
This disease is carried by many minions of the Great White Ape. Creatures gain 1 level exhaustion immediately upon being infected. Further exposure to infection has no additional effect, but infected creatures gain another level of exhaustion every time they complete a long rest unless they make a successful DC 15 Constitution saving throw at the end of the long rest.
In addition to gaining exhaustion, a spellcaster infected with spellscourge can lose access to his or her spell slots. Each time the spellscaster fails a saving throw at the end of a long rest (gaining another level of exhaustion), they also lose the use of their highest-level spell slots. For example, a 7th-level wizard's highest spell slots are 4th level. If he is infected with spellscourge and fails the first Constitution saving throw after a long rest, he loses the use of his 4th-level spell slots. If he fails another Constitution saving throw after a long rest, he loses the use of his 3rd-level spell slots, and so on.
The disease can't be recovered from naturally. Only lesser restoration or comparable magic can cure it. Each casting of lesser restoration must be accompanied by a spellcasting check: if the result is 20 or higher, the spell removes 3 levels of exhaustion; 15-19 removes 2 levels of exhaustion; 14 or lower removes 1 level of exhaustion. The disease is cured when the infected creature has no exhaustion.
If a spellcaster dies from spellscourge, the creature must make one last DC 15 Constitution saving throw. If it fails, the creature rises again in 24 hours as a spellscourged, undead creature. It retains its former stats with the following exceptions:
Alignment becomes Chaotic Evil
Type becomes undead
Gains darkvision 60 feet, if it didn't already have darkvision
Can detect magic (as the spell) within 60 feet, at will
Can't cast spells or use magic items
Has advantage on saving throws against spells and magical effects
Spell attacks and weapon attacks with magic weapons are made with disadvantage against spellscourged undead
Takes 6d6 force damage when targeted by a dispel magic spell or exposed to an antimagic field
Demonic Excretions
Undead: ?
Depths of Felk Mor
Undead: ?
Zombie, Normal Zombie: If the players keep Arkam's book in their possession, they will slowly become malevolently insane. In 2d6 days, their alignment will shift to Chaotic-evil (chaotic) and they will not be able to resist the calling of the book to start performing similar experiments on living creatures themselves.
Before this happens, however, the players should get fair warning that their characters are starting to have more and more thoughts about the book and the secrets therein. They will start to feel compelled to study the book and have an unusual interest in dissecting creatures.
If a character still does not destroy or otherwise get rid of the book, after this time they will have the ability to animate zombies or skeletons (depending on the corpse used) at the rate of one per week and at a cost of 50gp in materials.
These rooms are where the caretaker locked in his failed attempts at raising the dead cultists.
The Caretaker, Zombie: ?
Putrid Zombie, Slightly Stronger Zombie: ?
Skeleton: If the players keep Arkam's book in their possession, they will slowly become malevolently insane. In 2d6 days, their alignment will shift to Chaotic-evil (chaotic) and they will not be able to resist the calling of the book to start performing similar experiments on living creatures themselves.
Before this happens, however, the players should get fair warning that their characters are starting to have more and more thoughts about the book and the secrets therein. They will start to feel compelled to study the book and have an unusual interest in dissecting creatures.
If a character still does not destroy or otherwise get rid of the book, after this time they will have the ability to animate zombies or skeletons (depending on the corpse used) at the rate of one per week and at a cost of 50gp in materials.
This is the hall of the dead, a burial place for the cultists. If any of the bodies are disturbed, or if there is a loud noise, all of the bodies will animate and attack any living creature not wearing a badge of Remahotep. If they are left undisturbed, they will not animate.
Animated Skeleton: ?
Haunt: The haunt is the ghostly representation of an ancient gnomish druid whose task it was to keep the water caverns pure. When the corruption of Remahotep first began to appear many years ago, he found the recipe for a potion of purify water. The priests of Remahotep needed the corruption and blight of the water to spread in order to make the area receptive to the evil that would soon follow.
When the gnome druid was near completion of his task and had captured a minotaur lizard, one of the high priests caused an earthquake to create the chasm and seal off the druid to the west side alone with the beast, which ended up killing him before the task could be resolved.
Lesser Wraith: ?
Undead Minotaur Lizard: Residing in this chamber behind the logs is the minotaur lizard that had killed the gnome druid. Or what used to be the minotaur lizard. The creature would have died long ago, but has been “infected” for a lack of a better word, with the evil energy saturating this place. The creature is now an undead version of itself, and will savagely attack any living creature that enters this area.
Coffin Corpse, Undead Coffin Corpse: Coffin corpses are similar to zombies in creation, but were imbued with a much higher intelligence.
Strewn about in this room are the corpses of four Migo. Or more accurately, four coffer corpses of what used to be Mi-go. Back when the priests of Remahotep started contaminating the area, these creatures came with them, but were slain. They are now undead coffin corpse creatures.
Wight: These creatures are wights, having once been caretakers for the dead followers of Remahotep.
The Old King, Ancient Mummy: ?
Shadow: This large cavern used to be home to the bugbears first, until the black puddings drove them out deeper within the mountain. However, many of the bugbears had perished and raised as shadows.
Zombie, Normal Zombie: If the players keep Arkam's book in their possession, they will slowly become malevolently insane. In 2d6 days, their alignment will shift to Chaotic-evil (chaotic) and they will not be able to resist the calling of the book to start performing similar experiments on living creatures themselves.
Before this happens, however, the players should get fair warning that their characters are starting to have more and more thoughts about the book and the secrets therein. They will start to feel compelled to study the book and have an unusual interest in dissecting creatures.
If a character still does not destroy or otherwise get rid of the book, after this time they will have the ability to animate zombies or skeletons (depending on the corpse used) at the rate of one per week and at a cost of 50gp in materials.
These rooms are where the caretaker locked in his failed attempts at raising the dead cultists.
The Caretaker, Zombie: ?
Putrid Zombie, Slightly Stronger Zombie: ?
Skeleton: If the players keep Arkam's book in their possession, they will slowly become malevolently insane. In 2d6 days, their alignment will shift to Chaotic-evil (chaotic) and they will not be able to resist the calling of the book to start performing similar experiments on living creatures themselves.
Before this happens, however, the players should get fair warning that their characters are starting to have more and more thoughts about the book and the secrets therein. They will start to feel compelled to study the book and have an unusual interest in dissecting creatures.
If a character still does not destroy or otherwise get rid of the book, after this time they will have the ability to animate zombies or skeletons (depending on the corpse used) at the rate of one per week and at a cost of 50gp in materials.
This is the hall of the dead, a burial place for the cultists. If any of the bodies are disturbed, or if there is a loud noise, all of the bodies will animate and attack any living creature not wearing a badge of Remahotep. If they are left undisturbed, they will not animate.
Animated Skeleton: ?
Haunt: The haunt is the ghostly representation of an ancient gnomish druid whose task it was to keep the water caverns pure. When the corruption of Remahotep first began to appear many years ago, he found the recipe for a potion of purify water. The priests of Remahotep needed the corruption and blight of the water to spread in order to make the area receptive to the evil that would soon follow.
When the gnome druid was near completion of his task and had captured a minotaur lizard, one of the high priests caused an earthquake to create the chasm and seal off the druid to the west side alone with the beast, which ended up killing him before the task could be resolved.
Lesser Wraith: ?
Undead Minotaur Lizard: Residing in this chamber behind the logs is the minotaur lizard that had killed the gnome druid. Or what used to be the minotaur lizard. The creature would have died long ago, but has been “infected” for a lack of a better word, with the evil energy saturating this place. The creature is now an undead version of itself, and will savagely attack any living creature that enters this area.
Coffin Corpse, Undead Coffin Corpse: Coffin corpses are similar to zombies in creation, but were imbued with a much higher intelligence.
Strewn about in this room are the corpses of four Migo. Or more accurately, four coffer corpses of what used to be Mi-go. Back when the priests of Remahotep started contaminating the area, these creatures came with them, but were slain. They are now undead coffin corpse creatures.
Wight: These creatures are wights, having once been caretakers for the dead followers of Remahotep.
The Old King, Ancient Mummy: ?
Shadow: This large cavern used to be home to the bugbears first, until the black puddings drove them out deeper within the mountain. However, many of the bugbears had perished and raised as shadows.
Desert Angel Fiasco
Solar Zombie: ?
Varrani Hagar, Mummy Princess, Corpse Woman, True Mistress: ?
Varrani Hagar, Mummy Princess, Corpse Woman, True Mistress: ?
Devils in the Details (Level 16 PCs)
Lord Ganelon Mordant, Mighty Death Knight: The explanation of the Iron Conclave’s disappearance begins in one of the layers of Hell, with the machinations of the pit fiend Vossargas. The devil had patiently devised a ritual that would allow him access to the mortal realm, and the last component required was the corruption of a truly noble heart.
Vossargas set his sights on the Iron Conclave, and Lord Ganelon Mordant in particular. The pit fiend contacted the succubus Lilytha on the Material Plane, and arranged a deal with her to help further his plans.
Lilytha infiltrated the Iron Conclave under the magical guise of a hand-maiden, and set to enamoring Lord Mordant. The process was slow, and subtle, but ultimately the paladin succumbed to her beauty and took her as his lover. It soon came to be that Lilytha was always seen at the lord’s side, whispering in his ear. The decisions and votes Lord Mordant cast began to turn dark, and out of character.
Each subsequent meeting of the Iron Conclave drew more suspicion and unrest from the council, wary of Ganelon and Lilytha’s relationship. Lord Roland Nyssar in particular spent many days with a keen eye on this hand-maiden that had won his friend’s affections. On the first night of the council’s 144th meeting, Lord Nyssar discovered what he was searching for – catching the succubus without her magical illusions that disguised her to appear human.
In Rivermarch Keep’s Great Hall, before all of the Iron Conclave, Lord Nyssar accused Lilytha of being a hellspawn, sparking a furious argument between himself and Lord Mordant. On that evening, before every lord on the council, Lord Mordant struck down Lord Nyssar in cold blood.
With Lord Mordant’s murder of Lord Nyssar, the paladin’s corruption was complete, and the pit fiend Vossargas’ ritual finished. The instant Roland Nyssar’s blood hit the stone floor the devil appeared before the Conclave and claimed the souls of all that inhabited Rivermarch Keep.
Upon Vossargas’ arrival, the keep was warped and transformed, forcing it to share an extra-dimensional space with Hell. Rivermarch Keep now exists simultaneously on two planes – its original construction on the Material Plane, and a twin version in Hell. The souls of the fallen lords were instantly transported to the keep’s twisted parody on the Outer Plane, damned to serve the devil thereafter.
Lord Ganelon Mordant’s fall from grace caused him to become a death knight after his passing.
I was once part of the prestigious group of lords that formed the Iron Conclave. We gave law to our lands, voices to our people, and peace to all of Rivermarch. Truly, there was nothing more noble I could do, nothing of which I could be more proud of doing.
But that all changed towards the end. In the waning years of our group’s endeavors we were infected with a sickness… and her name is Lilytha. A hellspawn, a fiend that turned my friend Ganelon against the graces of our union, she took the guise of servant maiden and whispered poisons in his ear.
There were many meetings when all my attention was fixed to gauging this seductress, and I’ve learned never to doubt my instincts. And then it happened – I spied upon her one day as she revealed her true form, a horned and winged thing not of our world.
I told Ganelon, my friend I thought, before all the Conclave what I had seen. But he did not believe me. He belittled me! Argued my words away! And when my back was turned, imploring my colleagues for help, he plunged his brand into my back.
Ganelon Mordant assured the doom of our council that day, and now they are destined to serve the wretches of Hell in this twisted reflection of our once great keep.
Death Knight: If the party intimidates Xalabrachne, he’ll reveal the truth about the pit fiend’s plans - Vossargas is using his access to the Material Plane to corrupt powerful mortals to make a legion of death knights. He needs mortal souls to forge these powerful weapons, and when his army is complete, he’s set to ousting Baalzebul and claiming himself as Lord of Hell.
Lord Roland Nyssar, Revenant: Each subsequent meeting of the Iron Conclave drew more suspicion and unrest from the council, wary of Ganelon and Lilytha’s relationship. Lord Roland Nyssar in particular spent many days with a keen eye on this hand-maiden that had won his friend’s affections. On the first night of the council’s 144th meeting, Lord Nyssar discovered what he was searching for – catching the succubus without her magical illusions that disguised her to appear human.
In Rivermarch Keep’s Great Hall, before all of the Iron Conclave, Lord Nyssar accused Lilytha of being a hellspawn, sparking a furious argument between himself and Lord Mordant. On that evening, before every lord on the council, Lord Mordant struck down Lord Nyssar in cold blood.
With Lord Mordant’s murder of Lord Nyssar, the paladin’s corruption was complete, and the pit fiend Vossargas’ ritual finished. The instant Roland Nyssar’s blood hit the stone floor the devil appeared before the Conclave and claimed the souls of all that inhabited Rivermarch Keep.
Upon Vossargas’ arrival, the keep was warped and transformed, forcing it to share an extra-dimensional space with Hell. Rivermarch Keep now exists simultaneously on two planes – its original construction on the Material Plane, and a twin version in Hell. The souls of the fallen lords were instantly transported to the keep’s twisted parody on the Outer Plane, damned to serve the devil thereafter.
When Lord Roland Nyssar passed into Hell, his corpse animated as a revenant.
The magic that gives Lord Nyssar unlife is normally limited to one year, but that time has come and gone and yet the revenant persists. Perhaps it is because the cursed Rivermarch Keep only resides on the Material Plane briefly, once each month – or perhaps the flow of time in Hell is much slower than on the mortal realm. Whatever the reason, Lord Nyssar has not rested a single night since his death decades ago, every minute of his existence dedicated to complete and utter revenge.
I was once part of the prestigious group of lords that formed the Iron Conclave. We gave law to our lands, voices to our people, and peace to all of Rivermarch. Truly, there was nothing more noble I could do, nothing of which I could be more proud of doing.
But that all changed towards the end. In the waning years of our group’s endeavors we were infected with a sickness… and her name is Lilytha. A hellspawn, a fiend that turned my friend Ganelon against the graces of our union, she took the guise of servant maiden and whispered poisons in his ear.
There were many meetings when all my attention was fixed to gauging this seductress, and I’ve learned never to doubt my instincts. And then it happened – I spied upon her one day as she revealed her true form, a horned and winged thing not of our world.
I told Ganelon, my friend I thought, before all the Conclave what I had seen. But he did not believe me. He belittled me! Argued my words away! And when my back was turned, imploring my colleagues for help, he plunged his brand into my back.
Ganelon Mordant assured the doom of our council that day, and now they are destined to serve the wretches of Hell in this twisted reflection of our once great keep.
Whatever curse that has taken them has afflicted me differently, it would seem, as I am granted some cruel semblance of life each day. I swear this, I will not rest until I have throttled the life out of the succubus that turned my friend against me. I will not rest until I return the favor to Lord Ganelon Mordant.
I will have my vengeance.
Skeletal Knight: Skeletal knights are much more powerful versions of animated skeletons.
The explanation of the Iron Conclave’s disappearance begins in one of the layers of Hell, with the machinations of the pit fiend Vossargas. The devil had patiently devised a ritual that would allow him access to the mortal realm, and the last component required was the corruption of a truly noble heart.
Vossargas set his sights on the Iron Conclave, and Lord Ganelon Mordant in particular. The pit fiend contacted the succubus Lilytha on the Material Plane, and arranged a deal with her to help further his plans.
Lilytha infiltrated the Iron Conclave under the magical guise of a hand-maiden, and set to enamoring Lord Mordant. The process was slow, and subtle, but ultimately the paladin succumbed to her beauty and took her as his lover. It soon came to be that Lilytha was always seen at the lord’s side, whispering in his ear. The decisions and votes Lord Mordant cast began to turn dark, and out of character.
Each subsequent meeting of the Iron Conclave drew more suspicion and unrest from the council, wary of Ganelon and Lilytha’s relationship. Lord Roland Nyssar in particular spent many days with a keen eye on this hand-maiden that had won his friend’s affections. On the first night of the council’s 144th meeting, Lord Nyssar discovered what he was searching for – catching the succubus without her magical illusions that disguised her to appear human.
In Rivermarch Keep’s Great Hall, before all of the Iron Conclave, Lord Nyssar accused Lilytha of being a hellspawn, sparking a furious argument between himself and Lord Mordant. On that evening, before every lord on the council, Lord Mordant struck down Lord Nyssar in cold blood.
With Lord Mordant’s murder of Lord Nyssar, the paladin’s corruption was complete, and the pit fiend Vossargas’ ritual finished. The instant Roland Nyssar’s blood hit the stone floor the devil appeared before the Conclave and claimed the souls of all that inhabited Rivermarch Keep.
Upon Vossargas’ arrival, the keep was warped and transformed, forcing it to share an extra-dimensional space with Hell. Rivermarch Keep now exists simultaneously on two planes – its original construction on the Material Plane, and a twin version in Hell. The souls of the fallen lords were instantly transported to the keep’s twisted parody on the Outer Plane, damned to serve the devil thereafter.
I was once part of the prestigious group of lords that formed the Iron Conclave. We gave law to our lands, voices to our people, and peace to all of Rivermarch. Truly, there was nothing more noble I could do, nothing of which I could be more proud of doing.
But that all changed towards the end. In the waning years of our group’s endeavors we were infected with a sickness… and her name is Lilytha. A hellspawn, a fiend that turned my friend Ganelon against the graces of our union, she took the guise of servant maiden and whispered poisons in his ear.
There were many meetings when all my attention was fixed to gauging this seductress, and I’ve learned never to doubt my instincts. And then it happened – I spied upon her one day as she revealed her true form, a horned and winged thing not of our world.
I told Ganelon, my friend I thought, before all the Conclave what I had seen. But he did not believe me. He belittled me! Argued my words away! And when my back was turned, imploring my colleagues for help, he plunged his brand into my back.
Ganelon Mordant assured the doom of our council that day, and now they are destined to serve the wretches of Hell in this twisted reflection of our once great keep.
The former lords of the Iron Conclave have become the devils and undead that now serve the pit fiend that damned them.
Animated Skeleton: ?
Undead: ?
Vossargas set his sights on the Iron Conclave, and Lord Ganelon Mordant in particular. The pit fiend contacted the succubus Lilytha on the Material Plane, and arranged a deal with her to help further his plans.
Lilytha infiltrated the Iron Conclave under the magical guise of a hand-maiden, and set to enamoring Lord Mordant. The process was slow, and subtle, but ultimately the paladin succumbed to her beauty and took her as his lover. It soon came to be that Lilytha was always seen at the lord’s side, whispering in his ear. The decisions and votes Lord Mordant cast began to turn dark, and out of character.
Each subsequent meeting of the Iron Conclave drew more suspicion and unrest from the council, wary of Ganelon and Lilytha’s relationship. Lord Roland Nyssar in particular spent many days with a keen eye on this hand-maiden that had won his friend’s affections. On the first night of the council’s 144th meeting, Lord Nyssar discovered what he was searching for – catching the succubus without her magical illusions that disguised her to appear human.
In Rivermarch Keep’s Great Hall, before all of the Iron Conclave, Lord Nyssar accused Lilytha of being a hellspawn, sparking a furious argument between himself and Lord Mordant. On that evening, before every lord on the council, Lord Mordant struck down Lord Nyssar in cold blood.
With Lord Mordant’s murder of Lord Nyssar, the paladin’s corruption was complete, and the pit fiend Vossargas’ ritual finished. The instant Roland Nyssar’s blood hit the stone floor the devil appeared before the Conclave and claimed the souls of all that inhabited Rivermarch Keep.
Upon Vossargas’ arrival, the keep was warped and transformed, forcing it to share an extra-dimensional space with Hell. Rivermarch Keep now exists simultaneously on two planes – its original construction on the Material Plane, and a twin version in Hell. The souls of the fallen lords were instantly transported to the keep’s twisted parody on the Outer Plane, damned to serve the devil thereafter.
Lord Ganelon Mordant’s fall from grace caused him to become a death knight after his passing.
I was once part of the prestigious group of lords that formed the Iron Conclave. We gave law to our lands, voices to our people, and peace to all of Rivermarch. Truly, there was nothing more noble I could do, nothing of which I could be more proud of doing.
But that all changed towards the end. In the waning years of our group’s endeavors we were infected with a sickness… and her name is Lilytha. A hellspawn, a fiend that turned my friend Ganelon against the graces of our union, she took the guise of servant maiden and whispered poisons in his ear.
There were many meetings when all my attention was fixed to gauging this seductress, and I’ve learned never to doubt my instincts. And then it happened – I spied upon her one day as she revealed her true form, a horned and winged thing not of our world.
I told Ganelon, my friend I thought, before all the Conclave what I had seen. But he did not believe me. He belittled me! Argued my words away! And when my back was turned, imploring my colleagues for help, he plunged his brand into my back.
Ganelon Mordant assured the doom of our council that day, and now they are destined to serve the wretches of Hell in this twisted reflection of our once great keep.
Death Knight: If the party intimidates Xalabrachne, he’ll reveal the truth about the pit fiend’s plans - Vossargas is using his access to the Material Plane to corrupt powerful mortals to make a legion of death knights. He needs mortal souls to forge these powerful weapons, and when his army is complete, he’s set to ousting Baalzebul and claiming himself as Lord of Hell.
Lord Roland Nyssar, Revenant: Each subsequent meeting of the Iron Conclave drew more suspicion and unrest from the council, wary of Ganelon and Lilytha’s relationship. Lord Roland Nyssar in particular spent many days with a keen eye on this hand-maiden that had won his friend’s affections. On the first night of the council’s 144th meeting, Lord Nyssar discovered what he was searching for – catching the succubus without her magical illusions that disguised her to appear human.
In Rivermarch Keep’s Great Hall, before all of the Iron Conclave, Lord Nyssar accused Lilytha of being a hellspawn, sparking a furious argument between himself and Lord Mordant. On that evening, before every lord on the council, Lord Mordant struck down Lord Nyssar in cold blood.
With Lord Mordant’s murder of Lord Nyssar, the paladin’s corruption was complete, and the pit fiend Vossargas’ ritual finished. The instant Roland Nyssar’s blood hit the stone floor the devil appeared before the Conclave and claimed the souls of all that inhabited Rivermarch Keep.
Upon Vossargas’ arrival, the keep was warped and transformed, forcing it to share an extra-dimensional space with Hell. Rivermarch Keep now exists simultaneously on two planes – its original construction on the Material Plane, and a twin version in Hell. The souls of the fallen lords were instantly transported to the keep’s twisted parody on the Outer Plane, damned to serve the devil thereafter.
When Lord Roland Nyssar passed into Hell, his corpse animated as a revenant.
The magic that gives Lord Nyssar unlife is normally limited to one year, but that time has come and gone and yet the revenant persists. Perhaps it is because the cursed Rivermarch Keep only resides on the Material Plane briefly, once each month – or perhaps the flow of time in Hell is much slower than on the mortal realm. Whatever the reason, Lord Nyssar has not rested a single night since his death decades ago, every minute of his existence dedicated to complete and utter revenge.
I was once part of the prestigious group of lords that formed the Iron Conclave. We gave law to our lands, voices to our people, and peace to all of Rivermarch. Truly, there was nothing more noble I could do, nothing of which I could be more proud of doing.
But that all changed towards the end. In the waning years of our group’s endeavors we were infected with a sickness… and her name is Lilytha. A hellspawn, a fiend that turned my friend Ganelon against the graces of our union, she took the guise of servant maiden and whispered poisons in his ear.
There were many meetings when all my attention was fixed to gauging this seductress, and I’ve learned never to doubt my instincts. And then it happened – I spied upon her one day as she revealed her true form, a horned and winged thing not of our world.
I told Ganelon, my friend I thought, before all the Conclave what I had seen. But he did not believe me. He belittled me! Argued my words away! And when my back was turned, imploring my colleagues for help, he plunged his brand into my back.
Ganelon Mordant assured the doom of our council that day, and now they are destined to serve the wretches of Hell in this twisted reflection of our once great keep.
Whatever curse that has taken them has afflicted me differently, it would seem, as I am granted some cruel semblance of life each day. I swear this, I will not rest until I have throttled the life out of the succubus that turned my friend against me. I will not rest until I return the favor to Lord Ganelon Mordant.
I will have my vengeance.
Skeletal Knight: Skeletal knights are much more powerful versions of animated skeletons.
The explanation of the Iron Conclave’s disappearance begins in one of the layers of Hell, with the machinations of the pit fiend Vossargas. The devil had patiently devised a ritual that would allow him access to the mortal realm, and the last component required was the corruption of a truly noble heart.
Vossargas set his sights on the Iron Conclave, and Lord Ganelon Mordant in particular. The pit fiend contacted the succubus Lilytha on the Material Plane, and arranged a deal with her to help further his plans.
Lilytha infiltrated the Iron Conclave under the magical guise of a hand-maiden, and set to enamoring Lord Mordant. The process was slow, and subtle, but ultimately the paladin succumbed to her beauty and took her as his lover. It soon came to be that Lilytha was always seen at the lord’s side, whispering in his ear. The decisions and votes Lord Mordant cast began to turn dark, and out of character.
Each subsequent meeting of the Iron Conclave drew more suspicion and unrest from the council, wary of Ganelon and Lilytha’s relationship. Lord Roland Nyssar in particular spent many days with a keen eye on this hand-maiden that had won his friend’s affections. On the first night of the council’s 144th meeting, Lord Nyssar discovered what he was searching for – catching the succubus without her magical illusions that disguised her to appear human.
In Rivermarch Keep’s Great Hall, before all of the Iron Conclave, Lord Nyssar accused Lilytha of being a hellspawn, sparking a furious argument between himself and Lord Mordant. On that evening, before every lord on the council, Lord Mordant struck down Lord Nyssar in cold blood.
With Lord Mordant’s murder of Lord Nyssar, the paladin’s corruption was complete, and the pit fiend Vossargas’ ritual finished. The instant Roland Nyssar’s blood hit the stone floor the devil appeared before the Conclave and claimed the souls of all that inhabited Rivermarch Keep.
Upon Vossargas’ arrival, the keep was warped and transformed, forcing it to share an extra-dimensional space with Hell. Rivermarch Keep now exists simultaneously on two planes – its original construction on the Material Plane, and a twin version in Hell. The souls of the fallen lords were instantly transported to the keep’s twisted parody on the Outer Plane, damned to serve the devil thereafter.
I was once part of the prestigious group of lords that formed the Iron Conclave. We gave law to our lands, voices to our people, and peace to all of Rivermarch. Truly, there was nothing more noble I could do, nothing of which I could be more proud of doing.
But that all changed towards the end. In the waning years of our group’s endeavors we were infected with a sickness… and her name is Lilytha. A hellspawn, a fiend that turned my friend Ganelon against the graces of our union, she took the guise of servant maiden and whispered poisons in his ear.
There were many meetings when all my attention was fixed to gauging this seductress, and I’ve learned never to doubt my instincts. And then it happened – I spied upon her one day as she revealed her true form, a horned and winged thing not of our world.
I told Ganelon, my friend I thought, before all the Conclave what I had seen. But he did not believe me. He belittled me! Argued my words away! And when my back was turned, imploring my colleagues for help, he plunged his brand into my back.
Ganelon Mordant assured the doom of our council that day, and now they are destined to serve the wretches of Hell in this twisted reflection of our once great keep.
The former lords of the Iron Conclave have become the devils and undead that now serve the pit fiend that damned them.
Animated Skeleton: ?
Undead: ?
DNH3 - The City of Talos (Complete Edition)
Duergar Zombie: ?
Ghost: ?
Mummy: ?
Vampire Spawn: ?
Wraith: ?
Ghoul: ?
Ghost a Miner Who Died in a Cave-In: ?
Ogre Zombie: ?
Ghost: ?
Mummy: ?
Vampire Spawn: ?
Wraith: ?
Ghoul: ?
Ghost a Miner Who Died in a Cave-In: ?
Ogre Zombie: ?
Draconic Discoveries (5e)
Khongnochen, Adult Blue Dracolich: ?
Undead: ?
Allip: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Flameskull: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Mummy: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Shadow: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Skeleton: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Spectre: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Vampire Spawn: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Vampiric Mist: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Wight: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Will-o'-Wisp: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Wraith: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Animated Remains: ?
Remains: ?
Undead: ?
Allip: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Flameskull: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Mummy: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Shadow: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Skeleton: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Spectre: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Vampire Spawn: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Vampiric Mist: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Wight: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Will-o'-Wisp: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Wraith: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Animated Remains: ?
Remains: ?
DSE1 Dark Sun Excursions Lost Temple of Rahoon
Lightning Skeleton: Lightning skeletons are mindless undead empowered with a glimmer of electrical power.
Lightning Skeleton, Mindless Undead Empowered With a Glimmer of Electrical Power: ?
Merak, Raaig: 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.
Aubree, Raaig: 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.
Raaig: In life, raaigs were devout individuals devoted to a specific faith.
Lightning Skeleton, Mindless Undead Empowered With a Glimmer of Electrical Power: ?
Merak, Raaig: 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.
Aubree, Raaig: 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.
Raaig: In life, raaigs were devout individuals devoted to a specific faith.
Dungeon Crawl - The Mermaid's Cove (5E/3.5E/PF2E)
Eyeless Corpse, Eyeless Corpse Minion: These one-eyed puppets are created from the bodies of those unlucky enough to hear the deadly sound of the bone flue.
Idyia escaped and, guided by Thetys, she found a secret entrance to her old temple, where she uncovered an artifact of the goddess—a bone flute—that she used to kill the pirates who had held her captive, turning them into undead monstrosities.
Ghost Pirate Captain: Fearsome pirates in life, they plundered and pillaged their way across the seas, ruthless and cruel, showing no mercy to those who crossed their paths. Be it due to their lust for treasure and power or as a result of a magical curse, when they finally met their end, they did not pass into the afterlife. Instead, they returned to the world of the living as undead creatures.
Idyia escaped and, guided by Thetys, she found a secret entrance to her old temple, where she uncovered an artifact of the goddess—a bone flute—that she used to kill the pirates who had held her captive, turning them into undead monstrosities.
Eyeless Corpse, One-Eyed Puppet, Undead Monstrosity, Undead Pirate, Minion: ?
Ghost Pirate Captain, Skeletal Figure, Undead Monstrosity, Undead Pirate: ?
Ghost Pirate Captain, Skeletal Man: ?
Undead Creature: ?
Ghost of a Pirate: Idyia escaped and, guided by Thetys, she found a secret entrance to her old temple, where she uncovered an artifact of the goddess—a bone flute—that she used to kill the pirates who had held her captive, turning them into undead monstrosities.
Ghost of a Pirate, Ghostly Figure, Spirit, Undead Monstrosity, Undead Pirate: ?
Idyia escaped and, guided by Thetys, she found a secret entrance to her old temple, where she uncovered an artifact of the goddess—a bone flute—that she used to kill the pirates who had held her captive, turning them into undead monstrosities.
Ghost Pirate Captain: Fearsome pirates in life, they plundered and pillaged their way across the seas, ruthless and cruel, showing no mercy to those who crossed their paths. Be it due to their lust for treasure and power or as a result of a magical curse, when they finally met their end, they did not pass into the afterlife. Instead, they returned to the world of the living as undead creatures.
Idyia escaped and, guided by Thetys, she found a secret entrance to her old temple, where she uncovered an artifact of the goddess—a bone flute—that she used to kill the pirates who had held her captive, turning them into undead monstrosities.
Eyeless Corpse, One-Eyed Puppet, Undead Monstrosity, Undead Pirate, Minion: ?
Ghost Pirate Captain, Skeletal Figure, Undead Monstrosity, Undead Pirate: ?
Ghost Pirate Captain, Skeletal Man: ?
Undead Creature: ?
Ghost of a Pirate: Idyia escaped and, guided by Thetys, she found a secret entrance to her old temple, where she uncovered an artifact of the goddess—a bone flute—that she used to kill the pirates who had held her captive, turning them into undead monstrosities.
Ghost of a Pirate, Ghostly Figure, Spirit, Undead Monstrosity, Undead Pirate: ?
Dungeon Crossing: Dragon Home Designer
Deathknight: ?
Lich: ?
Mummy Lord: ?
Skeleton: ?
Vampire Spawn: ?
Vampire: ?
Lich: ?
Mummy Lord: ?
Skeleton: ?
Vampire Spawn: ?
Vampire: ?
Dungeon Dressing: Archways 2.0 (5e)
Undead: ?
Dungeon Dressing: Bridges 2.0 (5e)
Unliving Span: The foul creation of a necromancer the taint of the undead imbues this bridge with a sliver of sentience—and a lot of malice.
Foul Creation: ?
Skeleton: ?
Variant Unliving Span Constructed From Zombies: Managing to somehow be even more macabre, it’s possible for necromancers to construct an unliving span from zombies instead of skeletons.
Zombie: ?
Variant Unliving Span Constructed From Ghouls: Particularly twisted and powerful necromancers may construct an unliving span from ghouls.
Ghoul: ?
Undead: ?
Foul Creation: ?
Skeleton: ?
Variant Unliving Span Constructed From Zombies: Managing to somehow be even more macabre, it’s possible for necromancers to construct an unliving span from zombies instead of skeletons.
Zombie: ?
Variant Unliving Span Constructed From Ghouls: Particularly twisted and powerful necromancers may construct an unliving span from ghouls.
Ghoul: ?
Undead: ?
Dungeon Dressing: Floors and Trapdoors 2.0 (5e)
Guardian Undead: ?
Undead: ?
Undead: ?
Dungeon Dressing: Fountains & Pools 2.0 (5e)
Undead: The spells woven into the [necrotic] pool deal with binding necromantic energy in the same way it is used to create undead.
Undead Minion: Arcana (DC 30): Recalls certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the sacrifi ce of countless souls during construction.
Mummy: The [necrotic] pool animates any mostly intact corpse placed within it into a mummy. This takes 10 minutes. Unless a creature has the means to control the mummy it attacks nearby creatures. The pool can create two mummies a week, in this fashion.
Zombie: ?
Undead Minion: Arcana (DC 30): Recalls certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the sacrifi ce of countless souls during construction.
Mummy: The [necrotic] pool animates any mostly intact corpse placed within it into a mummy. This takes 10 minutes. Unless a creature has the means to control the mummy it attacks nearby creatures. The pool can create two mummies a week, in this fashion.
Zombie: ?
Dungeon Dressing: Mundane Chest Contents 2.0 (5e)
Ghastly Spirit: ?
Dungeon Dressing: Portcullises 2.0 (5e)
Undead Spellcaster: ?
Banshee: ?
Bound Banshee: Through terrible and dangerous binding magic a necromancer has bound the spirit of a banshee to this portcullis.
Freed Banshee: Through terrible and dangerous binding magic a necromancer has bound the spirit of a banshee to this portcullis. The resultant trap has two distinct phases. First the characters must deal with the wailing portcullis. If they destroy that, they release the bound banshee!
Destroying the portcullis (AC 19, hp 30, damage threshold 5, immune to poison and psychic damage) destroys the trap but releases the banshee.
If the characters destroy the portcullis, the bindings ensnaring the banshee are destroyed and it escapes in the next round. Maddened, it attacks until slain.
Spectre: ?
Banshee: ?
Bound Banshee: Through terrible and dangerous binding magic a necromancer has bound the spirit of a banshee to this portcullis.
Freed Banshee: Through terrible and dangerous binding magic a necromancer has bound the spirit of a banshee to this portcullis. The resultant trap has two distinct phases. First the characters must deal with the wailing portcullis. If they destroy that, they release the bound banshee!
Destroying the portcullis (AC 19, hp 30, damage threshold 5, immune to poison and psychic damage) destroys the trap but releases the banshee.
If the characters destroy the portcullis, the bindings ensnaring the banshee are destroyed and it escapes in the next round. Maddened, it attacks until slain.
Spectre: ?
Dungeon Dressing: Secret & Concealed Doors 2.0 (5e)
Ghostly Image of an Explorer Who Died Trying to Find the Secret Door: ?
Dungeon Dressing: Statues 2.0 (5e)
Ghast: ?
Ghoul: ?
Skeletal Warrior: ?
Skeleton: ?
Zombie: ?
Ghoul: ?
Skeletal Warrior: ?
Skeleton: ?
Zombie: ?
Dungeon Tables for 5th Edition
Ghoul: ?
Mummy: ?
Minotaur Skeleton: A minotaur skeleton, raised by some fell magics to destroy whatever living creatures it finds, assaults the party without notice.
Vampire Spawn: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: ?
Goreling: ?
Tveirherjar: ?
Quiet Soul: ?
Quiet Soul, Corpse: ?
Nihileth: ?
Nihilethic Zombie: ?
Elophar: ?
Fear Liath: ?
Mold Zombie: ?
Clacking Skeleton: ?
Skeleton Monarch: ?
Lost Minotaur: ?
Necrotic Tick: ?
Spirit Lamp: ?
Lady in White: ?
Dream Wraith: ?
Swarm of Wolf Spirits: ?
Warmth Thief: ?
Winterghast: ?
Chill Haunt: ?
Drowned Maiden: She was once a young woman from a nearby village who fled to the shore out of grief upon discovering her fiancé was unfaithful. She slipped on the ledge above the sea and fell into the waters, her heavy skirts quickly dragging her under.
Accursed Defiler: ?
Sand Silhouette, Dark Shadow: ?
Angatra: ?
Gray Thirster: ?
Edimmu, Mysterious Edimmu: ?
Deathwisp, Figure: ?
Fleshspurned: ?
Faceless Wanderer: ?
Wicked Skull: ?
Walled Horror: ?
Gaunt One: ?
Bone Collective: ?
Husk: ?
Putrid Haunt: ?
Cavefish Zombie: ?
Ghoul Bat: ?
Web Zombie: ?
Mummy: ?
Minotaur Skeleton: A minotaur skeleton, raised by some fell magics to destroy whatever living creatures it finds, assaults the party without notice.
Vampire Spawn: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: ?
Goreling: ?
Tveirherjar: ?
Quiet Soul: ?
Quiet Soul, Corpse: ?
Nihileth: ?
Nihilethic Zombie: ?
Elophar: ?
Fear Liath: ?
Mold Zombie: ?
Clacking Skeleton: ?
Skeleton Monarch: ?
Lost Minotaur: ?
Necrotic Tick: ?
Spirit Lamp: ?
Lady in White: ?
Dream Wraith: ?
Swarm of Wolf Spirits: ?
Warmth Thief: ?
Winterghast: ?
Chill Haunt: ?
Drowned Maiden: She was once a young woman from a nearby village who fled to the shore out of grief upon discovering her fiancé was unfaithful. She slipped on the ledge above the sea and fell into the waters, her heavy skirts quickly dragging her under.
Accursed Defiler: ?
Sand Silhouette, Dark Shadow: ?
Angatra: ?
Gray Thirster: ?
Edimmu, Mysterious Edimmu: ?
Deathwisp, Figure: ?
Fleshspurned: ?
Faceless Wanderer: ?
Wicked Skull: ?
Walled Horror: ?
Gaunt One: ?
Bone Collective: ?
Husk: ?
Putrid Haunt: ?
Cavefish Zombie: ?
Ghoul Bat: ?
Web Zombie: ?
Dwarven Fiasco (5e)
Foreman Zombie: ?
Ghost of Lower Monk: ?
Haeferic, Dwarven Lich: Haeferic was leading the dwarven sages in their ceremony of the night, standing in the middle of the great octagon of the Temple Prime, when a bright orange light shone through the northern starguide. Toward the end of the ceremony, the starguide exploded and a ray of star energy crashed into the temple, killing Haeferic while simultaneously granting him unlife. He received new powers, new energy, and a new directive.
Skeleton Cook, Undead Skeleton Cook: ?
Tiny Animal Skeleton: ?
Undead Acolyte: ?
Undead Dwarven Guard: The pillars now contain the remains of those guards on duty the night of the star. Half of them have been reanimated by the lich.
Haeferic was leading the dwarven sages in their ceremony of the night, standing in the middle of the great octagon of the Temple Prime, when a bright orange light shone through the northern starguide. Toward the end of the ceremony, the starguide exploded and a ray of star energy crashed into the temple, killing Haeferic while simultaneously granting him unlife. He received new powers, new energy, and a new directive.
His goal now is to keep the temple free of living invaders, be they dwarf, human, or fey. Especially fey. Using the power of the orange star, he raised the fallen dwarven guards and retrained the rock elementals.
Undead Dwarven Lord: ?
Undead Dwarven Sage: ?
Undead Priest of the Hammer: Haeferic was leading the dwarven sages in their ceremony of the night, standing in the middle of the great octagon of the Temple Prime, when a bright orange light shone through the northern starguide. Toward the end of the ceremony, the starguide exploded and a ray of star energy crashed into the temple, killing Haeferic while simultaneously granting him unlife. He received new powers, new energy, and a new directive.
His goal now is to keep the temple free of living invaders, be they dwarf, human, or fey. Especially fey. Using the power of the orange star, he raised the fallen dwarven guards and retrained the rock elementals. He modified the dwarven hammer of power and raised four of the temple’s sages to become its new priests.
Lord Nibelung Silverthroat, Undead Dwarven Lord: ?
Undead, Undead Creature: ?
Wight: ?
Ghost of Lower Monk: ?
Haeferic, Dwarven Lich: Haeferic was leading the dwarven sages in their ceremony of the night, standing in the middle of the great octagon of the Temple Prime, when a bright orange light shone through the northern starguide. Toward the end of the ceremony, the starguide exploded and a ray of star energy crashed into the temple, killing Haeferic while simultaneously granting him unlife. He received new powers, new energy, and a new directive.
Skeleton Cook, Undead Skeleton Cook: ?
Tiny Animal Skeleton: ?
Undead Acolyte: ?
Undead Dwarven Guard: The pillars now contain the remains of those guards on duty the night of the star. Half of them have been reanimated by the lich.
Haeferic was leading the dwarven sages in their ceremony of the night, standing in the middle of the great octagon of the Temple Prime, when a bright orange light shone through the northern starguide. Toward the end of the ceremony, the starguide exploded and a ray of star energy crashed into the temple, killing Haeferic while simultaneously granting him unlife. He received new powers, new energy, and a new directive.
His goal now is to keep the temple free of living invaders, be they dwarf, human, or fey. Especially fey. Using the power of the orange star, he raised the fallen dwarven guards and retrained the rock elementals.
Undead Dwarven Lord: ?
Undead Dwarven Sage: ?
Undead Priest of the Hammer: Haeferic was leading the dwarven sages in their ceremony of the night, standing in the middle of the great octagon of the Temple Prime, when a bright orange light shone through the northern starguide. Toward the end of the ceremony, the starguide exploded and a ray of star energy crashed into the temple, killing Haeferic while simultaneously granting him unlife. He received new powers, new energy, and a new directive.
His goal now is to keep the temple free of living invaders, be they dwarf, human, or fey. Especially fey. Using the power of the orange star, he raised the fallen dwarven guards and retrained the rock elementals. He modified the dwarven hammer of power and raised four of the temple’s sages to become its new priests.
Lord Nibelung Silverthroat, Undead Dwarven Lord: ?
Undead, Undead Creature: ?
Wight: ?
Effeldeissen & Qorin: Two Settlements
Hur Anstysa Middinnelikk, Ghost: ?
Elder Evils 5e
Undead, Actual Undead: ?
Undead World: [A]n undead world "born" at the moment of creation.
Undead Entity: ?
Undead Who Seek to Destroy the Living: ?
Mindless Undead: ?
More Powerful Undead: ?
Undead Celestial: ?
Undead Servitor: ?
Undead Guardian: Over time, the influence of Pandorym's mind has created undead guardians,the maddened remnants of those who failed to release it.
Intelligent Undead: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Incorporeal Undead: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Powerful Undead: ?
Undead Mockery of its Former Self: [During moderate infection sign of apocalypse] Dead beasts periodically animate as undead mockeries of their former selves. These undead act as parasitic hosts, transforming into spawn of Kyuss and spreading their infection to any wildlife they kill or interact with.
Worm-Infested Undead: ?
Undead Servant: ?
Acererak: ?
Alhoon: ?
Angel of Decay: The Ichor Sea
The two areas marked A on the map are part of a large sea of necromantic sludge formed from the decaying afterbirth of creation. The fluid about 200 feet deep a short distance away from the shoreline. The sea emits an aura of negative energy. All undead within 20 feet of the shore gain advantage on saving throws.
Any non-undead creature that come in contact with the Ichor Sea or starts its turn in the sea takes 14 (4d6) necrotic damage and must make a DC 23 Constitution saving throw. On a failed save, a creature suffers one level of exhaustion. If a creature dies to this effect, it rises as an angel of decay after 1d4 rounds.
Ichor Sea
The sea emits an aura of negative energy. All undead within 20 feet of the shore gain advantage on saving throws. Additionally, any non-undead creature that come in contact with the Ichor Sea or starts its turn in the sea takes 14 (4d6)necrotic damage and must make a DC 23 Constitution saving throw. On a failed save, a creature suffers one level of exhaustion. If a creature dies to this effect, it rises as an angel of decay (EdE 3) after 1d4 rounds.
Atropus, The World Born Dead: This moonlike orb is the stillborn afterbirth of the world's creation, an undead entity that desires nothing less than the end of the entire multiverse.
Atropus in Faerûn
In addition to the information given in the original book, a DM may wish to alter the lore of the Forgotten Realms at their table. Instead of constraining Atropus to be a leftover creation of the overgod Ao, they may wish to relate Atropus to Ao in a more equal manner, or they may wish to remove Ao from the setting altogether. In the latter case, use the default lore provided in the Background section to explain Atropus's origins.
Atropal: As stillborn creatures from the Negative Energy plane, atropals also serve as effective heralds in planar campaigns, acting as forerunners for the much larger threat to come.
Atropal Hulk: ?
Aspect of Atropus: ?
Evolved Atropal Scion: ?
Body: ?
Bone Dragon: ?
Corpse: ?
Dread Boneyard: ?
Famine Spirit: ?
Deathshrieker: ?
Ghostly Remnant: ?
Ghast: ?
Ghoul: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Gorguth: ?
Gravecrawler: ?
Corporeal Horror: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Lady Illmarrow: ?
Aspiring Lich: ?
Lich: ?
Lucather Majii: ?
Mummy Lord: ?
Nightwalker: ?
Quell: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Maddened Remnant: Over time, the influence of Pandorym's mind has created undead guardians,the maddened remnants of those who failed to release it.
Shadow: ?
Angry Shadow: In a last act of freedom as the survivors strove to divert it into its prison, Pandorym lashed out at its betrayers. It utterly destroyed the bodies of a handful of mages and their assistants, leaving their suddenly insatiable souls intact. Panic ensued. A few summoners managed to escape, sealing the chamber against dimensional travel. The ghostly remnants of the rest fed on their former allies and co-conspirators, bolstering their numbers.
Shuffling Dead: ?
Skeleton: Even creatures that died before this [strong Restless Dead] sign manifested begin to rise as skeletons or zombies,depending on the condition of their corpses.
[A]ny creature that dies [during an overwhelming Restless Dead sign] automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies.
Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Restless Dead sign of the apocalypse.
Forest Giant Skeleton: ?
Spawn of Kyuss: Many cultists of the Worm That Walks learn to raise undead as spawn of Kyuss via the Worm Necromancer trait.
[During moderate infection sign of apocalypse] Dead beasts periodically animate as undead mockeries of their former selves. These undead act as parasitic hosts, transforming into spawn of Kyuss and spreading their infection to any wildlife they kill or interact with.
Worm Necromancer elder evil cultist trait.
By default, a creature infested by the Burrowing Worm action of a spawn of Kyuss eventually dies and rises as an undead.
Blessed Spawn of Kyuss: ?
Scion of Kyuss: ?
The Dead: ?
Ulgurstasta: ?
Wight: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Wraith, Normal Wraith: Creatures slain by the poisonous air [from the vents on Atropus] rise as wraiths 1d4 rounds after death.
Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Dread Wraith: ?
Zombie Burrowing Worm: [During moderate infection sign of apocalypse] Dead beasts periodically animate as undead mockeries of their former selves. These undead act as parasitic hosts, transforming into spawn of Kyuss and spreading their infection to any wildlife they kill or interact with.
Worm Necromancer elder evil cultist trait.
Zombie: [W]henever a living creature dies [during a faint or stronger Restless Dead sign], there is a 20% chance that it will spontaneously rise as a zombie in1d4 rounds.
Even creatures that died before this [strong Restless Dead] sign manifested begin to rise as skeletons or zombies,depending on the condition of their corpses.
[A]ny creature that dies [during an overwhelming Restless Dead sign] automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies.
A creature [on the moonlet Atropus] that isn't a construct, star spawn, or undead that reaches 0 hit points dies instantly, rising as a zombie after 1 minute if nothing raises it beforehand.
Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Restless Dead sign of the apocalypse.
Beholder Zombie: ?
Ogre Zombie: ?
Restless Dead
"Too long have we reveled in our wickedness, too long have we sampled the forbidden—now the gods shun us, sealing the gates to heaven and leaving us lost among the dead."
When this sign appears, the demarcation between life and death grows ever more blurry. After souls depart, their bodies stir in a wretched existence neither alive nor dead. The sign of the restless dead first makes itself known by isolated occurrences of zombies and skeletons in the community. As it strengthens, the undead plague increases. Corpses pull themselves free from graves, slaughtering former friends and lovers and swelling their ranks until only the shuffling dead remain.
Effect: In the early stages of this sign, only a few of the dead spontaneously animate. Necromancy magic becomes more efficacious, while healing magic is suppressed. As the sign intensifies, more and more corpses rise, growing stronger all the while.
Details: Atropus is associated with this sign.
Worm Necromancer. When the cultist casts a spell that animates or creates undead, up to two of the undead can be turned into spawn of Kyuss.
Undead World: [A]n undead world "born" at the moment of creation.
Undead Entity: ?
Undead Who Seek to Destroy the Living: ?
Mindless Undead: ?
More Powerful Undead: ?
Undead Celestial: ?
Undead Servitor: ?
Undead Guardian: Over time, the influence of Pandorym's mind has created undead guardians,the maddened remnants of those who failed to release it.
Intelligent Undead: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Incorporeal Undead: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Powerful Undead: ?
Undead Mockery of its Former Self: [During moderate infection sign of apocalypse] Dead beasts periodically animate as undead mockeries of their former selves. These undead act as parasitic hosts, transforming into spawn of Kyuss and spreading their infection to any wildlife they kill or interact with.
Worm-Infested Undead: ?
Undead Servant: ?
Acererak: ?
Alhoon: ?
Angel of Decay: The Ichor Sea
The two areas marked A on the map are part of a large sea of necromantic sludge formed from the decaying afterbirth of creation. The fluid about 200 feet deep a short distance away from the shoreline. The sea emits an aura of negative energy. All undead within 20 feet of the shore gain advantage on saving throws.
Any non-undead creature that come in contact with the Ichor Sea or starts its turn in the sea takes 14 (4d6) necrotic damage and must make a DC 23 Constitution saving throw. On a failed save, a creature suffers one level of exhaustion. If a creature dies to this effect, it rises as an angel of decay after 1d4 rounds.
Ichor Sea
The sea emits an aura of negative energy. All undead within 20 feet of the shore gain advantage on saving throws. Additionally, any non-undead creature that come in contact with the Ichor Sea or starts its turn in the sea takes 14 (4d6)necrotic damage and must make a DC 23 Constitution saving throw. On a failed save, a creature suffers one level of exhaustion. If a creature dies to this effect, it rises as an angel of decay (EdE 3) after 1d4 rounds.
Atropus, The World Born Dead: This moonlike orb is the stillborn afterbirth of the world's creation, an undead entity that desires nothing less than the end of the entire multiverse.
Atropus in Faerûn
In addition to the information given in the original book, a DM may wish to alter the lore of the Forgotten Realms at their table. Instead of constraining Atropus to be a leftover creation of the overgod Ao, they may wish to relate Atropus to Ao in a more equal manner, or they may wish to remove Ao from the setting altogether. In the latter case, use the default lore provided in the Background section to explain Atropus's origins.
Atropal: As stillborn creatures from the Negative Energy plane, atropals also serve as effective heralds in planar campaigns, acting as forerunners for the much larger threat to come.
Atropal Hulk: ?
Aspect of Atropus: ?
Evolved Atropal Scion: ?
Body: ?
Bone Dragon: ?
Corpse: ?
Dread Boneyard: ?
Famine Spirit: ?
Deathshrieker: ?
Ghostly Remnant: ?
Ghast: ?
Ghoul: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Gorguth: ?
Gravecrawler: ?
Corporeal Horror: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Lady Illmarrow: ?
Aspiring Lich: ?
Lich: ?
Lucather Majii: ?
Mummy Lord: ?
Nightwalker: ?
Quell: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Maddened Remnant: Over time, the influence of Pandorym's mind has created undead guardians,the maddened remnants of those who failed to release it.
Shadow: ?
Angry Shadow: In a last act of freedom as the survivors strove to divert it into its prison, Pandorym lashed out at its betrayers. It utterly destroyed the bodies of a handful of mages and their assistants, leaving their suddenly insatiable souls intact. Panic ensued. A few summoners managed to escape, sealing the chamber against dimensional travel. The ghostly remnants of the rest fed on their former allies and co-conspirators, bolstering their numbers.
Shuffling Dead: ?
Skeleton: Even creatures that died before this [strong Restless Dead] sign manifested begin to rise as skeletons or zombies,depending on the condition of their corpses.
[A]ny creature that dies [during an overwhelming Restless Dead sign] automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies.
Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Restless Dead sign of the apocalypse.
Forest Giant Skeleton: ?
Spawn of Kyuss: Many cultists of the Worm That Walks learn to raise undead as spawn of Kyuss via the Worm Necromancer trait.
[During moderate infection sign of apocalypse] Dead beasts periodically animate as undead mockeries of their former selves. These undead act as parasitic hosts, transforming into spawn of Kyuss and spreading their infection to any wildlife they kill or interact with.
Worm Necromancer elder evil cultist trait.
By default, a creature infested by the Burrowing Worm action of a spawn of Kyuss eventually dies and rises as an undead.
Blessed Spawn of Kyuss: ?
Scion of Kyuss: ?
The Dead: ?
Ulgurstasta: ?
Wight: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Wraith, Normal Wraith: Creatures slain by the poisonous air [from the vents on Atropus] rise as wraiths 1d4 rounds after death.
Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Dread Wraith: ?
Zombie Burrowing Worm: [During moderate infection sign of apocalypse] Dead beasts periodically animate as undead mockeries of their former selves. These undead act as parasitic hosts, transforming into spawn of Kyuss and spreading their infection to any wildlife they kill or interact with.
Worm Necromancer elder evil cultist trait.
Zombie: [W]henever a living creature dies [during a faint or stronger Restless Dead sign], there is a 20% chance that it will spontaneously rise as a zombie in1d4 rounds.
Even creatures that died before this [strong Restless Dead] sign manifested begin to rise as skeletons or zombies,depending on the condition of their corpses.
[A]ny creature that dies [during an overwhelming Restless Dead sign] automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies.
A creature [on the moonlet Atropus] that isn't a construct, star spawn, or undead that reaches 0 hit points dies instantly, rising as a zombie after 1 minute if nothing raises it beforehand.
Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Restless Dead sign of the apocalypse.
Beholder Zombie: ?
Ogre Zombie: ?
Restless Dead
"Too long have we reveled in our wickedness, too long have we sampled the forbidden—now the gods shun us, sealing the gates to heaven and leaving us lost among the dead."
When this sign appears, the demarcation between life and death grows ever more blurry. After souls depart, their bodies stir in a wretched existence neither alive nor dead. The sign of the restless dead first makes itself known by isolated occurrences of zombies and skeletons in the community. As it strengthens, the undead plague increases. Corpses pull themselves free from graves, slaughtering former friends and lovers and swelling their ranks until only the shuffling dead remain.
Effect: In the early stages of this sign, only a few of the dead spontaneously animate. Necromancy magic becomes more efficacious, while healing magic is suppressed. As the sign intensifies, more and more corpses rise, growing stronger all the while.
Details: Atropus is associated with this sign.
Worm Necromancer. When the cultist casts a spell that animates or creates undead, up to two of the undead can be turned into spawn of Kyuss.
Elder Evils 5e – Bestiary
Aspect of Atropus: ?
Zombie: A creature that isn't a construct, star spawn, or undead that reaches 0 hit points [within the regional effect of the Aspect of Atropus] dies instantly, rising as a zombie after 1 minute if nothing raises it beforehand.
Angel of Decay: ?
Gorguth: ?
Nightwing: ?
Atropal: ?
Bone Dragon: In the mortal sphere of influence, only the most dedicated and skilled necromancers are capable of animating a dragon as a skeleton. On Atropus, these "bone dragons" are just as common as any of its other denizens, and can even be summoned and controlled by some of the more powerful horrors that roam its surface.
Skeleton: ?
Young Red Bone Dragon: ?
Dread Boneyard: ?
Atropal Scion: ?
Specter: ?
Evolved Atropal Scion: ?
Wraith: The spirit of a humanoid slain by the [evolved] atropal [scion] rises as a wraith after 1d4 rounds. Constructs are not affected by this feature.
Dread Wraith Create Wraith power.
Famine Spirit: A humanoid slain by the famine spirit rises as a famine spirit 1d4 days after death.
Atropal Hulk: ?
Quell: ?
Lucather Majii, Quell: His encounter with the mind of Pandorym held unforeseen consequences for Lucather. In addition to stripping away his free will and instilling a hatred of divinity, constant contact with the crystalline prison also ripped his soul from his body.
Lucather exists as a quell, his incorporeal presence only an echo of his formerly handsome self.
Lich: ?
Deathskrieker: ?
Dread Wraith: ?
Spawn of Kyuss: A Medium or smaller creature that is slain by Kyuss is raised as a spawn of Kyuss under his control after 1d4 rounds. Constructs are not affected by this feature. Additionally, when Kyuss casts a spell that raises undead, he can choose for any number of the undead to be spawn of Kyuss.
When the herald [of Kyuss] casts a spell that animates or creates undead, up to two of the undead can be turned into spawn of Kyuss.
When Edwin [Tolstoff] casts a spell that animates or creates undead, up to two of the undead can be turned into spawn of Kyuss.
Blessed Spawn of Kyuss Burrowing Worm power.
Blessed Spawn of Kyuss: Kyuss Bless Spawn legendary action.
Worm: ?
Gravecrawler: ?
Giant Skeleton: ?
Forest Giant Skeleton: ?
Ulgurstasta: ?
Skeleton Immune to Acid and Necrotic Damage: A Large or smaller creature slain by the ulgurstasta is raised as a skeleton under the ulgurstasta's control. These skeletons are immune to acid and necrotic damage. Constructs and undead are not affected by this feature.
A Large or smaller creature slain by the scion [of Kyuss] is raised as a skeleton under the scion's control. These skeletons are immune to acid and necrotic damage. Constructs and undead are not affected by this feature.
Scion of Kyuss: ?
Create Wraith. 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 wraith in the space of its corpse or in the nearest unoccupied space. The wraith is under the wraith's control. The dread wraith can have no more than seven wraiths under its control at one time.
Bless Spawn (Costs 2 Actions). Kyuss targets one spawn of Kyuss within 60 feet of him. The target magically transforms into a blessed spawn of Kyuss. The target's hit points are raised to meet its new hit point maximum, even if it had taken damage before its transformation.
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 12 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 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 0 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.
Zombie: A creature that isn't a construct, star spawn, or undead that reaches 0 hit points [within the regional effect of the Aspect of Atropus] dies instantly, rising as a zombie after 1 minute if nothing raises it beforehand.
Angel of Decay: ?
Gorguth: ?
Nightwing: ?
Atropal: ?
Bone Dragon: In the mortal sphere of influence, only the most dedicated and skilled necromancers are capable of animating a dragon as a skeleton. On Atropus, these "bone dragons" are just as common as any of its other denizens, and can even be summoned and controlled by some of the more powerful horrors that roam its surface.
Skeleton: ?
Young Red Bone Dragon: ?
Dread Boneyard: ?
Atropal Scion: ?
Specter: ?
Evolved Atropal Scion: ?
Wraith: The spirit of a humanoid slain by the [evolved] atropal [scion] rises as a wraith after 1d4 rounds. Constructs are not affected by this feature.
Dread Wraith Create Wraith power.
Famine Spirit: A humanoid slain by the famine spirit rises as a famine spirit 1d4 days after death.
Atropal Hulk: ?
Quell: ?
Lucather Majii, Quell: His encounter with the mind of Pandorym held unforeseen consequences for Lucather. In addition to stripping away his free will and instilling a hatred of divinity, constant contact with the crystalline prison also ripped his soul from his body.
Lucather exists as a quell, his incorporeal presence only an echo of his formerly handsome self.
Lich: ?
Deathskrieker: ?
Dread Wraith: ?
Spawn of Kyuss: A Medium or smaller creature that is slain by Kyuss is raised as a spawn of Kyuss under his control after 1d4 rounds. Constructs are not affected by this feature. Additionally, when Kyuss casts a spell that raises undead, he can choose for any number of the undead to be spawn of Kyuss.
When the herald [of Kyuss] casts a spell that animates or creates undead, up to two of the undead can be turned into spawn of Kyuss.
When Edwin [Tolstoff] casts a spell that animates or creates undead, up to two of the undead can be turned into spawn of Kyuss.
Blessed Spawn of Kyuss Burrowing Worm power.
Blessed Spawn of Kyuss: Kyuss Bless Spawn legendary action.
Worm: ?
Gravecrawler: ?
Giant Skeleton: ?
Forest Giant Skeleton: ?
Ulgurstasta: ?
Skeleton Immune to Acid and Necrotic Damage: A Large or smaller creature slain by the ulgurstasta is raised as a skeleton under the ulgurstasta's control. These skeletons are immune to acid and necrotic damage. Constructs and undead are not affected by this feature.
A Large or smaller creature slain by the scion [of Kyuss] is raised as a skeleton under the scion's control. These skeletons are immune to acid and necrotic damage. Constructs and undead are not affected by this feature.
Scion of Kyuss: ?
Create Wraith. 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 wraith in the space of its corpse or in the nearest unoccupied space. The wraith is under the wraith's control. The dread wraith can have no more than seven wraiths under its control at one time.
Bless Spawn (Costs 2 Actions). Kyuss targets one spawn of Kyuss within 60 feet of him. The target magically transforms into a blessed spawn of Kyuss. The target's hit points are raised to meet its new hit point maximum, even if it had taken damage before its transformation.
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 12 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 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 0 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.
Elder Evils 5e Shothragot
Effigy: ?
Agony, Advanced Deathshrieker: ?
Undead: ?
Agony, Advanced Deathshrieker: ?
Undead: ?
Eldritch Century, Chronicles of the Wounded Earth - Expeditions & Almanac
Accidental: The Miasma’s appearance and shifts were a surprise to all. Violent and unpredictable like an earthquake, many people were caught under its tendrils.
Accidentals used to be people before they succumbed to accidents while the Miasma was expanding. Car crashes, falls from heights, and worse.
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromancy or dark science.
Vampire, Walking Corpse: ?
Zombie, Walking Corpse: ?
Ghost, Bodiless Spirit: ?
Specter, Bodiless Spirit: ?
Taira Yoshioke, Old Ghost, Ghostly Figure: ?
Kyonshii, Jiangshi: ?
Vampire: ?
Zombie: ?
Accidentals used to be people before they succumbed to accidents while the Miasma was expanding. Car crashes, falls from heights, and worse.
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromancy or dark science.
Vampire, Walking Corpse: ?
Zombie, Walking Corpse: ?
Ghost, Bodiless Spirit: ?
Specter, Bodiless Spirit: ?
Taira Yoshioke, Old Ghost, Ghostly Figure: ?
Kyonshii, Jiangshi: ?
Vampire: ?
Zombie: ?
Eldritch Lairs for 5th Edition
Undead: ?
Undead Servant: Petring was once a butler who served the lord and lady of Feycircle, but withdrew from service when he began experiencing apocalyptic dreams; every night he saw Anax Apogeion, one of the Great Old Ones that menace the Western Wastes, swallow up his little town. He prayed to every god he could think of, but only Qorgeth responded. The demon lord manipulated Petring into corrupting the corpses of Feycircle’s ancient dead into his own undead servants.
Fanatical Undead Follower: ?
Undead Follower: ?
Undead Thrall: ?
Undead Priest: He is a prisoner of the undead priests that Qorgeth used him to create.
Undead Thug: ?
Undead Guard: ?
Undead Abomination: A trio of wights protect the Wormhearts’ future sacrifices from living intruders. They were once mortal worshipers of Qorgeth trapped in undeath by some damning bargain, and exist solely to drain souls from their living foes and transform them into undead abominations, just as Qorgeth did to them.
Undead Minion: ?
Undead Hands, Skeletal Hands: ?
Undead Cult Fanatic: ?
Undead Minion of Decay: ?
Undead Jailer: ?
Mindless Obedient Undead: ?
Undead Master: ?
Undead Animal: ?
Ghoul: Four ghouls hang by thumbscrews in the north of the room—the reanimated remains of fatally tortured prisoners.
Dead Man's Dice magic item.
Ghoulish Master: ?
Armed Ghoul: ?
Calmed Slave, Brain-Dead Ghoul, Calmed Ghoul: A calmed slave is murdered as cleanly as possible—without damaging muscle or bone—and reanimated as a mindless, obedient undead.
Ghast: In the third round [of the Undying Tournament], the remaining combatants fight in a free-for-all. There is a twist, however: after 3 rounds, a wave of necromantic energy sweeps through the arena, reanimating all humanoids who have died so far as ghasts.
Flaming Skeleton: ?
Skeleton, Typical Skeleton: ?
Skeletal Servant of Nakresh, Blindfolded Skeleton: ?
Specter, Specter Retainer: ?
Specter: Two specters haunt the Blood Procession, remnants of donors who died in the process of providing sustenance to the Shroud-eaters in years past when this was still a Sanguine Shrine. The specters, composed of undying hatred fueled by their untimely deaths, strike at any living creatures in the hallway that aren’t under the protection of Sister Alkava—in this case, the player characters.
Vampiric Shroud-Eater: ?
Vampire: ?
Vampire Spawn: ?
Krythitas, Wight: ?
Wight: ?
Wight, Undead Defender: These four wights were created from the bodies of some of the villagers who arrived as part of the first tribute, used to power the Blood Cauldrons and prepared in case Sister Alkava needed undead defenders.
Wight, Undead Abomination: A trio of wights protect the Wormhearts’ future sacrifices from living intruders. They were once mortal worshipers of Qorgeth trapped in undeath by some damning bargain, and exist solely to drain souls from their living foes and transform them into undead abominations, just as Qorgeth did to them.
Will-o'-Wisp: ?
Hassan, Wraith, Spirit: ?
Tymande Firestorm. Wraith, Spirit: ?
Wraith:?
Captured Wraith: ?
Zombie: The wormhearted suffragan in Area 8 transformed these warriors into zombies.
If the PCs enter from the south, two wormhearted suffragans arrive from the northern passage, each dragging two corpses. They hiss when they see the characters and one spends its first action to cast animate dead to turn the corpses into zombies, while the other begins by casting hold person on the best-armored PC.
Hulking Ogre Zombie, Ogre Zombie: ?
Placid Zombie: ?
Wild Animal Zombie, Zombified Animal: ?
Wild Animal Zombie, Zombified Animal Elephant: ?
Wild Animal Zombie, Zombified Animal Giant Boar: ?
Wild Animal Zombie, Zombified Animal Tiger: ?
Wild Animal Zombie, Zombified Animal Lion: ?
Wild Animal Zombie, Zombified Animal Winter Wolf: ?
Wild Animal Zombie, Zombified Animal Wyvern: ?
Wormhearted Suffragan: The wormhearted suffragans animated by Petring’s misguided rituals singlemindedly pursue the task at hand: summoning the malakbel or killing their enemies, in order of immediate importance.
Darakhul: ?
Snarling Darakhul: ?
Darakhul Prison Guard: ?
Darakhul Captor: ?
Darakhul Nobility: ?
Duke Radu Kopecs, Lord of Gonderiff, Darakhul Noble, Regal Ghoul: ?
Darakhul Bodyguard: ?
The Masked Warden, Bone Collective: ?
Beggar Ghoul, Ragged Emaciated Ghoul: ?
2d6
Dead Man’s Dice Effect
2
Death. Succeed on a Constitution saving throw or die immediately, only to rise within 24 hours as some variety of ghoul (DM's discretion).
3
Sickness. Vomit and become poisoned until completing a long rest.
4
Hourglass. Age 10 years, instantly.
5
Covetous. Overcome with desires for others' belongings.
6
Decay. Reduce max HP by 6.
7
Luck. Roll again twice, applying both effects (only happens once per character).
8
Visions. Gain inspiration.
9
Quickness. Gain advantage on your next Dexterity saving throw.
10
Brawn. +1d4 bonus damage on physical attacks until completing a long rest.
11
Wealth. A mundane item in the character’s bag is turned to gold.
12
Favor. Gain advantage on your next 3 skill or ability checks.
Undead Servant: Petring was once a butler who served the lord and lady of Feycircle, but withdrew from service when he began experiencing apocalyptic dreams; every night he saw Anax Apogeion, one of the Great Old Ones that menace the Western Wastes, swallow up his little town. He prayed to every god he could think of, but only Qorgeth responded. The demon lord manipulated Petring into corrupting the corpses of Feycircle’s ancient dead into his own undead servants.
Fanatical Undead Follower: ?
Undead Follower: ?
Undead Thrall: ?
Undead Priest: He is a prisoner of the undead priests that Qorgeth used him to create.
Undead Thug: ?
Undead Guard: ?
Undead Abomination: A trio of wights protect the Wormhearts’ future sacrifices from living intruders. They were once mortal worshipers of Qorgeth trapped in undeath by some damning bargain, and exist solely to drain souls from their living foes and transform them into undead abominations, just as Qorgeth did to them.
Undead Minion: ?
Undead Hands, Skeletal Hands: ?
Undead Cult Fanatic: ?
Undead Minion of Decay: ?
Undead Jailer: ?
Mindless Obedient Undead: ?
Undead Master: ?
Undead Animal: ?
Ghoul: Four ghouls hang by thumbscrews in the north of the room—the reanimated remains of fatally tortured prisoners.
Dead Man's Dice magic item.
Ghoulish Master: ?
Armed Ghoul: ?
Calmed Slave, Brain-Dead Ghoul, Calmed Ghoul: A calmed slave is murdered as cleanly as possible—without damaging muscle or bone—and reanimated as a mindless, obedient undead.
Ghast: In the third round [of the Undying Tournament], the remaining combatants fight in a free-for-all. There is a twist, however: after 3 rounds, a wave of necromantic energy sweeps through the arena, reanimating all humanoids who have died so far as ghasts.
Flaming Skeleton: ?
Skeleton, Typical Skeleton: ?
Skeletal Servant of Nakresh, Blindfolded Skeleton: ?
Specter, Specter Retainer: ?
Specter: Two specters haunt the Blood Procession, remnants of donors who died in the process of providing sustenance to the Shroud-eaters in years past when this was still a Sanguine Shrine. The specters, composed of undying hatred fueled by their untimely deaths, strike at any living creatures in the hallway that aren’t under the protection of Sister Alkava—in this case, the player characters.
Vampiric Shroud-Eater: ?
Vampire: ?
Vampire Spawn: ?
Krythitas, Wight: ?
Wight: ?
Wight, Undead Defender: These four wights were created from the bodies of some of the villagers who arrived as part of the first tribute, used to power the Blood Cauldrons and prepared in case Sister Alkava needed undead defenders.
Wight, Undead Abomination: A trio of wights protect the Wormhearts’ future sacrifices from living intruders. They were once mortal worshipers of Qorgeth trapped in undeath by some damning bargain, and exist solely to drain souls from their living foes and transform them into undead abominations, just as Qorgeth did to them.
Will-o'-Wisp: ?
Hassan, Wraith, Spirit: ?
Tymande Firestorm. Wraith, Spirit: ?
Wraith:?
Captured Wraith: ?
Zombie: The wormhearted suffragan in Area 8 transformed these warriors into zombies.
If the PCs enter from the south, two wormhearted suffragans arrive from the northern passage, each dragging two corpses. They hiss when they see the characters and one spends its first action to cast animate dead to turn the corpses into zombies, while the other begins by casting hold person on the best-armored PC.
Hulking Ogre Zombie, Ogre Zombie: ?
Placid Zombie: ?
Wild Animal Zombie, Zombified Animal: ?
Wild Animal Zombie, Zombified Animal Elephant: ?
Wild Animal Zombie, Zombified Animal Giant Boar: ?
Wild Animal Zombie, Zombified Animal Tiger: ?
Wild Animal Zombie, Zombified Animal Lion: ?
Wild Animal Zombie, Zombified Animal Winter Wolf: ?
Wild Animal Zombie, Zombified Animal Wyvern: ?
Wormhearted Suffragan: The wormhearted suffragans animated by Petring’s misguided rituals singlemindedly pursue the task at hand: summoning the malakbel or killing their enemies, in order of immediate importance.
Darakhul: ?
Snarling Darakhul: ?
Darakhul Prison Guard: ?
Darakhul Captor: ?
Darakhul Nobility: ?
Duke Radu Kopecs, Lord of Gonderiff, Darakhul Noble, Regal Ghoul: ?
Darakhul Bodyguard: ?
The Masked Warden, Bone Collective: ?
Beggar Ghoul, Ragged Emaciated Ghoul: ?
2d6
Dead Man’s Dice Effect
2
Death. Succeed on a Constitution saving throw or die immediately, only to rise within 24 hours as some variety of ghoul (DM's discretion).
3
Sickness. Vomit and become poisoned until completing a long rest.
4
Hourglass. Age 10 years, instantly.
5
Covetous. Overcome with desires for others' belongings.
6
Decay. Reduce max HP by 6.
7
Luck. Roll again twice, applying both effects (only happens once per character).
8
Visions. Gain inspiration.
9
Quickness. Gain advantage on your next Dexterity saving throw.
10
Brawn. +1d4 bonus damage on physical attacks until completing a long rest.
11
Wealth. A mundane item in the character’s bag is turned to gold.
12
Favor. Gain advantage on your next 3 skill or ability checks.
Embers System Companion: D&D 5e
Carl Hemmings, The Dockmaster: ?
Gethwine: Death and the curse altered Gethwine.
Herald Harwin: Harwin’s existence is a cursed one. After his suicide the Curse of Summer lashed his soul to the grounds he once lived to serve. The consummate groundskeeper and castellan, Harwin still serves.
Saw Yer the Hound: ?
Matriarch of the Departed, Eadwine: ?
Skeleton: As a bonus action, the Matriarch [of the Departed] can create or summon 4 (1d6+1) skeletons within 30 ft. of herself.
In combat [the Matriarch of the Departed] is always accompanied by large numbers of undead creatures whose numbers she further bolsters with her Call Skeleton feature which animates corpses or conjures forth shadowy skeletal figures if no corpses are present.
Shadowy Skeletal Figure: ?
Undead: If the target [of the Matriarch of the Departed's rotting touch attack] is reduced to 0 hit points or fewer, they immediately die, return to full hit points, their type becomes undead, and they enter the service of the Matriarch.
Eadwine, the Matriarch of the Departed’s true name, is the progenitor of the undead affliction that plagues Ember’s garrison.
The Blind Beggar: The Blind Beggar is a gentle entity. Neither ghost nor living, she has no interest in explaining herself or her existence.
Ghost: ?
Terrac the Dream Vendor: ?
Chainman: ?
Eurwyn the Wise: ?
Lost Children: ?
Sister Lenil, Mummified Nun: Sister Lenil is a mummified nun who has no malicious intent. She is functionally immortal due to the Curse of Summer and it would take a truly twisted soul to attack her.
Sunken Sister: ?
Thadeaus: ?
Lost Child: ?
Aelwin Marowlyth: ?
Eanswyth, Grim Sage of Fire: ?
The Buried King: ?
Gethwine: Death and the curse altered Gethwine.
Herald Harwin: Harwin’s existence is a cursed one. After his suicide the Curse of Summer lashed his soul to the grounds he once lived to serve. The consummate groundskeeper and castellan, Harwin still serves.
Saw Yer the Hound: ?
Matriarch of the Departed, Eadwine: ?
Skeleton: As a bonus action, the Matriarch [of the Departed] can create or summon 4 (1d6+1) skeletons within 30 ft. of herself.
In combat [the Matriarch of the Departed] is always accompanied by large numbers of undead creatures whose numbers she further bolsters with her Call Skeleton feature which animates corpses or conjures forth shadowy skeletal figures if no corpses are present.
Shadowy Skeletal Figure: ?
Undead: If the target [of the Matriarch of the Departed's rotting touch attack] is reduced to 0 hit points or fewer, they immediately die, return to full hit points, their type becomes undead, and they enter the service of the Matriarch.
Eadwine, the Matriarch of the Departed’s true name, is the progenitor of the undead affliction that plagues Ember’s garrison.
The Blind Beggar: The Blind Beggar is a gentle entity. Neither ghost nor living, she has no interest in explaining herself or her existence.
Ghost: ?
Terrac the Dream Vendor: ?
Chainman: ?
Eurwyn the Wise: ?
Lost Children: ?
Sister Lenil, Mummified Nun: Sister Lenil is a mummified nun who has no malicious intent. She is functionally immortal due to the Curse of Summer and it would take a truly twisted soul to attack her.
Sunken Sister: ?
Thadeaus: ?
Lost Child: ?
Aelwin Marowlyth: ?
Eanswyth, Grim Sage of Fire: ?
The Buried King: ?
Eldritch Overload Fantasy Cyberpunk Tarot Deck & Codex
Deathguard: Deathguard are created from the dead bodies of former citizens in the Valintor magus tower. There is a height requirement of 6 feet for any corpse turned in. Valintor mage Arcku uses his custom-developed Manual of the Guard to make a Deathguard recruit by combining the bodies of 6 corpses. The process involves excarnation of each corpse (the flesh and organs are then deposited in a special urn to empower the spell) and using the best-suited parts of the skeleton. Then a ritual spell is used over 30 days to empower and encode the creature with the tenants of the Deathguard laws.
Once the spell is complete, the Deathguard is modified with various cybernetic enhancements to allow it to be used by the ZEROONE, the police headquarters.
There is an option (next to the organ donation checkbox) on police career application forms to volunteer for service after death. It comes with decent perks for you and your family, and a greater sense of loyalty and fulfillment (in fact, those who opt out are derisively called “temps” by fellow members of the force).
When these law enforcement officers eventually die, their corpses are macerated and reanimated by the Ministry of Death to metamorphize into profane cybernetic skeletons encased in ceramic armor, stripped of all humanity and memories aside from combat training. Without the complications of morality or fear impeding their actions, the Deathguard are brutally effective at upholding the law.
Ozor the Watcher, Millenia-Old Aberration Lord, Partially Fleshy Partially Bony Globe With a Huge Inset Eye, Dark Schemer, Hoary Floating Cybernetic Eye, Beast With 14 Kino Eyes, Chief Executive, Fearsome Creature, Dark Adversary: ?
Deathguard, Undead Construct, Unquestioning Follower, Neo-Valkan Patroller, Profane Cybernetic Skeleton, Sleepless Undead Shock Trooper, Fearsome Creature, Dark Adversary: ?
Undead, Undead Creature, Live-Dead: Warlock CryptCorp patron Phylactery Bound power.
Hoho Bricker, Human Undead Maintenance Worker: ?
Ghoulish Congregant: ?
Lich: ?
Voros, Ancient Lich: ?
Ancient Vampire: ?
Zombie: ?
PHYLACTERY BOUND
While the simple thought of it would have you branded as a heretic, you can see a day in your future when your mastery over death could rival that of the Hierophant himself. Perhaps that day is closer than you think.
At 14th level, your creature type now counts as both undead and humanoid. Additionally, you are now immune to necrotic damage.
You gain the access within CryptCorp to craft your own Phylactery. It is stored in the sacred phylactery tomb high in the CryptCorp tower. If you are killed or your body is destroyed, your consciousness is returned to the phylactery. A new body is cloned for you by the CryptCorp for free if you are in good standing with the Corp, or for the cost of 100,000 CyphGold if you are not. The body takes 1d10 days to build. Once the body is complete, your consciousness is returned, you regain all your hit points and become active again.
Once the spell is complete, the Deathguard is modified with various cybernetic enhancements to allow it to be used by the ZEROONE, the police headquarters.
There is an option (next to the organ donation checkbox) on police career application forms to volunteer for service after death. It comes with decent perks for you and your family, and a greater sense of loyalty and fulfillment (in fact, those who opt out are derisively called “temps” by fellow members of the force).
When these law enforcement officers eventually die, their corpses are macerated and reanimated by the Ministry of Death to metamorphize into profane cybernetic skeletons encased in ceramic armor, stripped of all humanity and memories aside from combat training. Without the complications of morality or fear impeding their actions, the Deathguard are brutally effective at upholding the law.
Ozor the Watcher, Millenia-Old Aberration Lord, Partially Fleshy Partially Bony Globe With a Huge Inset Eye, Dark Schemer, Hoary Floating Cybernetic Eye, Beast With 14 Kino Eyes, Chief Executive, Fearsome Creature, Dark Adversary: ?
Deathguard, Undead Construct, Unquestioning Follower, Neo-Valkan Patroller, Profane Cybernetic Skeleton, Sleepless Undead Shock Trooper, Fearsome Creature, Dark Adversary: ?
Undead, Undead Creature, Live-Dead: Warlock CryptCorp patron Phylactery Bound power.
Hoho Bricker, Human Undead Maintenance Worker: ?
Ghoulish Congregant: ?
Lich: ?
Voros, Ancient Lich: ?
Ancient Vampire: ?
Zombie: ?
PHYLACTERY BOUND
While the simple thought of it would have you branded as a heretic, you can see a day in your future when your mastery over death could rival that of the Hierophant himself. Perhaps that day is closer than you think.
At 14th level, your creature type now counts as both undead and humanoid. Additionally, you are now immune to necrotic damage.
You gain the access within CryptCorp to craft your own Phylactery. It is stored in the sacred phylactery tomb high in the CryptCorp tower. If you are killed or your body is destroyed, your consciousness is returned to the phylactery. A new body is cloned for you by the CryptCorp for free if you are in good standing with the Corp, or for the cost of 100,000 CyphGold if you are not. The body takes 1d10 days to build. Once the body is complete, your consciousness is returned, you regain all your hit points and become active again.
Empire of the Ghouls for 5th Edition
Cursed Multitude: A great kingdom of reaver dwarves fell during a terrible winter. No one knows how, but it is certain the kingdom was felled from the inside. Many blame the frost giants, winter gods, wily fey, and even demons from the endless Void. Whatever the truth, its people remain in the fallen kingdom, cursed to wander between life and death in the forest and ruins of their ancient home.
Emperor's Hyena: As their name implies, emperor’s hyenas are undead hyenas that have been magically enhanced and tied to the emperor of the ghouls.
The method of creation of Emperor’s hyenas was a gift given directly to the Ghoul Emperor by Anu-Akma and has been entrusted to only a few necrophages. Emperor’s hyenas can be created only from hyenas that were anointed protectors of the god’s holy places when they were alive.
Ghoul Beggar: While some beggar ghouls spend their entire existence in undeath as this weak strain, at least a few were once stronger ghouls who withered when they were trapped far from sources of flesh. Others were exiled from the empire without the resources to fend for themselves.
More commonly, darakhul are created by the ghoulish legions when their ranks are thin. After a successful battle where prisoners are taken, the strongest and healthiest among the prisoners are deliberately infected with darakhul fever, in hopes of creating new soldiers to serve in the Legion. This is often referred to as “recruiting from the field.”
The survivors are kept starving and shackled until such time as they swear an oath to the Emperor, their legion, and their officers. Those who swear this oath are released as free darakhul soldiers, given their first flesh, then added to a company of fellow soldiers, mostly veterans, who can be counted on to help the recruit adjust to a new life as an undead, as a citizen of the empire, and as part of a powerful military machine.
Those who refuse to swear the oath grow weaker and weaker. Most die of starvation and become fodder for the troops. A few gnaw through their limbs to escape the shackles or are released in a weakened state by a generous officer. These unfortunates either become beggar ghouls (in the Imperium) or lone ghouls, ghasts, or darakhul on the surface, making their way as hunger-driven monsters or mercenaries, bandits, and graverobbers.
While some darakhul arise from those who survive darakhul fever after being infected by raiders from the Imperium, this rarely results in a long-lived citizen of the Imperium. Instead, these lone darakhul, if unable to join the ranks of the People, generally starve and fall into the ranks of the beggar ghouls (if they are created in the Underworld), or they may thrive as relatively powerful undead on the surface, leading bands of ordinary ghouls or serving a necromancer, vampire, or cult of the dark gods.
Some were once strong ghouls exiled and cast out from the empire’s largess.
Ghoul Bloated: Bloated ghouls are ghouls who have engaged in ritual gorging on the flesh of hundreds of humanoids.
Some ghouls step out of the normal path of politics, war, and imperial expansion, seeking a path of corruption or transcendence using the power of necrotic energy. Those whose hunger grows ever greater, unchecked, and who become filled with masses of undigested meat and bone are the bloated ghouls.
Bas relief carvings line the walls of this hallway. Embellished with actual bones, they depict the teachings of the Bloated Path, which is the unchecked consumption of flesh until the undead body swells with undigested meat and bone and the practitioner becomes a bloated ghoul.
Ghoul Bonepowder: Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist—few ghouls can show such self-restraint. Even among imperial ghouls, using hunger as a form of torture is considered offensive and is quite rare. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind its remnant flesh and becoming animated almost purely by hunger, hatred, and the bitter wisdom of long centuries.
The ancient kings decided they would grind their rivals to dust at the Millstone, an enormous block of stone in the depths of the old Rift Kingdom. They thought they were condemning their foes to a slow and agonizing death, but in fact their demise led to the inadvertent creation of the first bonepowder ghouls. These ghouls were still animated by hate and determined to end the rule of the petty kings once and for all.
Sometimes a ghoul stops eating, either voluntarily, or more likely as a result of cruel torture. After decades of starvation, the ghoul takes on a new powdery form. This pile of dust and bone fragments animated by hunger, hatred, and bitter wisdom is a bonepowder ghoul. Not all ghouls who starve become bonepowder ghouls as many lesser ghouls who starve instead waste away into nothing—only the more powerful ghouls or those driven by a strong hatred become bonepowder ghouls.
and becomes the first bonepowder ghoul.
Ghoul Darakhul, The People: The darakhul were born of strange magic. Some say the first of them became undead through sheer will and boundless depravity. Others say the darakhul are the children of a mythical ghoul-dragon named Darrakh, who still roams the grey wastelands between life and death.
All darakhul were once living creatures. Their arrival as undead is sometimes a matter of deliberate choice, but just as often an accident of defeat at the claws and weaponry of the ghoul legions.
The darakhul call the change from life to unlife the Crossing, often combining this term with the “curtain” term for darakhul fever in phrases such as “she’s crossing the curtain” or “the slave failed to cross the curtain.” Most such transitions fall into three categories, depending on how a particular darakhul is created: by the temples, by the legions, or by happenstance.
CREATION BY THE TEMPLES
The rarest origins are those darakhul created by priests of the cults of Anu-Akma or Vardesain, or, more rarely, by another dark god such as the Red Goddess, Charun, or Mot. These are cases where living members of the faith, such as priests, paladins, or especially devout and often wealthy followers, are chosen to be infected with darakhul fever. Those who survive are welcomed into a new life in the temples or in the Underworld, carrying on their dark faith in a second life. They are introduced to other members of their congregations and welcomed into the fold as powerful, respected, and even titled darakhul, serving a dark god and the Imperium itself. These are those born to rule.
CREATION BY THE LEGIONS
More commonly, darakhul are created by the ghoulish legions when their ranks are thin. After a successful battle where prisoners are taken, the strongest and healthiest among the prisoners are deliberately infected with darakhul fever, in hopes of creating new soldiers to serve in the Legion. This is often referred to as “recruiting from the field.”
The survivors are kept starving and shackled until such time as they swear an oath to the Emperor, their legion, and their officers. Those who swear this oath are released as free darakhul soldiers, given their first flesh, then added to a company of fellow soldiers, mostly veterans, who can be counted on to help the recruit adjust to a new life as an undead, as a citizen of the empire, and as part of a powerful military machine.
Those who refuse to swear the oath grow weaker and weaker. Most die of starvation and become fodder for the troops. A few gnaw through their limbs to escape the shackles or are released in a weakened state by a generous officer. These unfortunates either become beggar ghouls (in the Imperium) or lone ghouls, ghasts, or darakhul on the surface, making their way as hunger-driven monsters or mercenaries, bandits, and graverobbers.
CREATION BY HAPPENSTANCE
While some darakhul arise from those who survive darakhul fever after being infected by raiders from the Imperium, this rarely results in a long-lived citizen of the Imperium. Instead, these lone darakhul, if unable to join the ranks of the People, generally starve and fall into the ranks of the beggar ghouls (if they are created in the Underworld), or they may thrive as relatively powerful undead on the surface, leading bands of ordinary ghouls or serving a necromancer, vampire, or cult of the dark gods.
Many believe the Hunger Cults or the Necrophagi know the secret of transforming ghasts into darakhul.
Once paid in noble blood, the Hunger God promises to reveal the secret of creating new darakhul faster and more reliably to Radomir.
Radomir Marrowblight, darakhul high priest of Vardesain and close ally of the scheming Duke Morreto Lichmark of the Pure City of Vandekhul, has received a vision from the Hunger God, demanding the capture and sacrifice of Archduke Avgost. In return for the offering of royal blood, the god has promised to reveal the secret of creating darakhul faster and more reliably to Radomir.
The Archduke’s sacrifice to Vardesain will gain Duke Morreto and High Priest Marrowblight the secret of efficiently creating darakhul which the pair will use to strengthen their army.
Avgost is destined to suffer a slow and painful death in the Hunger God’s name, followed by agonizing transformation into a darakhul. Once his royal blood has been spilled, Vardesain has promised to reveal the dark lore Radomir and Duke Morreto both crave—the true secret of creating more darakhul.
As the characters arrive in Vandekhul, the pair are making the final preparations for the ritual sacrifice of Archduke Avgost. Once the archduke’s royal blood has been spilled, the Hunger God reveals the dark knowledge Morreto and Radomir crave—the true secret of creating new darakhul.
First, though, Radomir must give the Hunger God what he wants and spill the royal blood of the hated Archduke Avgost. By doing so, Radomir hopes to learn the secret of creating new darakhul from Vardesain.
Darakhul Fever disease.
Ghoul Darakhul Captain: ?
Ghoul Darakhul Shadowmancer: ?
Ghoul Darakhul Spy: ?
The Dread and Eternal Emperor Nicoforus the Pale, Emperor of Ghouls, Lord of All the Ghouls, Lord Subterranean of Morgau and Doresh, Prince of Darakhan, The Pale Emperor, Viceroy of Vandekul, Ghoul Emperor: ?
Duke Nicoforus: ?
Ghoul Imperial: ?
Ghoul Iron: Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls into iron ghouls.
Ghoul Necrophage Ghast: ?
Ghoul Tar: Bored while under the service of a necromancer, an efreeti prince toyed with his master’s creations to give them an edge against fiery spellcasters.
Created by an efreeti prince bound into a necromancer’s service, these feral, flammable ghouls roam the Underworld in packs, hunting for fresh meat.
Ghoulsteed: The ghouls create horrific, intelligent, undead mounts for their most worthy soldiers and priests.
Although they’re large, run on all fours, and can be ridden as mounts, ghoulsteeds are the undead remains of humanoids. They’re created when a humanoid is killed by massive amounts of necrotic energy.
The ghouls create horrific, intelligent undead creatures called ghoulsteeds to serve as mounts for their high-ranking military officers and priests. Although they are large and run on all fours, ghoulsteeds are the undead remains of humanoids, created when a humanoid is killed by massive amounts of negative energy.
Ghul: When an undead with the ability to raise more of their kind, such as a vampire, wight, or wraith, slays a geniekin or other lesser elemental, the risen creature is a ghul instead.
Greater Ghul, Ghul King: Ghuls evolve over the centuries, gaining power and a semblance of their original personality, now twisted by centuries of evil acts. Their slow personal growth leads most ghuls to a craven existence, striking from the shadows and using their magic to flee if their prey puts up too much of a fight. If a ghul survives long enough, it gains enough power to be grudgingly acknowledged by lesser ghuls. These greater ghuls are often called “ghul kings” by those who encounter them, as the greater ghuls often create a semblance of a “royal court” out of lesser ghuls and other undead.
Lesser Ghul: ?
Graveyard Dragon: Graveyard dragons form out of the remains of evil dragons killed as part of a cataclysm that claimed the lives of several dragons at the same time, or when their remains are exposed to heavy concentrations of necrotic energy.
Overshadow: A creation of great misery and of hope dying in the dark, an overshadow forms when travelers become lost underground. As their supplies dwindle and their lives slowly extinguish in the cold bowels of the earth, an overshadow rises from the bodies. The collective psychic trauma of mass deaths in the dark draws energy from each casualty, seeding a portion of the darkness with undead energies, a collective intelligence, and a sinister intent.
Ghoul Darakhul Servant of the Unsated God: ?
Skeleton Swordbreaker: Tougher than a typical animated skeleton, these undead are raised from skeletal remains that have fossilized. Some are long dead beasts of a forgotten age, dug from the stone which encases them and reanimated. Others are more recent, raised from remains that were buried in areas where fossilization commonly occurs, such as near areas of mineral-rich water.
Any creature that has been dead for more than 100 years and that has a skeletal structure can be animated as a swordbreaker skeleton.
Veteran Swordbreaker Skeleton: ?
Zombie Cavefish: The cavefish zombie is an unusual type of undead that occurs when dark magic permeates a lightless, watery environment, such as in an underground lake or the depths of the ocean. Rather than retain the bodily form it possessed in life, the creature’s skin sloughs off from parts of its body as aquatic features burst through its flesh. Its fingers and toes become webbed, and fins form on its back and down its legs.
Undead: Ingvald Horun enjoys his work here, creating and tinkering with undead.
Undead Soldier: ?
Undead Citizen: ?
Undead Priest: ?
Powerful Undead: ?
Undead Follower: ?
Undead Purple Worm: ?
Small Useful Undead Servant: ?
Undead Messenger Bat: ?
Undead Mount: ?
Undead Beast: ?
Horrific Intelligent Undead Creature: ?
Mindless Undead: ?
Devoted Undead Servant: ?
Undead Invader: ?
Undead Warrior: ?
Undead Assailant: ?
Undead Master: ?
Undead Warhorse: ?
Undead Dog: ?
Undead Mount: ?
Walking Dwarven Corpse, Restless Undead, Undead Dwarf, Calm Undead ?
Moaning and Shuffling Undead Dwarf: If soothed, a cursed multitude separates back into dozens of moaning and shuffling undead dwarves.
Walking Dwarven Corpse, Implacable Dead, Undead Body: ?
Organized Undead: ?
Cursed Undead: ?
Restless Undead: ?
Sajeel, Undead Gypsosphinx: ?
Undead Servant: Free of his imprisonment inside an urn, the Ghul King is amassing an army of undead, bringing any who are buried in the Necropolis back as his undead servants, attempting to enlist those who have already returned, and otherwise violating the laws of the Necropolis.
Undead Denizen: ?
Undead Dragon: ?
Undead Guardian: ?
Undead Merchant: ?
Undead Patron: ?
Undead Sea Creature: ?
Massive Undead Eel: ?
Undead Shark: ?
Incorporeal Undead: ?
Undead Horse: ?
Undead Bat Familiar: ?
Lesser Undead: ?
Intelligent Undead: ?
Undead Spellcaster: ?
Undead Entity: ?
Undead Entity of Great Evil: ?
Undead Hyena: ?
Simple Undead Beast: ?
Pot-Bellied Undead Maddened With Hunger: ?
Horrific Intelligent Undead Mount: The ghouls create horrific, intelligent, undead mounts for their most worthy soldiers and priests.
Undead With the Ability to Raise More of Their Kind: ?
Vindictive Undead: ?
Fearsome Undead: ?
Undead Assistant: ?
Cursed Dead Dwarf, Cursed Dwarf, Dead Citizen, Dead Dwarf of Nordheim, Dwarven Citizen, Dwarven Corpse, Lost Citizen of Nordheim, The Dead, Undead Body, Unquiet Dead, Walking Corpse, Wandering Dead, Wandering Dead Dwarf: These former citizens of Nordheim, cursed with undeath, have been released from the underground tunnels of their former home.
She is clearly uncomfortable with the presence of the dwarves who are uniquely cursed in their undeath.
Kraki, Unquiet Dead: ?
Helga, Unquiet Dead: ?
Sigmar, Unquiet Dead: ?
Ingmar, Unquiet Dead: ?
Hreidmar, Unquiet Dead: ?
Floki, Unquiet Dead: ?
Poor and Starving Beggar Ghoul: ?
Hungry Beggar Ghoul: ?
Milos Guttersnipe, Beggar Ghoul: ?
Plucky Beggar Ghoul: ?
Emaciated Beggar Ghoul: ?
The Hissing King, Bonepowder Ghoul: 22 BI The Hissing King is crushed to death by his rivals at the Millstone.
Makani Elia, Bonepowder Ghoul: The bonepowder ghoul is the remains of Makani Elia, one of the brothers who attempted to trap the Ghul King in the complex. Murdered by his companions and abandoned by his family, Makani’s body lay dormant for decades until the Ghul King was released. Unbeknownst to much of the family, including Makani, his mother was unfaithful to her husband, and Makani is not a blood descendant of the Elia family. As such, the Ghul King was able to raise his body, but his dedication to his family has prevented the Ghul King from being able to control him.
Gorkos Winterwight, Bonepowder Ghoul: Gorkos Winterwight was the high priest of the Bone Cathedral before Radomir Marrowblight. After centuries of deliberate starvation following the Path of Hungry Dust, he became a bonepowder ghoul.
Emperor Tonderil the Bonebreaker, Emperor of the Ghouls, Ghoul: ?
Yigosain, Derro Darakhul: ?
Yigosain, Derro Darakhul Captain: ?
Yigosain, Derro Darakhul Shadowdancer: ?
Darakhul Necromancer: ?
Empress Haresha Winterblood: Second to sit the throne was one of Tonderil’s spawn.
Emperor Vermesail the Gravedancer: ?
Voxpopulous, Voice of the People, The Beggar King of the Boneheaps, Gaki Hungry Ghost, Emaciated Ghoul: ?
Emperor Vilmos Marquering, The Black Fang, The Twilight Emperor, Human Darakhul: ?
Sandor Greyskin, Master of the Necrophagi: ?
Necrophage Antovian Surmidus: ?
Duke Sergival of the Shackles: ?
Lucretia Tideblood, Darakhul High Priestess: ?
High Priest Cimbrai Grimscribe, Cimbrai the Sated, Human Darakhul, Sated, Bald Undead: ?
High Priestess Doina Doresh, Human Darakhul High Priestess, Ancient Ghoul: She claims to be the spawn of the Empress Haresha herself.
Darakhul Mercenary: ?
Duke Iago Estorban, Iago Estaban, Iago Estarban, Field Marshall of the Iron Legion, Human Darakhul: ?
Captain-General of the Ivory Legion Branko Charonson, Human Darakhul: ?
Necrophage Lazar Crowsroad, Necrophagus, Dwarf Darakhul Archmage: ?
Captain-General Dusan Rattlebone: ?
Amanita Skullcap, Human Darakhul Spore Druid: ?
Captain-General Talmurez Widdergut, Drow Darakhul: ?
Spymaster-General Remigia Rottooth: ?
Wizard-General of the Harvester Legion Smiling Magerette, Drow Darakhul: ?
Darenko Gallowsborn, Shadowmancer: ?
Eril Gravewalker, War Cleric: ?
Captain-General Vasilis Thanatar: ?
Jana Zoric, Roguish Duelist: ?
Captain-General, Powerful Darakhul Fighter: ?
Darakhul Officer: ?
Darakhul Noble: ?
Older Darakhul: ?
Loremaster Eressar Candlewright, Darakhul Archmage, Darakhul Wizard: ?
Duchess Orsolla Stritt of Gnawbone, The Hunger Duchess, Human Darakhul: ?
Duchess Erzsebet Tar Josa of the Black Tower, The Sorcerer's Duchess, The Sorcerer's Harpy, Elf Darakhul: ?
Duke Wilmer Corpsefinger of Westbrook, Halfling Darakhul: ?
Duke Drago Blackfly of Fretlock, Human Darakhul: ?
Duke Imre Stritt of the Glowing Forest, Human Darakhul: ?
Duke Radu Kopecs of Gonderiff, Dwarf Darakhul: ?
Duke Jaroslav Krakenau of Spiderfall, Drow Darakhul: ?
Duke Morreto Lichmark of Vandekhul, Human Darakhul: ?
Leander Stross, Human Darakhul: ?
Honored Darakhul Smith: ?
Lord Fandorin: ?
Powerful Darakhul Noble: ?
The Shepherd, Elfmarked Darakhul Druid: ?
Vonder Gallowglass, Captain of the Gate, Elfmarked Darakhul Captain: ?
Darakhul Priest: ?
Coreade Whisper, Duergar Darakhul: ?
Atilla Nethergrip, Darakhul Captain: ?
Coltus Witherpock, Darakhul High Priest: ?
Darakhul Attendant: ?
Hjortyr Gorehide, Bearfolk Darakhul Captain: ?
First Imperial Batspeaker Stemli Stonli Underhill, Dwarf Darakhul Druid: ?
Lich-Magister Olja Chornovoi, Elfmarked Darakhul: ?
Arno Underland, Human Darakhul: ?
Chief Librarian Renato the Binder, Human Darakhul Archmage: ?
Marquis Crumbcoat, Human Darakhul: ?
Rutil Ebernacht, Major, Boss, Human Darakhul Captain: ?
Serious Darakhul Guard: ?
Baroness Jasna Braintree, Human Darakhul: ?
Beetle Baron Milorad Mudmouth, Gnome Darakhul: ?
Silver Baron Vukas Crowsroad, Human Darakhul: ?
Lord of Tears Marius Cipic, Human Darakhul: ?
Sable Niklos, Mad Lady of Tears, Derro Darakhul: ?
Master of the Necrophagi Sevtozar Zoric, Darakhul Archmage: ?
Anica Rivermute, Mistress of Monuments, Human Darakhul: ?
Lord Hunter Illeno Crypthand, Trollkin Darakhul: ?
Darakhul Underpriest: ?
Radomir Marrowblight, Human Darakhul High Priest: ?
Vukas Shroudson, Darakhul Shadowmancer Spymaster Spy, Ghoul Agent: ?
Silas Gristlemaw, Human Darakhul: ?
Darakhul Agent: ?
Dejana Fleshound, Human Darakhul Spy, Ghoulish Stalker: ?
Ungred Milkeye, Human Darakhul: ?
Crackbone, Human Darakhul: ?
Goran Malik, Human Darakhul Shadowdancer: ?
Selvyn, Shadow Fey Darakhul: ?
Darakhul Soldier: ?
Last King Narosain, The Last King, The Prince of Vermin, King of the Underworld, Human Darakhul, Ghoul Lord, Ghoul Noble: ?
Sated Fang, Darakhul: ?
Dorain Nalka, Darakhul High Priestess: ?
Ingvald Horun, Darakhul Necromancer: ?
Influential Darakhul Noble: ?
Darakhul Villain: ?
Vermigia Wormfood, Human Darakhul High Priestess, Darakhul Priestess: ?
Officious Darakhul: ?
Darakhul Customs Officer: ?
Well-Connected Darakhul: ?
Alessus Rotheart, Necrophage Ghast, Well-Connected Darakhul: ?
High Priest Valeric Icevein, Human Darakhul High Priest, Well-Connected Darakhul: ?
Darakhul Overseer: ?
Roald Bonesplitter, Human Darakhul: ?
Wealthy Darakhul: ?
Darakhul Merchant: ?
Vuzmyn Bloodtide, Drow Darakhul Acolyte: ?
Yavor Wormsong, Dwarf Darakhul: ?
Newly Created Human Darakhul: ?
Newly Created Elfmarked Darakhul: ?
Newly Created Darakhul: ?
Darakhul Patron: ?
Marquis Lazlo Dimas, Human Darakhul: ?
Marquess Dorva Graysuture, Human Darakhul: ?
Baroness Anikka Graveskin, Human Darakhul, Darakhul Noble: ?
Zsolt Styxdeep, Human Darakhul Captain: ?
Marius Mourncloak, Elfmarked Darakhul Spy, Impeccably Dressed Darakhul: ?
Kazimir Ernis, Gnome Darakhul: ?
Viridian Lethe, Mad Darakhul: ?
Stoic and Steely Darakhul: ?
Vespyr Mir'Dethain, Drow Darakhul: ?
Sinewy and Sultry Darakhul: ?
Darakhul Leader: ?
Scheming Noble Darakhul: ?
Archduke Avgost Walerska of Krakova, Darakhul: Archduke Avgost Walerska, the Krakovan noble who cheated death itself, is in their clutches, and preparations for his ritual sacrifice at the Bone Cathedral in the Pure City are nearing completion. Avgost is destined to suffer a slow and painful death in the Hunger God’s name, followed by agonizing transformation into a darakhul.
The characters need to stop the villains’ ritual and save Avgost from a painful death and agonizing transformation into a darakhul.
Though Radomir needs Avgost to die to gain the Hunger God’s knowledge, the death must come from the Vardesain-blessed worms in the pit for the ritual to be successful. Radomir avoids putting Avgost in the range of his spells that affect an area, and he and the other ghouls don’t target Avgost with attacks or spells. Avgost has three-quarters cover while in the cage and full cover from attacks outside the pit while submerged in the worms. On the round after he dies in the pit, Avgost transforms into a darakhul, unleashing a terrible wail of agony as he becomes a ghoul.
Imperial Ghoul Sergeant: ?
Imperial Ghoul Overseer: ?
Imperial Ghoul Guard: ?
Florica Zoric, Imperial Ghoul: ?
Master-at-Arms Carrionmaw, Imperial Ghoul, Armored Ghoul: ?
Adra Rotclaw, Imperial Ghoul: ?
Bored Imperial Ghoul: ?
Imperial Ghoul Bodyguard: ?
Iron Ghoul Lieutenant: ?
Borjana Shadewalker, Iron Ghoul: ?
Martius Ralgruz, Iron Ghoul, Eccentric Foppish Ghoul: ?
Stitchface, Iron Ghoul: ?
Iron Ghoul Sentry: ?
Iron Ghoul Guard: ?
Iron Ghoul Officer: ?
Cassian Blackwater, Iron Ghoul: ?
Gahib Temuuri, The Ghul King, Ancient Ghul: ?
Gahib Temuuri, The Ghul King Weakened, Ancient Ghul: The Ghul King’s urn has AC 17, 27 hp, and a damage threshold of 10. If the urn is broken, the Ghul King is blasted with magical energies, shrinks, and appears drained of color and vigor.
Red Graveyard Dragon: ?
Black Graveyard Dragon: ?
Green Graveyard Dragon: ?
Tozar Hungerbrood, Servant of the Unsated God: ?
Ghost: ?
Dobriz, Ghost, Ghostly Creature: ?
Dwarven Ghost, Ghost of the Dwarven Dead: ?
Ghostly Warrior: ?
Ghost of Formerly Living Creature That Drowned in the Sulphur Sea: ?
Ghoul, Common Ghoul, Mere Ghoul, Ordinary Ghoul, Rank-and-File Ghoul, Typical Ghoul, Undead Ghoul, Unnatural Ghoul: Not all ghouls are powerful masters of the Underworld. Many are condemned from the date of their creation to scrabble after scraps. What makes the difference is the highly variable course of the disease that creates ghouls, best known as darakhul fever to the surface world. Among ghouls, it is called “the curtain” or “the strengthening,” as in “after I passed through the curtain” or “after my strengthening.” Only greater ghouls, such as darakhul and imperial and iron ghouls, can afflict a humanoid with darakhul fever and create new ghouls.
More commonly, darakhul are created by the ghoulish legions when their ranks are thin. After a successful battle where prisoners are taken, the strongest and healthiest among the prisoners are deliberately infected with darakhul fever, in hopes of creating new soldiers to serve in the Legion. This is often referred to as “recruiting from the field.”
The survivors are kept starving and shackled until such time as they swear an oath to the Emperor, their legion, and their officers. Those who swear this oath are released as free darakhul soldiers, given their first flesh, then added to a company of fellow soldiers, mostly veterans, who can be counted on to help the recruit adjust to a new life as an undead, as a citizen of the empire, and as part of a powerful military machine.
Those who refuse to swear the oath grow weaker and weaker. Most die of starvation and become fodder for the troops. A few gnaw through their limbs to escape the shackles or are released in a weakened state by a generous officer. These unfortunates either become beggar ghouls (in the Imperium) or lone ghouls, ghasts, or darakhul on the surface, making their way as hunger-driven monsters or mercenaries, bandits, and graverobbers.
Though zealots exist, most ghoul faith reflects devotion to their own interests. They make a show of piety before the Emperor Cults for political reasons, before Mavros for greed and imperial glory, or Anu-Akma for his role in creating the ghoul race.
Darakhul Fever disease.
Darrakh, Ghoul-Dragon: ?
Ghoul Mercenary: ?
Ghoul King: ?
Darkness-Touched Ghoul: ?
Renegade Ghoul: ?
Wealthier Ghoul: ?
Ghoul Adherent: ?
Ghoul Guard: ?
Frenzied Ghoul: ?
Ghoul Runner: ?
Ghoul Acolyte: ?
City Ghoul: ?
Ghoulish Necromancer: ?
Strong Ghoul: ?
Lesser Ghoul: ?
Feral Flammable Ghoul: ?
Ghoul Lord: ?
Ghoul Merchant: ?
Starving Ghoul: ?
Hungry Ghoul: ?
Prominent Ghoul: ?
Noble Ghoul: ?
Military Ghoul: ?
Sated: ?
Borys Kreul, Ghoul Assassin, Ghoul Spy: ?
Ghoulish Minion: ?
Ogre Ghoul, Ghoulish Ogre: ?
Large Ghoul: ?
Ghoul Minion: ?
Ghoul Henchman: ?
Slavering Ghoul: ?
Feral Ghoul: ?
Scratchpox, Ghoul Castellan: ?
Sister Ylva, Feral Ghoul: Resentful of his current lowly status, Grimslade is determined to win back the Grand Marshal’s favor by wiping out the Spear Maidens of Hope, who have been a thorn in Hristina’s side for the past ten years.
But Grimslade doesn’t want to create more martyrs like Sister Adelind. Instead, he plans to corrupt the knights of Sif by capturing them and transforming them into Ghost Knights. To this end, he has purchased a powerful elixir from a gnomish merchant of Niemheim, named Chapman Bogun. This foul brew, said to contain water from the River Styx among its rare ingredients, removes the divine blessing that protects the Spear Maidens of Hope from darakhul fever. Once removed, he plans to infect the captured knights with the disease then ritually kill them in the castle’s Blood Chapel to complete their passage to undeath.
The ledger is written in Darakhul. An entry about ten days ago records the capture of five knights belonging to the so-called Spear Maidens of Hope, noting that they are being held in the cells below ground. A few days after they were imprisoned, the first subject was given the “gnome’s elixir” before being bitten by someone called Stitchface to see if she could be infected with darakhul fever. The test appeared to work and now all five knights have been successfully infected and await the “transformation ritual.”
A rack stands in the middle of the room—the rack that held each Spear Maiden as Stitchface the gaoler force-fed her the elixir of corruption. After the elixir had taken effect, the iron ghoul bit each Spear Maiden to infect her with darakhul fever.
The characters and their Spear Maiden allies arrive just as the evil ritual killing of one of the Spear Maidens, designed to trigger her transformation into a darakhul, is taking place.
On initiative count 1 of the second round of combat, Sister Ylva, the dead Spear Maiden, rises as a feral ghoul and attacks the nearest creature. The general’s hopes that she would be transformed into a more sophisticated darakhul have been dashed, and he is furious, attacking recklessly until the end of his next turn.
Tireless Ghoul Messenger: ?
Sarastra-Worshipping Ghoul: ?
Ghoul Assassin: ?
Ghoul Slaver: ?
Off-Duty Ghoul: ?
Gossiping Ghoul: ?
Ghoulish Patron, Ghoul Patron: ?
Ghoul Invader: ?
Ghoul Sailor: ?
Ghoul With Distended Belly: ?
Ghoul Dockworker: ?
Ghoulish Stevedore: ?
Ghoulish Nobility: ?
Ghoul Bodyguard: ?
Very Persistent Ghoul Street Seller: ?
Ghoul Witness: ?
Sadistic Gleeful Ghoul: ?
Deranged Ghoul Slaughter-Man: ?
Emaciated Ghoul: ?
Ghoul Craftsman: ?
Ghoul Servant: ?
Ghoulish Customer: ?
Armored Ghoul: ?
Ghoul Legionnaire: ?
Emaciated-Looking Ghoul: ?
Ghoul Priest: ?
Inspired Ghoul: ?
Ghoul Bat: ?
Civilized Ghoul: ?
Elite Ghoul Warrior: ?
Vicious-Looking Ghoul: ?
Grinning Ghoul: ?
Intelligent and Civilized Ghoul: ?
Indella, Drider Ghoul: ?
Ghast: Eminently disposable, the uncivilized masses of the common ghouls are largely ignored. They are not fed from the slave pens guarded by the darakhul, and they must forage for themselves. The strongest grow into ghasts with a place in the legions when an assault is planned.
A humanoid slain by [a darakhul captain's imperial conscription] attack rises as a ghast 1d4 hours later under the darakhul captain’s control, unless the humanoid is restored to life or its body is destroyed.
A pair of ghasts created by the [neophron] demons hide behind the stalagmites to the east.
Darakhul Fever disease.
Ghast Legionnaire: ?
Ghast Runner: ?
Ghast Acolyte: ?
Ghast Miner: ?
Ghast Sergeant: ?
Toufic, Ghast: ?
Eqbal, Ghast: ?
Gerta Stoneye, Ghast Merchant: ?
Kozma, Magically Inclined Ghast: ?
Lich: ?
Augrimm, Lich: ?
Galanthantes, The Deathless Oracle, Hierophant Lich: ?
Mummy: ?
Shadow, Common Shadow, Undead Shadow: ?
Burning Skeleton: ?
Fire Skeleton: ?
Skeleton: The bone collectives respond to noise from Areas 5 and 7 or to the sound of the boomer’s shriek by first spending 1 minute to cast animate dead to create four skeletons each, before investigating.
Dead bodies within 1 mile of the [Emperor Ghoul's] lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their deaths. These undead never attack ghouls or darakhul but instinctively obey their commands.
Skeletal Creature: ?
Skeletal Rider: ?
Warhorse Skeleton: ?
Skeletal Figure: ?
Unliving Skeleton of Dragon Slain in the Graveyard: ?
Draconic Skeleton: ?
Animated Skeleton: ?
Typical Animated Skeleton: ?
Specter: A creature who dies while in the waters of the River Lethe rises as a specter 1 hour later.
Rod of Ghastly Might, magic item.
King Lucan, Prince Lucan, Lord of the Shroud-Eaters, Vampire Ruler: ?
Vampire: Marena is a destructive and vengeful goddess whose sphere of influence includes sickness, death, and decay. She promotes life in twisted forms, from the second existence as vampires that she bestows upon her favored children to her deft use of lust as a tool of manipulation and ruin.
Cosmina travels in metropolitan areas, seeking out each city’s dark underbelly. She uses her charm and magical abilities to rapidly rise in influence in the shadows. Once she has gained a foothold, she typically founds or takes over a brothel or similar establishment. The lustful activities in such places are pleasing to Marena, and they serve as useful fronts for secret temples. She lures some of the most debauched clientele to participate in the cult’s orgiastic blood rites. Once the temple has grown in influence and worshipers, she chooses the most loyal servants to be her successors, granting them the gift of vampirism before departing for a new city.
When an undead with the ability to raise more of their kind, such as a vampire, wight, or wraith, slays a geniekin or other lesser elemental, the risen creature is a ghul instead.
Vampire Priestess: ?
Mother Ludmilla Janova, Vampire Priestess: ?
Vampire Wizard: ?
Surface Vampire: ?
Otmar the Sallow, Notorious Vampire Lord: ?
Princess Hristina, Protector and Duchess of Krakovar and Grand Marshal of the Ghost Knights, Vampire: ?
Vampire Spawn: A humanoid slain [by Kaya the vampiric owl harpy's bite] and then buried in the ground rises the following night as a vampire spawn under Kaya’s control.
Count Warin, Sadistic Vampire Lord: ?
Chessa Iancu, Vampire Spawn, Vampire Priestess, Vampire Proxy: ?
Kaya, Vampiric Owl Harpy, Vampire Owl Harpy: ?
Countess, Vampire: ?
Vampire Spawn Captain: ?
Grigore, Vampire Spawn: ?
Vampire Lord: ?
Cosmina Holruso, Vampire: ?
Wight: When an undead with the ability to raise more of their kind, such as a vampire, wight, or wraith, slays a geniekin or other lesser elemental, the risen creature is a ghul instead.
Witch of Wallenbirg, Infamous Red Hag Wight: ?
Will-o-Wisp: ?
Tybalt, Will-o'-Wisp: ?
Wraith: When an undead with the ability to raise more of their kind, such as a vampire, wight, or wraith, slays a geniekin or other lesser elemental, the risen creature is a ghul instead.
Masudi Elia, Wraith: ?
Wraith Lieutenant: ?
Liquid Zombie: ?
Zombie: Dead bodies within 1 mile of the [Emperor Ghoul's] lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their deaths. These undead never attack ghouls or darakhul but instinctively obey their commands.
Zombie Ram, Zombie-Legged Ram: ?
Undead Drow Priestess, Drow Zombie: ?
Corpsecandle, Zombie Stablehand: ?
Bita, Zombie: ?
Bloody Zombie: ?
Fey-Touched Zombie: ?
Wallenbirg Zombie: A humanoid slain by [the Witch of Wallenbirg's life drain] attack rises 24 hours later as a Wallenbirg zombie under the Witch of Wallenbirg’s control, unless the humanoid is restored to life or its body is destroyed.
These shambling undead servitors of the Witch of Wallenbirg have been darkly gifted by the Goat of the Woods with uncanny magical resilience. Although the majority of these creatures have been culled from humanoids who trespassed in Wallenbirg’s darkest sanctums without trepidation, variants of Wallenbirg zombies derived from fey creatures and other woodland denizens are known to exist.
Zombie Dwarf: ?
Ogre Zombie: ?
Zombie Lord: ?
Ghost Dwarf: ?
Clacking Skeleton: ?
Skeleton Monarch: ?
Goreling: ?
Rotten Goreling: ?
Corrupted Dwarf Graveslayer: ?
Tveirherjar: ?
Shadow Skeleton: ?
Flesh Reaver: ?
Crimson Mist: ?
Skull Lantern: ?
Nachzerer: ?
Spirit Lamp: ?
Vampiric Knight: ?
Bone Collective: Vermasail’s terror tactics and spy network kept him in power for 58 long years, as did his development of the bone collectives, the rise of the Emperor Cults, and the writing of the first ghoul work of theology, the Annals of Divine Strength and Sustenance.
Low-ranking members of the order are often necrophage ghasts, who work on small useful undead servants such as skeletons and zombies, while the senior necromancers create bone collectives or develop powerful war machines, such as zombie rams and ether towers.
38 IY Sandor Greyskin, Master of the Necrophagi, creates the first bone collective.
Skeletons are often reduced in size and turned into bone collectives by the incantations of the Necrophagi.
Lich Hound: Lich hounds are undead creatures created from murdered celestials with perverse ritual magic.
Flutterflesh: ?
Wolf Spirit Swarm: ?
Ghost Knight: ?
Captain-of-Arms Romek Mazur, Ghost Knight: ?
General Grimslade, Ghost Knight: ?
Skin Bat: ?
Captain-at-Arms Dhahak Bloodsworn, Ghost Knight: ?
Deathwisp: ?
Rotting Wind: ?
Edimmu: ?
Bone Swarm: ?
Spectral Guardian: ?
Arcane Guardian: ?
Magenthus Quickborn, Master of the Necrophagi, Ancient Bone Collective: ?
Hungry Spirit: ?
Restless Spirit: ?
Spirit: ?
Elia Family Member Spirit: ?
Ancient Necromancer Spirit: ?
ROD OF GHASTLY MIGHT
Rod, legendary (requires attunement)
The knobbed head of this tarnished silver rod resembles the top half of a jawless, syphilitic skull, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. The rod has properties associated with five different buttons that are set erratically along the haft. It has three other properties as well, detailed below.
Five Buttons. You can press one of the rod’s five buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod’s head erupts in a fiery nimbus of abyssal energy that sheds dim light in a 5-foot radius. While the rod is ablaze, it deals an extra 1d6 fire damage and 1d6 necrotic damage to any target it hits.
If you press button 2, the rod’s head becomes enveloped in a black aura of enervating energy. When you hit a target with the rod while it is enveloped in this energy, the target must succeed on a DC 17 Constitution saving throw or deal only half damage with weapon attacks that use Strength until the end of its next turn.
If you press button 3, a 2-foot blade springs from the tip of the rod’s handle as the handle lengthens into a 5-foot haft, transforming the rod into a magic glaive that grants a +2 bonus to attack and damage rolls made with it.
If you press button 4, a 3-pronged, bladed grappling hook affixed to a long chain springs from the tip of the rod’s handle. The bladed grappling hook counts as a magic sickle with reach that grants a +2 bonus to attack and damage rolls made with it. When you hit a target with the bladed grappling hook, the target must succeed on an opposed Strength check or fall prone.
If you press button 5, the rod assumes or remains in its normal form and you can extinguish all nonmagical flames within 30 feet of you.
Turning Defiance. While holding the rod, you and any undead allies within 30 feet of you have advantage on saving throws against effects that turn undead.
Contagion. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target is afflicted with a disease. This feature works like the contagion spell. Once used, this property can’t be used again until the next dusk.
Create Specter. As an action, you can target a humanoid within 10 feet of you that was killed by the rod or one of its effects and has been dead for no longer than 1 minute. The target’s spirit rises as a specter under your control in the space of its corpse or in the nearest unoccupied space. You can have no more than one specter under your control at one time. Once used, this property can’t be used again until the next dusk.
DARAKHUL FEVER
Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 (4d6) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw.
Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If a creature dies while infected with darakhul fever, roll a d20, add the character’s Constitution modifier, and find the result on the Adjustment Table below to determine what undead form the victim’s body rises in.
Roll
Result
1–9
None; victim is simply dead
10–16
Ghoul
17–20
Ghast
21+
Darakhul
Emperor's Hyena: As their name implies, emperor’s hyenas are undead hyenas that have been magically enhanced and tied to the emperor of the ghouls.
The method of creation of Emperor’s hyenas was a gift given directly to the Ghoul Emperor by Anu-Akma and has been entrusted to only a few necrophages. Emperor’s hyenas can be created only from hyenas that were anointed protectors of the god’s holy places when they were alive.
Ghoul Beggar: While some beggar ghouls spend their entire existence in undeath as this weak strain, at least a few were once stronger ghouls who withered when they were trapped far from sources of flesh. Others were exiled from the empire without the resources to fend for themselves.
More commonly, darakhul are created by the ghoulish legions when their ranks are thin. After a successful battle where prisoners are taken, the strongest and healthiest among the prisoners are deliberately infected with darakhul fever, in hopes of creating new soldiers to serve in the Legion. This is often referred to as “recruiting from the field.”
The survivors are kept starving and shackled until such time as they swear an oath to the Emperor, their legion, and their officers. Those who swear this oath are released as free darakhul soldiers, given their first flesh, then added to a company of fellow soldiers, mostly veterans, who can be counted on to help the recruit adjust to a new life as an undead, as a citizen of the empire, and as part of a powerful military machine.
Those who refuse to swear the oath grow weaker and weaker. Most die of starvation and become fodder for the troops. A few gnaw through their limbs to escape the shackles or are released in a weakened state by a generous officer. These unfortunates either become beggar ghouls (in the Imperium) or lone ghouls, ghasts, or darakhul on the surface, making their way as hunger-driven monsters or mercenaries, bandits, and graverobbers.
While some darakhul arise from those who survive darakhul fever after being infected by raiders from the Imperium, this rarely results in a long-lived citizen of the Imperium. Instead, these lone darakhul, if unable to join the ranks of the People, generally starve and fall into the ranks of the beggar ghouls (if they are created in the Underworld), or they may thrive as relatively powerful undead on the surface, leading bands of ordinary ghouls or serving a necromancer, vampire, or cult of the dark gods.
Some were once strong ghouls exiled and cast out from the empire’s largess.
Ghoul Bloated: Bloated ghouls are ghouls who have engaged in ritual gorging on the flesh of hundreds of humanoids.
Some ghouls step out of the normal path of politics, war, and imperial expansion, seeking a path of corruption or transcendence using the power of necrotic energy. Those whose hunger grows ever greater, unchecked, and who become filled with masses of undigested meat and bone are the bloated ghouls.
Bas relief carvings line the walls of this hallway. Embellished with actual bones, they depict the teachings of the Bloated Path, which is the unchecked consumption of flesh until the undead body swells with undigested meat and bone and the practitioner becomes a bloated ghoul.
Ghoul Bonepowder: Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist—few ghouls can show such self-restraint. Even among imperial ghouls, using hunger as a form of torture is considered offensive and is quite rare. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind its remnant flesh and becoming animated almost purely by hunger, hatred, and the bitter wisdom of long centuries.
The ancient kings decided they would grind their rivals to dust at the Millstone, an enormous block of stone in the depths of the old Rift Kingdom. They thought they were condemning their foes to a slow and agonizing death, but in fact their demise led to the inadvertent creation of the first bonepowder ghouls. These ghouls were still animated by hate and determined to end the rule of the petty kings once and for all.
Sometimes a ghoul stops eating, either voluntarily, or more likely as a result of cruel torture. After decades of starvation, the ghoul takes on a new powdery form. This pile of dust and bone fragments animated by hunger, hatred, and bitter wisdom is a bonepowder ghoul. Not all ghouls who starve become bonepowder ghouls as many lesser ghouls who starve instead waste away into nothing—only the more powerful ghouls or those driven by a strong hatred become bonepowder ghouls.
and becomes the first bonepowder ghoul.
Ghoul Darakhul, The People: The darakhul were born of strange magic. Some say the first of them became undead through sheer will and boundless depravity. Others say the darakhul are the children of a mythical ghoul-dragon named Darrakh, who still roams the grey wastelands between life and death.
All darakhul were once living creatures. Their arrival as undead is sometimes a matter of deliberate choice, but just as often an accident of defeat at the claws and weaponry of the ghoul legions.
The darakhul call the change from life to unlife the Crossing, often combining this term with the “curtain” term for darakhul fever in phrases such as “she’s crossing the curtain” or “the slave failed to cross the curtain.” Most such transitions fall into three categories, depending on how a particular darakhul is created: by the temples, by the legions, or by happenstance.
CREATION BY THE TEMPLES
The rarest origins are those darakhul created by priests of the cults of Anu-Akma or Vardesain, or, more rarely, by another dark god such as the Red Goddess, Charun, or Mot. These are cases where living members of the faith, such as priests, paladins, or especially devout and often wealthy followers, are chosen to be infected with darakhul fever. Those who survive are welcomed into a new life in the temples or in the Underworld, carrying on their dark faith in a second life. They are introduced to other members of their congregations and welcomed into the fold as powerful, respected, and even titled darakhul, serving a dark god and the Imperium itself. These are those born to rule.
CREATION BY THE LEGIONS
More commonly, darakhul are created by the ghoulish legions when their ranks are thin. After a successful battle where prisoners are taken, the strongest and healthiest among the prisoners are deliberately infected with darakhul fever, in hopes of creating new soldiers to serve in the Legion. This is often referred to as “recruiting from the field.”
The survivors are kept starving and shackled until such time as they swear an oath to the Emperor, their legion, and their officers. Those who swear this oath are released as free darakhul soldiers, given their first flesh, then added to a company of fellow soldiers, mostly veterans, who can be counted on to help the recruit adjust to a new life as an undead, as a citizen of the empire, and as part of a powerful military machine.
Those who refuse to swear the oath grow weaker and weaker. Most die of starvation and become fodder for the troops. A few gnaw through their limbs to escape the shackles or are released in a weakened state by a generous officer. These unfortunates either become beggar ghouls (in the Imperium) or lone ghouls, ghasts, or darakhul on the surface, making their way as hunger-driven monsters or mercenaries, bandits, and graverobbers.
CREATION BY HAPPENSTANCE
While some darakhul arise from those who survive darakhul fever after being infected by raiders from the Imperium, this rarely results in a long-lived citizen of the Imperium. Instead, these lone darakhul, if unable to join the ranks of the People, generally starve and fall into the ranks of the beggar ghouls (if they are created in the Underworld), or they may thrive as relatively powerful undead on the surface, leading bands of ordinary ghouls or serving a necromancer, vampire, or cult of the dark gods.
Many believe the Hunger Cults or the Necrophagi know the secret of transforming ghasts into darakhul.
Once paid in noble blood, the Hunger God promises to reveal the secret of creating new darakhul faster and more reliably to Radomir.
Radomir Marrowblight, darakhul high priest of Vardesain and close ally of the scheming Duke Morreto Lichmark of the Pure City of Vandekhul, has received a vision from the Hunger God, demanding the capture and sacrifice of Archduke Avgost. In return for the offering of royal blood, the god has promised to reveal the secret of creating darakhul faster and more reliably to Radomir.
The Archduke’s sacrifice to Vardesain will gain Duke Morreto and High Priest Marrowblight the secret of efficiently creating darakhul which the pair will use to strengthen their army.
Avgost is destined to suffer a slow and painful death in the Hunger God’s name, followed by agonizing transformation into a darakhul. Once his royal blood has been spilled, Vardesain has promised to reveal the dark lore Radomir and Duke Morreto both crave—the true secret of creating more darakhul.
As the characters arrive in Vandekhul, the pair are making the final preparations for the ritual sacrifice of Archduke Avgost. Once the archduke’s royal blood has been spilled, the Hunger God reveals the dark knowledge Morreto and Radomir crave—the true secret of creating new darakhul.
First, though, Radomir must give the Hunger God what he wants and spill the royal blood of the hated Archduke Avgost. By doing so, Radomir hopes to learn the secret of creating new darakhul from Vardesain.
Darakhul Fever disease.
Ghoul Darakhul Captain: ?
Ghoul Darakhul Shadowmancer: ?
Ghoul Darakhul Spy: ?
The Dread and Eternal Emperor Nicoforus the Pale, Emperor of Ghouls, Lord of All the Ghouls, Lord Subterranean of Morgau and Doresh, Prince of Darakhan, The Pale Emperor, Viceroy of Vandekul, Ghoul Emperor: ?
Duke Nicoforus: ?
Ghoul Imperial: ?
Ghoul Iron: Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls into iron ghouls.
Ghoul Necrophage Ghast: ?
Ghoul Tar: Bored while under the service of a necromancer, an efreeti prince toyed with his master’s creations to give them an edge against fiery spellcasters.
Created by an efreeti prince bound into a necromancer’s service, these feral, flammable ghouls roam the Underworld in packs, hunting for fresh meat.
Ghoulsteed: The ghouls create horrific, intelligent, undead mounts for their most worthy soldiers and priests.
Although they’re large, run on all fours, and can be ridden as mounts, ghoulsteeds are the undead remains of humanoids. They’re created when a humanoid is killed by massive amounts of necrotic energy.
The ghouls create horrific, intelligent undead creatures called ghoulsteeds to serve as mounts for their high-ranking military officers and priests. Although they are large and run on all fours, ghoulsteeds are the undead remains of humanoids, created when a humanoid is killed by massive amounts of negative energy.
Ghul: When an undead with the ability to raise more of their kind, such as a vampire, wight, or wraith, slays a geniekin or other lesser elemental, the risen creature is a ghul instead.
Greater Ghul, Ghul King: Ghuls evolve over the centuries, gaining power and a semblance of their original personality, now twisted by centuries of evil acts. Their slow personal growth leads most ghuls to a craven existence, striking from the shadows and using their magic to flee if their prey puts up too much of a fight. If a ghul survives long enough, it gains enough power to be grudgingly acknowledged by lesser ghuls. These greater ghuls are often called “ghul kings” by those who encounter them, as the greater ghuls often create a semblance of a “royal court” out of lesser ghuls and other undead.
Lesser Ghul: ?
Graveyard Dragon: Graveyard dragons form out of the remains of evil dragons killed as part of a cataclysm that claimed the lives of several dragons at the same time, or when their remains are exposed to heavy concentrations of necrotic energy.
Overshadow: A creation of great misery and of hope dying in the dark, an overshadow forms when travelers become lost underground. As their supplies dwindle and their lives slowly extinguish in the cold bowels of the earth, an overshadow rises from the bodies. The collective psychic trauma of mass deaths in the dark draws energy from each casualty, seeding a portion of the darkness with undead energies, a collective intelligence, and a sinister intent.
Ghoul Darakhul Servant of the Unsated God: ?
Skeleton Swordbreaker: Tougher than a typical animated skeleton, these undead are raised from skeletal remains that have fossilized. Some are long dead beasts of a forgotten age, dug from the stone which encases them and reanimated. Others are more recent, raised from remains that were buried in areas where fossilization commonly occurs, such as near areas of mineral-rich water.
Any creature that has been dead for more than 100 years and that has a skeletal structure can be animated as a swordbreaker skeleton.
Veteran Swordbreaker Skeleton: ?
Zombie Cavefish: The cavefish zombie is an unusual type of undead that occurs when dark magic permeates a lightless, watery environment, such as in an underground lake or the depths of the ocean. Rather than retain the bodily form it possessed in life, the creature’s skin sloughs off from parts of its body as aquatic features burst through its flesh. Its fingers and toes become webbed, and fins form on its back and down its legs.
Undead: Ingvald Horun enjoys his work here, creating and tinkering with undead.
Undead Soldier: ?
Undead Citizen: ?
Undead Priest: ?
Powerful Undead: ?
Undead Follower: ?
Undead Purple Worm: ?
Small Useful Undead Servant: ?
Undead Messenger Bat: ?
Undead Mount: ?
Undead Beast: ?
Horrific Intelligent Undead Creature: ?
Mindless Undead: ?
Devoted Undead Servant: ?
Undead Invader: ?
Undead Warrior: ?
Undead Assailant: ?
Undead Master: ?
Undead Warhorse: ?
Undead Dog: ?
Undead Mount: ?
Walking Dwarven Corpse, Restless Undead, Undead Dwarf, Calm Undead ?
Moaning and Shuffling Undead Dwarf: If soothed, a cursed multitude separates back into dozens of moaning and shuffling undead dwarves.
Walking Dwarven Corpse, Implacable Dead, Undead Body: ?
Organized Undead: ?
Cursed Undead: ?
Restless Undead: ?
Sajeel, Undead Gypsosphinx: ?
Undead Servant: Free of his imprisonment inside an urn, the Ghul King is amassing an army of undead, bringing any who are buried in the Necropolis back as his undead servants, attempting to enlist those who have already returned, and otherwise violating the laws of the Necropolis.
Undead Denizen: ?
Undead Dragon: ?
Undead Guardian: ?
Undead Merchant: ?
Undead Patron: ?
Undead Sea Creature: ?
Massive Undead Eel: ?
Undead Shark: ?
Incorporeal Undead: ?
Undead Horse: ?
Undead Bat Familiar: ?
Lesser Undead: ?
Intelligent Undead: ?
Undead Spellcaster: ?
Undead Entity: ?
Undead Entity of Great Evil: ?
Undead Hyena: ?
Simple Undead Beast: ?
Pot-Bellied Undead Maddened With Hunger: ?
Horrific Intelligent Undead Mount: The ghouls create horrific, intelligent, undead mounts for their most worthy soldiers and priests.
Undead With the Ability to Raise More of Their Kind: ?
Vindictive Undead: ?
Fearsome Undead: ?
Undead Assistant: ?
Cursed Dead Dwarf, Cursed Dwarf, Dead Citizen, Dead Dwarf of Nordheim, Dwarven Citizen, Dwarven Corpse, Lost Citizen of Nordheim, The Dead, Undead Body, Unquiet Dead, Walking Corpse, Wandering Dead, Wandering Dead Dwarf: These former citizens of Nordheim, cursed with undeath, have been released from the underground tunnels of their former home.
She is clearly uncomfortable with the presence of the dwarves who are uniquely cursed in their undeath.
Kraki, Unquiet Dead: ?
Helga, Unquiet Dead: ?
Sigmar, Unquiet Dead: ?
Ingmar, Unquiet Dead: ?
Hreidmar, Unquiet Dead: ?
Floki, Unquiet Dead: ?
Poor and Starving Beggar Ghoul: ?
Hungry Beggar Ghoul: ?
Milos Guttersnipe, Beggar Ghoul: ?
Plucky Beggar Ghoul: ?
Emaciated Beggar Ghoul: ?
The Hissing King, Bonepowder Ghoul: 22 BI The Hissing King is crushed to death by his rivals at the Millstone.
Makani Elia, Bonepowder Ghoul: The bonepowder ghoul is the remains of Makani Elia, one of the brothers who attempted to trap the Ghul King in the complex. Murdered by his companions and abandoned by his family, Makani’s body lay dormant for decades until the Ghul King was released. Unbeknownst to much of the family, including Makani, his mother was unfaithful to her husband, and Makani is not a blood descendant of the Elia family. As such, the Ghul King was able to raise his body, but his dedication to his family has prevented the Ghul King from being able to control him.
Gorkos Winterwight, Bonepowder Ghoul: Gorkos Winterwight was the high priest of the Bone Cathedral before Radomir Marrowblight. After centuries of deliberate starvation following the Path of Hungry Dust, he became a bonepowder ghoul.
Emperor Tonderil the Bonebreaker, Emperor of the Ghouls, Ghoul: ?
Yigosain, Derro Darakhul: ?
Yigosain, Derro Darakhul Captain: ?
Yigosain, Derro Darakhul Shadowdancer: ?
Darakhul Necromancer: ?
Empress Haresha Winterblood: Second to sit the throne was one of Tonderil’s spawn.
Emperor Vermesail the Gravedancer: ?
Voxpopulous, Voice of the People, The Beggar King of the Boneheaps, Gaki Hungry Ghost, Emaciated Ghoul: ?
Emperor Vilmos Marquering, The Black Fang, The Twilight Emperor, Human Darakhul: ?
Sandor Greyskin, Master of the Necrophagi: ?
Necrophage Antovian Surmidus: ?
Duke Sergival of the Shackles: ?
Lucretia Tideblood, Darakhul High Priestess: ?
High Priest Cimbrai Grimscribe, Cimbrai the Sated, Human Darakhul, Sated, Bald Undead: ?
High Priestess Doina Doresh, Human Darakhul High Priestess, Ancient Ghoul: She claims to be the spawn of the Empress Haresha herself.
Darakhul Mercenary: ?
Duke Iago Estorban, Iago Estaban, Iago Estarban, Field Marshall of the Iron Legion, Human Darakhul: ?
Captain-General of the Ivory Legion Branko Charonson, Human Darakhul: ?
Necrophage Lazar Crowsroad, Necrophagus, Dwarf Darakhul Archmage: ?
Captain-General Dusan Rattlebone: ?
Amanita Skullcap, Human Darakhul Spore Druid: ?
Captain-General Talmurez Widdergut, Drow Darakhul: ?
Spymaster-General Remigia Rottooth: ?
Wizard-General of the Harvester Legion Smiling Magerette, Drow Darakhul: ?
Darenko Gallowsborn, Shadowmancer: ?
Eril Gravewalker, War Cleric: ?
Captain-General Vasilis Thanatar: ?
Jana Zoric, Roguish Duelist: ?
Captain-General, Powerful Darakhul Fighter: ?
Darakhul Officer: ?
Darakhul Noble: ?
Older Darakhul: ?
Loremaster Eressar Candlewright, Darakhul Archmage, Darakhul Wizard: ?
Duchess Orsolla Stritt of Gnawbone, The Hunger Duchess, Human Darakhul: ?
Duchess Erzsebet Tar Josa of the Black Tower, The Sorcerer's Duchess, The Sorcerer's Harpy, Elf Darakhul: ?
Duke Wilmer Corpsefinger of Westbrook, Halfling Darakhul: ?
Duke Drago Blackfly of Fretlock, Human Darakhul: ?
Duke Imre Stritt of the Glowing Forest, Human Darakhul: ?
Duke Radu Kopecs of Gonderiff, Dwarf Darakhul: ?
Duke Jaroslav Krakenau of Spiderfall, Drow Darakhul: ?
Duke Morreto Lichmark of Vandekhul, Human Darakhul: ?
Leander Stross, Human Darakhul: ?
Honored Darakhul Smith: ?
Lord Fandorin: ?
Powerful Darakhul Noble: ?
The Shepherd, Elfmarked Darakhul Druid: ?
Vonder Gallowglass, Captain of the Gate, Elfmarked Darakhul Captain: ?
Darakhul Priest: ?
Coreade Whisper, Duergar Darakhul: ?
Atilla Nethergrip, Darakhul Captain: ?
Coltus Witherpock, Darakhul High Priest: ?
Darakhul Attendant: ?
Hjortyr Gorehide, Bearfolk Darakhul Captain: ?
First Imperial Batspeaker Stemli Stonli Underhill, Dwarf Darakhul Druid: ?
Lich-Magister Olja Chornovoi, Elfmarked Darakhul: ?
Arno Underland, Human Darakhul: ?
Chief Librarian Renato the Binder, Human Darakhul Archmage: ?
Marquis Crumbcoat, Human Darakhul: ?
Rutil Ebernacht, Major, Boss, Human Darakhul Captain: ?
Serious Darakhul Guard: ?
Baroness Jasna Braintree, Human Darakhul: ?
Beetle Baron Milorad Mudmouth, Gnome Darakhul: ?
Silver Baron Vukas Crowsroad, Human Darakhul: ?
Lord of Tears Marius Cipic, Human Darakhul: ?
Sable Niklos, Mad Lady of Tears, Derro Darakhul: ?
Master of the Necrophagi Sevtozar Zoric, Darakhul Archmage: ?
Anica Rivermute, Mistress of Monuments, Human Darakhul: ?
Lord Hunter Illeno Crypthand, Trollkin Darakhul: ?
Darakhul Underpriest: ?
Radomir Marrowblight, Human Darakhul High Priest: ?
Vukas Shroudson, Darakhul Shadowmancer Spymaster Spy, Ghoul Agent: ?
Silas Gristlemaw, Human Darakhul: ?
Darakhul Agent: ?
Dejana Fleshound, Human Darakhul Spy, Ghoulish Stalker: ?
Ungred Milkeye, Human Darakhul: ?
Crackbone, Human Darakhul: ?
Goran Malik, Human Darakhul Shadowdancer: ?
Selvyn, Shadow Fey Darakhul: ?
Darakhul Soldier: ?
Last King Narosain, The Last King, The Prince of Vermin, King of the Underworld, Human Darakhul, Ghoul Lord, Ghoul Noble: ?
Sated Fang, Darakhul: ?
Dorain Nalka, Darakhul High Priestess: ?
Ingvald Horun, Darakhul Necromancer: ?
Influential Darakhul Noble: ?
Darakhul Villain: ?
Vermigia Wormfood, Human Darakhul High Priestess, Darakhul Priestess: ?
Officious Darakhul: ?
Darakhul Customs Officer: ?
Well-Connected Darakhul: ?
Alessus Rotheart, Necrophage Ghast, Well-Connected Darakhul: ?
High Priest Valeric Icevein, Human Darakhul High Priest, Well-Connected Darakhul: ?
Darakhul Overseer: ?
Roald Bonesplitter, Human Darakhul: ?
Wealthy Darakhul: ?
Darakhul Merchant: ?
Vuzmyn Bloodtide, Drow Darakhul Acolyte: ?
Yavor Wormsong, Dwarf Darakhul: ?
Newly Created Human Darakhul: ?
Newly Created Elfmarked Darakhul: ?
Newly Created Darakhul: ?
Darakhul Patron: ?
Marquis Lazlo Dimas, Human Darakhul: ?
Marquess Dorva Graysuture, Human Darakhul: ?
Baroness Anikka Graveskin, Human Darakhul, Darakhul Noble: ?
Zsolt Styxdeep, Human Darakhul Captain: ?
Marius Mourncloak, Elfmarked Darakhul Spy, Impeccably Dressed Darakhul: ?
Kazimir Ernis, Gnome Darakhul: ?
Viridian Lethe, Mad Darakhul: ?
Stoic and Steely Darakhul: ?
Vespyr Mir'Dethain, Drow Darakhul: ?
Sinewy and Sultry Darakhul: ?
Darakhul Leader: ?
Scheming Noble Darakhul: ?
Archduke Avgost Walerska of Krakova, Darakhul: Archduke Avgost Walerska, the Krakovan noble who cheated death itself, is in their clutches, and preparations for his ritual sacrifice at the Bone Cathedral in the Pure City are nearing completion. Avgost is destined to suffer a slow and painful death in the Hunger God’s name, followed by agonizing transformation into a darakhul.
The characters need to stop the villains’ ritual and save Avgost from a painful death and agonizing transformation into a darakhul.
Though Radomir needs Avgost to die to gain the Hunger God’s knowledge, the death must come from the Vardesain-blessed worms in the pit for the ritual to be successful. Radomir avoids putting Avgost in the range of his spells that affect an area, and he and the other ghouls don’t target Avgost with attacks or spells. Avgost has three-quarters cover while in the cage and full cover from attacks outside the pit while submerged in the worms. On the round after he dies in the pit, Avgost transforms into a darakhul, unleashing a terrible wail of agony as he becomes a ghoul.
Imperial Ghoul Sergeant: ?
Imperial Ghoul Overseer: ?
Imperial Ghoul Guard: ?
Florica Zoric, Imperial Ghoul: ?
Master-at-Arms Carrionmaw, Imperial Ghoul, Armored Ghoul: ?
Adra Rotclaw, Imperial Ghoul: ?
Bored Imperial Ghoul: ?
Imperial Ghoul Bodyguard: ?
Iron Ghoul Lieutenant: ?
Borjana Shadewalker, Iron Ghoul: ?
Martius Ralgruz, Iron Ghoul, Eccentric Foppish Ghoul: ?
Stitchface, Iron Ghoul: ?
Iron Ghoul Sentry: ?
Iron Ghoul Guard: ?
Iron Ghoul Officer: ?
Cassian Blackwater, Iron Ghoul: ?
Gahib Temuuri, The Ghul King, Ancient Ghul: ?
Gahib Temuuri, The Ghul King Weakened, Ancient Ghul: The Ghul King’s urn has AC 17, 27 hp, and a damage threshold of 10. If the urn is broken, the Ghul King is blasted with magical energies, shrinks, and appears drained of color and vigor.
Red Graveyard Dragon: ?
Black Graveyard Dragon: ?
Green Graveyard Dragon: ?
Tozar Hungerbrood, Servant of the Unsated God: ?
Ghost: ?
Dobriz, Ghost, Ghostly Creature: ?
Dwarven Ghost, Ghost of the Dwarven Dead: ?
Ghostly Warrior: ?
Ghost of Formerly Living Creature That Drowned in the Sulphur Sea: ?
Ghoul, Common Ghoul, Mere Ghoul, Ordinary Ghoul, Rank-and-File Ghoul, Typical Ghoul, Undead Ghoul, Unnatural Ghoul: Not all ghouls are powerful masters of the Underworld. Many are condemned from the date of their creation to scrabble after scraps. What makes the difference is the highly variable course of the disease that creates ghouls, best known as darakhul fever to the surface world. Among ghouls, it is called “the curtain” or “the strengthening,” as in “after I passed through the curtain” or “after my strengthening.” Only greater ghouls, such as darakhul and imperial and iron ghouls, can afflict a humanoid with darakhul fever and create new ghouls.
More commonly, darakhul are created by the ghoulish legions when their ranks are thin. After a successful battle where prisoners are taken, the strongest and healthiest among the prisoners are deliberately infected with darakhul fever, in hopes of creating new soldiers to serve in the Legion. This is often referred to as “recruiting from the field.”
The survivors are kept starving and shackled until such time as they swear an oath to the Emperor, their legion, and their officers. Those who swear this oath are released as free darakhul soldiers, given their first flesh, then added to a company of fellow soldiers, mostly veterans, who can be counted on to help the recruit adjust to a new life as an undead, as a citizen of the empire, and as part of a powerful military machine.
Those who refuse to swear the oath grow weaker and weaker. Most die of starvation and become fodder for the troops. A few gnaw through their limbs to escape the shackles or are released in a weakened state by a generous officer. These unfortunates either become beggar ghouls (in the Imperium) or lone ghouls, ghasts, or darakhul on the surface, making their way as hunger-driven monsters or mercenaries, bandits, and graverobbers.
Though zealots exist, most ghoul faith reflects devotion to their own interests. They make a show of piety before the Emperor Cults for political reasons, before Mavros for greed and imperial glory, or Anu-Akma for his role in creating the ghoul race.
Darakhul Fever disease.
Darrakh, Ghoul-Dragon: ?
Ghoul Mercenary: ?
Ghoul King: ?
Darkness-Touched Ghoul: ?
Renegade Ghoul: ?
Wealthier Ghoul: ?
Ghoul Adherent: ?
Ghoul Guard: ?
Frenzied Ghoul: ?
Ghoul Runner: ?
Ghoul Acolyte: ?
City Ghoul: ?
Ghoulish Necromancer: ?
Strong Ghoul: ?
Lesser Ghoul: ?
Feral Flammable Ghoul: ?
Ghoul Lord: ?
Ghoul Merchant: ?
Starving Ghoul: ?
Hungry Ghoul: ?
Prominent Ghoul: ?
Noble Ghoul: ?
Military Ghoul: ?
Sated: ?
Borys Kreul, Ghoul Assassin, Ghoul Spy: ?
Ghoulish Minion: ?
Ogre Ghoul, Ghoulish Ogre: ?
Large Ghoul: ?
Ghoul Minion: ?
Ghoul Henchman: ?
Slavering Ghoul: ?
Feral Ghoul: ?
Scratchpox, Ghoul Castellan: ?
Sister Ylva, Feral Ghoul: Resentful of his current lowly status, Grimslade is determined to win back the Grand Marshal’s favor by wiping out the Spear Maidens of Hope, who have been a thorn in Hristina’s side for the past ten years.
But Grimslade doesn’t want to create more martyrs like Sister Adelind. Instead, he plans to corrupt the knights of Sif by capturing them and transforming them into Ghost Knights. To this end, he has purchased a powerful elixir from a gnomish merchant of Niemheim, named Chapman Bogun. This foul brew, said to contain water from the River Styx among its rare ingredients, removes the divine blessing that protects the Spear Maidens of Hope from darakhul fever. Once removed, he plans to infect the captured knights with the disease then ritually kill them in the castle’s Blood Chapel to complete their passage to undeath.
The ledger is written in Darakhul. An entry about ten days ago records the capture of five knights belonging to the so-called Spear Maidens of Hope, noting that they are being held in the cells below ground. A few days after they were imprisoned, the first subject was given the “gnome’s elixir” before being bitten by someone called Stitchface to see if she could be infected with darakhul fever. The test appeared to work and now all five knights have been successfully infected and await the “transformation ritual.”
A rack stands in the middle of the room—the rack that held each Spear Maiden as Stitchface the gaoler force-fed her the elixir of corruption. After the elixir had taken effect, the iron ghoul bit each Spear Maiden to infect her with darakhul fever.
The characters and their Spear Maiden allies arrive just as the evil ritual killing of one of the Spear Maidens, designed to trigger her transformation into a darakhul, is taking place.
On initiative count 1 of the second round of combat, Sister Ylva, the dead Spear Maiden, rises as a feral ghoul and attacks the nearest creature. The general’s hopes that she would be transformed into a more sophisticated darakhul have been dashed, and he is furious, attacking recklessly until the end of his next turn.
Tireless Ghoul Messenger: ?
Sarastra-Worshipping Ghoul: ?
Ghoul Assassin: ?
Ghoul Slaver: ?
Off-Duty Ghoul: ?
Gossiping Ghoul: ?
Ghoulish Patron, Ghoul Patron: ?
Ghoul Invader: ?
Ghoul Sailor: ?
Ghoul With Distended Belly: ?
Ghoul Dockworker: ?
Ghoulish Stevedore: ?
Ghoulish Nobility: ?
Ghoul Bodyguard: ?
Very Persistent Ghoul Street Seller: ?
Ghoul Witness: ?
Sadistic Gleeful Ghoul: ?
Deranged Ghoul Slaughter-Man: ?
Emaciated Ghoul: ?
Ghoul Craftsman: ?
Ghoul Servant: ?
Ghoulish Customer: ?
Armored Ghoul: ?
Ghoul Legionnaire: ?
Emaciated-Looking Ghoul: ?
Ghoul Priest: ?
Inspired Ghoul: ?
Ghoul Bat: ?
Civilized Ghoul: ?
Elite Ghoul Warrior: ?
Vicious-Looking Ghoul: ?
Grinning Ghoul: ?
Intelligent and Civilized Ghoul: ?
Indella, Drider Ghoul: ?
Ghast: Eminently disposable, the uncivilized masses of the common ghouls are largely ignored. They are not fed from the slave pens guarded by the darakhul, and they must forage for themselves. The strongest grow into ghasts with a place in the legions when an assault is planned.
A humanoid slain by [a darakhul captain's imperial conscription] attack rises as a ghast 1d4 hours later under the darakhul captain’s control, unless the humanoid is restored to life or its body is destroyed.
A pair of ghasts created by the [neophron] demons hide behind the stalagmites to the east.
Darakhul Fever disease.
Ghast Legionnaire: ?
Ghast Runner: ?
Ghast Acolyte: ?
Ghast Miner: ?
Ghast Sergeant: ?
Toufic, Ghast: ?
Eqbal, Ghast: ?
Gerta Stoneye, Ghast Merchant: ?
Kozma, Magically Inclined Ghast: ?
Lich: ?
Augrimm, Lich: ?
Galanthantes, The Deathless Oracle, Hierophant Lich: ?
Mummy: ?
Shadow, Common Shadow, Undead Shadow: ?
Burning Skeleton: ?
Fire Skeleton: ?
Skeleton: The bone collectives respond to noise from Areas 5 and 7 or to the sound of the boomer’s shriek by first spending 1 minute to cast animate dead to create four skeletons each, before investigating.
Dead bodies within 1 mile of the [Emperor Ghoul's] lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their deaths. These undead never attack ghouls or darakhul but instinctively obey their commands.
Skeletal Creature: ?
Skeletal Rider: ?
Warhorse Skeleton: ?
Skeletal Figure: ?
Unliving Skeleton of Dragon Slain in the Graveyard: ?
Draconic Skeleton: ?
Animated Skeleton: ?
Typical Animated Skeleton: ?
Specter: A creature who dies while in the waters of the River Lethe rises as a specter 1 hour later.
Rod of Ghastly Might, magic item.
King Lucan, Prince Lucan, Lord of the Shroud-Eaters, Vampire Ruler: ?
Vampire: Marena is a destructive and vengeful goddess whose sphere of influence includes sickness, death, and decay. She promotes life in twisted forms, from the second existence as vampires that she bestows upon her favored children to her deft use of lust as a tool of manipulation and ruin.
Cosmina travels in metropolitan areas, seeking out each city’s dark underbelly. She uses her charm and magical abilities to rapidly rise in influence in the shadows. Once she has gained a foothold, she typically founds or takes over a brothel or similar establishment. The lustful activities in such places are pleasing to Marena, and they serve as useful fronts for secret temples. She lures some of the most debauched clientele to participate in the cult’s orgiastic blood rites. Once the temple has grown in influence and worshipers, she chooses the most loyal servants to be her successors, granting them the gift of vampirism before departing for a new city.
When an undead with the ability to raise more of their kind, such as a vampire, wight, or wraith, slays a geniekin or other lesser elemental, the risen creature is a ghul instead.
Vampire Priestess: ?
Mother Ludmilla Janova, Vampire Priestess: ?
Vampire Wizard: ?
Surface Vampire: ?
Otmar the Sallow, Notorious Vampire Lord: ?
Princess Hristina, Protector and Duchess of Krakovar and Grand Marshal of the Ghost Knights, Vampire: ?
Vampire Spawn: A humanoid slain [by Kaya the vampiric owl harpy's bite] and then buried in the ground rises the following night as a vampire spawn under Kaya’s control.
Count Warin, Sadistic Vampire Lord: ?
Chessa Iancu, Vampire Spawn, Vampire Priestess, Vampire Proxy: ?
Kaya, Vampiric Owl Harpy, Vampire Owl Harpy: ?
Countess, Vampire: ?
Vampire Spawn Captain: ?
Grigore, Vampire Spawn: ?
Vampire Lord: ?
Cosmina Holruso, Vampire: ?
Wight: When an undead with the ability to raise more of their kind, such as a vampire, wight, or wraith, slays a geniekin or other lesser elemental, the risen creature is a ghul instead.
Witch of Wallenbirg, Infamous Red Hag Wight: ?
Will-o-Wisp: ?
Tybalt, Will-o'-Wisp: ?
Wraith: When an undead with the ability to raise more of their kind, such as a vampire, wight, or wraith, slays a geniekin or other lesser elemental, the risen creature is a ghul instead.
Masudi Elia, Wraith: ?
Wraith Lieutenant: ?
Liquid Zombie: ?
Zombie: Dead bodies within 1 mile of the [Emperor Ghoul's] lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their deaths. These undead never attack ghouls or darakhul but instinctively obey their commands.
Zombie Ram, Zombie-Legged Ram: ?
Undead Drow Priestess, Drow Zombie: ?
Corpsecandle, Zombie Stablehand: ?
Bita, Zombie: ?
Bloody Zombie: ?
Fey-Touched Zombie: ?
Wallenbirg Zombie: A humanoid slain by [the Witch of Wallenbirg's life drain] attack rises 24 hours later as a Wallenbirg zombie under the Witch of Wallenbirg’s control, unless the humanoid is restored to life or its body is destroyed.
These shambling undead servitors of the Witch of Wallenbirg have been darkly gifted by the Goat of the Woods with uncanny magical resilience. Although the majority of these creatures have been culled from humanoids who trespassed in Wallenbirg’s darkest sanctums without trepidation, variants of Wallenbirg zombies derived from fey creatures and other woodland denizens are known to exist.
Zombie Dwarf: ?
Ogre Zombie: ?
Zombie Lord: ?
Ghost Dwarf: ?
Clacking Skeleton: ?
Skeleton Monarch: ?
Goreling: ?
Rotten Goreling: ?
Corrupted Dwarf Graveslayer: ?
Tveirherjar: ?
Shadow Skeleton: ?
Flesh Reaver: ?
Crimson Mist: ?
Skull Lantern: ?
Nachzerer: ?
Spirit Lamp: ?
Vampiric Knight: ?
Bone Collective: Vermasail’s terror tactics and spy network kept him in power for 58 long years, as did his development of the bone collectives, the rise of the Emperor Cults, and the writing of the first ghoul work of theology, the Annals of Divine Strength and Sustenance.
Low-ranking members of the order are often necrophage ghasts, who work on small useful undead servants such as skeletons and zombies, while the senior necromancers create bone collectives or develop powerful war machines, such as zombie rams and ether towers.
38 IY Sandor Greyskin, Master of the Necrophagi, creates the first bone collective.
Skeletons are often reduced in size and turned into bone collectives by the incantations of the Necrophagi.
Lich Hound: Lich hounds are undead creatures created from murdered celestials with perverse ritual magic.
Flutterflesh: ?
Wolf Spirit Swarm: ?
Ghost Knight: ?
Captain-of-Arms Romek Mazur, Ghost Knight: ?
General Grimslade, Ghost Knight: ?
Skin Bat: ?
Captain-at-Arms Dhahak Bloodsworn, Ghost Knight: ?
Deathwisp: ?
Rotting Wind: ?
Edimmu: ?
Bone Swarm: ?
Spectral Guardian: ?
Arcane Guardian: ?
Magenthus Quickborn, Master of the Necrophagi, Ancient Bone Collective: ?
Hungry Spirit: ?
Restless Spirit: ?
Spirit: ?
Elia Family Member Spirit: ?
Ancient Necromancer Spirit: ?
ROD OF GHASTLY MIGHT
Rod, legendary (requires attunement)
The knobbed head of this tarnished silver rod resembles the top half of a jawless, syphilitic skull, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. The rod has properties associated with five different buttons that are set erratically along the haft. It has three other properties as well, detailed below.
Five Buttons. You can press one of the rod’s five buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod’s head erupts in a fiery nimbus of abyssal energy that sheds dim light in a 5-foot radius. While the rod is ablaze, it deals an extra 1d6 fire damage and 1d6 necrotic damage to any target it hits.
If you press button 2, the rod’s head becomes enveloped in a black aura of enervating energy. When you hit a target with the rod while it is enveloped in this energy, the target must succeed on a DC 17 Constitution saving throw or deal only half damage with weapon attacks that use Strength until the end of its next turn.
If you press button 3, a 2-foot blade springs from the tip of the rod’s handle as the handle lengthens into a 5-foot haft, transforming the rod into a magic glaive that grants a +2 bonus to attack and damage rolls made with it.
If you press button 4, a 3-pronged, bladed grappling hook affixed to a long chain springs from the tip of the rod’s handle. The bladed grappling hook counts as a magic sickle with reach that grants a +2 bonus to attack and damage rolls made with it. When you hit a target with the bladed grappling hook, the target must succeed on an opposed Strength check or fall prone.
If you press button 5, the rod assumes or remains in its normal form and you can extinguish all nonmagical flames within 30 feet of you.
Turning Defiance. While holding the rod, you and any undead allies within 30 feet of you have advantage on saving throws against effects that turn undead.
Contagion. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target is afflicted with a disease. This feature works like the contagion spell. Once used, this property can’t be used again until the next dusk.
Create Specter. As an action, you can target a humanoid within 10 feet of you that was killed by the rod or one of its effects and has been dead for no longer than 1 minute. The target’s spirit rises as a specter under your control in the space of its corpse or in the nearest unoccupied space. You can have no more than one specter under your control at one time. Once used, this property can’t be used again until the next dusk.
DARAKHUL FEVER
Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 (4d6) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw.
Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If a creature dies while infected with darakhul fever, roll a d20, add the character’s Constitution modifier, and find the result on the Adjustment Table below to determine what undead form the victim’s body rises in.
Roll
Result
1–9
None; victim is simply dead
10–16
Ghoul
17–20
Ghast
21+
Darakhul
Encephalon Gorgers on the Moon (5e)
Barrow Wight: A humanoid slain by [a barrow wight's slam] attack rises 1d4 rounds later as a barrow wight under the control of the wight that killed it, unless the humanoid is restored to life or its body is destroyed.
Waiting here until the Yellow Priest summons them to defend the uggoth from would-be attackers are 2 barrow wights that once followed the Yellow God. They were blessed by the mad lord to be his priest’s eternal guardians.
Devouring Mist: ?
Zombie: A humanoid slain by [a devouring mist's blood drain] attack rises 24 hours later as a zombie under the mist’s control, unless the humanoid is restored to life or its body is destroyed.
Hungry Ghoul: ?
Ghast: ?
Vampire Spawn: ?
Waiting here until the Yellow Priest summons them to defend the uggoth from would-be attackers are 2 barrow wights that once followed the Yellow God. They were blessed by the mad lord to be his priest’s eternal guardians.
Devouring Mist: ?
Zombie: A humanoid slain by [a devouring mist's blood drain] attack rises 24 hours later as a zombie under the mist’s control, unless the humanoid is restored to life or its body is destroyed.
Hungry Ghoul: ?
Ghast: ?
Vampire Spawn: ?
Enigma Lost in a Maze for 5th Edition
Lost Minotaur: A member of the New Moon Clan brought back to unlife by Broken’s madness.
Minotaur Skeleton: ?
Minotaur-Shaped Specter: The Night Thing, an ijiraq, quickly becomes aware of the PCs’ presence as it stalks the streets of the Second Maze. It recognizes that they pose a threat to its continued existence here and stalks the PCs invisibly along the rooftops. It strikes when it feels the PCs are most vulnerable. Three minotaur-shaped specters, the souls of minotaurs it has slain in the Second Maze, accompany it, bound against their will to the Night Thing by the magic of the First Labyrinth.
Minotaur-Shaped Wraith: As the PCs enter this area, Broken realizes all may be lost and calls the shadowy souls of the fallen minotaurs to it. These souls bind together into one minotaur-shaped wraith and attack the PCs.
Venomous Mummy: ?
Minotaur Skeleton: ?
Minotaur-Shaped Specter: The Night Thing, an ijiraq, quickly becomes aware of the PCs’ presence as it stalks the streets of the Second Maze. It recognizes that they pose a threat to its continued existence here and stalks the PCs invisibly along the rooftops. It strikes when it feels the PCs are most vulnerable. Three minotaur-shaped specters, the souls of minotaurs it has slain in the Second Maze, accompany it, bound against their will to the Night Thing by the magic of the First Labyrinth.
Minotaur-Shaped Wraith: As the PCs enter this area, Broken realizes all may be lost and calls the shadowy souls of the fallen minotaurs to it. These souls bind together into one minotaur-shaped wraith and attack the PCs.
Venomous Mummy: ?
Endless Encounters: Dungeons (5e)
Coral Creeper, Wraith of the Seas: ?
Dread: Dread are powerful skeletons that were most likely fighter or soldier types in life.
Fire Giant Mummy: ?
Ghoul Lord: ?
Phantasm: ?
Abyssal Skeleton: ?
Vengeful Spirit: ?
Coral Creeper, Translucent Merfolk With Black Wisps Drifting Around its Form: ?
Dread, Powerful Skeleton: ?
Halavar, Fire Giant Mummy: ?
Phantasm, Noncorporeal Image: ?
Phantasm, Transparent Visage: ?
Undead, Undead Creature: ?
Vengeful Undead: ?
Ghast: ?
Ghast, Foul Creature: ?
Ghast, Partially Mummified Corpse: ?
Ghast, Undead Minion: ?
Ghast, Skeletal Remains, Defiled Corpse: ?
Ghoul: A humanoid slain by [a ghoul lord's bite] attack rises 24 hours later as a ghoul under the ghoul lord’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a ghoul lord's claw] attack rises 24 hours later as a ghoul under the ghoul lord’s control, unless the humanoid is restored to life or its body is destroyed.
Ghoul, Foul Creature, Most Feared Creature: ?
Ghoul, Partially Mummified Corpse: ?
Ghoul, Undead Minion: ?
Mummy: ?
Mummy, Skeletal Remains, Defiled Corpse: ?
Shadow: ?
Very Hungry Shadow: ?
Skeleton, Normal Skeleton: ?
Skeleton, Guard: ?
Skeleton, Lizardfolk Skeleton: ?
Skeleton, Undead Minion: ?
Vampire Spawn: ?
Vampire Queen: ?
Vampire: ?
Vampire, Man: ?
Wight: A group of adventurers stormed this temple many years ago and destroyed the orc priests. However, the orc high priest cursed his enemies and swore he would come back from the dead. He came back as a wight, and the creature now stalks the dungeons in search of adventurers to destroy.
Wight, Undead Minion: ?
Wraith: ?
Wraith, Spirit: ?
Wraith, Powerful Undead Creature: ?
Wraith, Undead Minion: ?
Zombie: ?
Zombie, Eternal Guardian: ?
Zombie, Undead Minion: ?
Dread: Dread are powerful skeletons that were most likely fighter or soldier types in life.
Fire Giant Mummy: ?
Ghoul Lord: ?
Phantasm: ?
Abyssal Skeleton: ?
Vengeful Spirit: ?
Coral Creeper, Translucent Merfolk With Black Wisps Drifting Around its Form: ?
Dread, Powerful Skeleton: ?
Halavar, Fire Giant Mummy: ?
Phantasm, Noncorporeal Image: ?
Phantasm, Transparent Visage: ?
Undead, Undead Creature: ?
Vengeful Undead: ?
Ghast: ?
Ghast, Foul Creature: ?
Ghast, Partially Mummified Corpse: ?
Ghast, Undead Minion: ?
Ghast, Skeletal Remains, Defiled Corpse: ?
Ghoul: A humanoid slain by [a ghoul lord's bite] attack rises 24 hours later as a ghoul under the ghoul lord’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a ghoul lord's claw] attack rises 24 hours later as a ghoul under the ghoul lord’s control, unless the humanoid is restored to life or its body is destroyed.
Ghoul, Foul Creature, Most Feared Creature: ?
Ghoul, Partially Mummified Corpse: ?
Ghoul, Undead Minion: ?
Mummy: ?
Mummy, Skeletal Remains, Defiled Corpse: ?
Shadow: ?
Very Hungry Shadow: ?
Skeleton, Normal Skeleton: ?
Skeleton, Guard: ?
Skeleton, Lizardfolk Skeleton: ?
Skeleton, Undead Minion: ?
Vampire Spawn: ?
Vampire Queen: ?
Vampire: ?
Vampire, Man: ?
Wight: A group of adventurers stormed this temple many years ago and destroyed the orc priests. However, the orc high priest cursed his enemies and swore he would come back from the dead. He came back as a wight, and the creature now stalks the dungeons in search of adventurers to destroy.
Wight, Undead Minion: ?
Wraith: ?
Wraith, Spirit: ?
Wraith, Powerful Undead Creature: ?
Wraith, Undead Minion: ?
Zombie: ?
Zombie, Eternal Guardian: ?
Zombie, Undead Minion: ?
Epic Treasures (5E)
Undead: ?
Mindless Undead: ?
Intelligent Undead: ?
Sentient Undead: ?
Ghost: ?
Wraith: ?
Mindless Undead: ?
Intelligent Undead: ?
Sentient Undead: ?
Ghost: ?
Wraith: ?
Escape the Mind Slavers
Shaft Wight: A humanoid slain by the shaft wight’s Constitution Drain attack or Gravel Vomit attack rises 24 hours later as a shaft wight unless the humanoid is restored to life or its body is destroyed.
Using forbidden rites, Drinaal’s nemesis tainted the ore the city was famous for, transforming the city’s miners into murderous shaft wights.
A successful DC 14 Wisdom (Survival) check reveals that the exulon could not have been killed by a shaft wight, as they have not risen as one after death.
Exiled from Ghord during the Hundred House Rebellion, Drinaal had many enemies who wished to see her city fail. One of these rivals used profane magic—and, some whisper, infernal influence—to curse the minerals within the mine, causing the workers to transform into dreaded shaft wights, which immediately turned on one another in a fit of violence.
Any humanoid creature that dies from exhaustion caused by blighted malachite rises 1 minute later as a shaft wight.
Shaft Wight, Murderous Shaft Wight, Dreaded Shaft Wight: ?
Undead: ?
Lowly Undead: ?
Undead Body: ?
Half-Dissected Corpse of a Male Dwarf: The half-dissected corpse of a male dwarf strapped down on a slab. The corpse’s left arm has been replaced by a saw-toothed blade, and its open chest cavity is missing a heart. If the heart from area 3 is placed inside the chest cavity, the opening will seal itself, and the corpse will behave as a zombie with an Intelligence of 9 and the neutral alignment.
Zombie With an Intelligence of 9 and the Neutral Alignment: ?Esper Genesis 5E Master Technician's Guide
b]Void Specter:[/b] Each time you gain affinity with the cypheos, 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 void specter (see the Threats Database) under the GM’s control that is sworn to protect the cypheos.
Void Horror: ?
Evargun: ?
Evargun Controller: ?
Spyder: ?
Veil Reaver: ?
Using forbidden rites, Drinaal’s nemesis tainted the ore the city was famous for, transforming the city’s miners into murderous shaft wights.
A successful DC 14 Wisdom (Survival) check reveals that the exulon could not have been killed by a shaft wight, as they have not risen as one after death.
Exiled from Ghord during the Hundred House Rebellion, Drinaal had many enemies who wished to see her city fail. One of these rivals used profane magic—and, some whisper, infernal influence—to curse the minerals within the mine, causing the workers to transform into dreaded shaft wights, which immediately turned on one another in a fit of violence.
Any humanoid creature that dies from exhaustion caused by blighted malachite rises 1 minute later as a shaft wight.
Shaft Wight, Murderous Shaft Wight, Dreaded Shaft Wight: ?
Undead: ?
Lowly Undead: ?
Undead Body: ?
Half-Dissected Corpse of a Male Dwarf: The half-dissected corpse of a male dwarf strapped down on a slab. The corpse’s left arm has been replaced by a saw-toothed blade, and its open chest cavity is missing a heart. If the heart from area 3 is placed inside the chest cavity, the opening will seal itself, and the corpse will behave as a zombie with an Intelligence of 9 and the neutral alignment.
Zombie With an Intelligence of 9 and the Neutral Alignment: ?Esper Genesis 5E Master Technician's Guide
Netherant: ?
[
[
b]Void Specter:[/b] Each time you gain affinity with the cypheos, 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 void specter (see the Threats Database) under the GM’s control that is sworn to protect the cypheos.
Void Horror: ?
Evargun: ?
Evargun Controller: ?
Spyder: ?
Veil Reaver: ?
Esper Genesis 5E Sci-fi - Core Manual
Netherant: ?
Truly Alien Being: ?
Bonded Companion: Bonded Companion talent.
Spyder: ?
Void Ravager: ?
Veil Reaver: ?
Truly Alien Being: ?
Bonded Companion: Bonded Companion talent.
Spyder: ?
Void Ravager: ?
Veil Reaver: ?
Esper Genesis 5E Threats Database
Netherant: Netherants are creatures born from distortions of space-time.
Bonded Companion, Affina: Many unexplained phenomena surround an esper's powers and their link to the mysterious workings of the universe. One such mystery is their ability to create a living extension of themselves. These mysterious beings, often called "affina" among the espers, are known to the galaxy as bonded companions.
Bonded companions are created when an esper imbues a part of their essence into a piece of solidified sorium. The process is complex, requiring intense focus and concentration. It's only achievable with the mastery of an esper power, such as the bonded companion talent. There have been stories of altertative methods of creating these companions from material other than sorium, such as dark matter or plasma from the core of a star.
The result is a semi-intelligent creature of the esper's design, which forms from the material used during the process. The creature is self-aware and bears its own personality and traits. However, they don't fall under any established definitions of carbon-based life. Due to this similarity to other self-aware automatons and artificial intelligences, scholars and scientists have exchanged many theories as to why these companions may or may not qualify as living beings.
Evargun: ?
Evargun Controller: ?
Spyder: Spawned from the eternal nether of the void, spyders are intelligent, trans-dimensional energy beings.
Spyder Companion, Spyder Bonded Companion: ?
Void Horror: ?
Void Horror Veil Reaver: Spawned from the eternal nether of the void, spyders are intelligent, trans-dimensional energy beings.
Void Horror Void Ravager: ?
Void Horror Void Shadow: A void shadow is an aspect of dark matter that appears in the form of a shadowy humanoid or beast. They bombard any living creature they touch with dark matter. The essence of a creature that dies from such an assault remains corrupted by the energy, eventually emerging from its body as a void shadow.
If a humanoid or beast dies from [a void shadow's essence drain] attack, the corpse rises as a new void shadow 1d4 hours later.
Void Horror Void Shadow Variant Void Messenger: Some remarkably powerful individuals have proven capable of retaining a portion of their personalities after becoming a void shadow or specter.
Void Horror Void Specter, Veil Specter: A void specter is a tortured humanoid transformed by dark energy contagion.
Void Horror Void Specter Variant Void Messenger: Some remarkably powerful individuals have proven capable of retaining a portion of their personalities after becoming a void shadow or specter.
Void Horror Void Specter Variant Esper Wraith: Esper Wraiths are believed to be poor souls awakened by the thankfully rare, but undoubtedly horrific, moment that a Sorium Drive fails mid-jump, leaving the victim trapped between dimensions.
The victims of an Esper Wraith is likely to be drawn into the void between dimensions. Th[ose] that were Espers themselves are likely to become Wraiths as well.
Mindless Form: ?
Mysterious Being: ?
Semi-Intelligent Creature: ?
Intelligent Trans-Dimensional Energy Being: ?
Void Creature: ?
Negative Energy Being: ?
Intelligent Creature: ?
Creature of Dark Matter: The negative energy generated by void horrors can sometimes alter the molecular and genetic framework of other creatures rather than destroy them. Unless treated, either through advanced biomedical therapy or esper powers, those infected are eventually transformed into a creatures of dark matter.
Energy Being: ?
Sinister Being: ?
Malevolent Fiendish Creature: ?
Aspect of Dark Matter: ?
Form of a Shadowy Humanoid: ?
Form of a Shadowy Beast: ?
Bonded Companion, Affina: Many unexplained phenomena surround an esper's powers and their link to the mysterious workings of the universe. One such mystery is their ability to create a living extension of themselves. These mysterious beings, often called "affina" among the espers, are known to the galaxy as bonded companions.
Bonded companions are created when an esper imbues a part of their essence into a piece of solidified sorium. The process is complex, requiring intense focus and concentration. It's only achievable with the mastery of an esper power, such as the bonded companion talent. There have been stories of altertative methods of creating these companions from material other than sorium, such as dark matter or plasma from the core of a star.
The result is a semi-intelligent creature of the esper's design, which forms from the material used during the process. The creature is self-aware and bears its own personality and traits. However, they don't fall under any established definitions of carbon-based life. Due to this similarity to other self-aware automatons and artificial intelligences, scholars and scientists have exchanged many theories as to why these companions may or may not qualify as living beings.
Evargun: ?
Evargun Controller: ?
Spyder: Spawned from the eternal nether of the void, spyders are intelligent, trans-dimensional energy beings.
Spyder Companion, Spyder Bonded Companion: ?
Void Horror: ?
Void Horror Veil Reaver: Spawned from the eternal nether of the void, spyders are intelligent, trans-dimensional energy beings.
Void Horror Void Ravager: ?
Void Horror Void Shadow: A void shadow is an aspect of dark matter that appears in the form of a shadowy humanoid or beast. They bombard any living creature they touch with dark matter. The essence of a creature that dies from such an assault remains corrupted by the energy, eventually emerging from its body as a void shadow.
If a humanoid or beast dies from [a void shadow's essence drain] attack, the corpse rises as a new void shadow 1d4 hours later.
Void Horror Void Shadow Variant Void Messenger: Some remarkably powerful individuals have proven capable of retaining a portion of their personalities after becoming a void shadow or specter.
Void Horror Void Specter, Veil Specter: A void specter is a tortured humanoid transformed by dark energy contagion.
Void Horror Void Specter Variant Void Messenger: Some remarkably powerful individuals have proven capable of retaining a portion of their personalities after becoming a void shadow or specter.
Void Horror Void Specter Variant Esper Wraith: Esper Wraiths are believed to be poor souls awakened by the thankfully rare, but undoubtedly horrific, moment that a Sorium Drive fails mid-jump, leaving the victim trapped between dimensions.
The victims of an Esper Wraith is likely to be drawn into the void between dimensions. Th[ose] that were Espers themselves are likely to become Wraiths as well.
Mindless Form: ?
Mysterious Being: ?
Semi-Intelligent Creature: ?
Intelligent Trans-Dimensional Energy Being: ?
Void Creature: ?
Negative Energy Being: ?
Intelligent Creature: ?
Creature of Dark Matter: The negative energy generated by void horrors can sometimes alter the molecular and genetic framework of other creatures rather than destroy them. Unless treated, either through advanced biomedical therapy or esper powers, those infected are eventually transformed into a creatures of dark matter.
Energy Being: ?
Sinister Being: ?
Malevolent Fiendish Creature: ?
Aspect of Dark Matter: ?
Form of a Shadowy Humanoid: ?
Form of a Shadowy Beast: ?
Esper Genesis Basic Rules
Netherant: Netherants are creatures born from distortions of space-time.
Veil Reaver: ?
Void Ravager: ?
Veil Reaver: ?
Void Ravager: ?
Everyday Heroes
Vampire: ?
Vampire Fledgling: ?
Vampire Experienced: ?
Vampire Experienced Hypnotic: ?
Vampire Ancient: ?
Vampire Ancient Count: ?
Zombie, The Living Dead: Infected by an undead virus, these risen dead seek only to devour the living and pass on their terrible sickness.
Zombie Virus disease.
Zombie Runner: ?
Zombie Bloater: ?
Zombie Dog: ?
Zombie Licker: ?
Zombie Elite Warrior: This zombie has been modified and conditioned by some shadowy organization to be the perfect killing machine.
Reanimated Skeleton: Dusty bones reanimated through foul necromancy.
Ghoul: ?
Mummy: ?
Mummy Lord: ?
Vampire, Once-Human Being That Feeds on the Blood of the Living, Fiendish Horror, Supernatural Enemy: ?
Vampire Fledgling, Simple Being: ?
Zombie, Risen Dead, Fiendish Horror, Supernatural Enemy: ?
Zombie Bloater, Horrible Bloated Zombie: ?
Zombie Licker, Mutated Zombie: ?
Zombie Elite Warrior, Perfect Killing Machine: ?
Ghoul, Unliving Nightmare That Feeds on Corpses: ?
Mummy, Guardian of a Long-Lost Tomb: ?
Mummy Lord, Being of Great Power: ?
Ghost: ?
Zombie Virus
Mode of Transmission. Bodily fluid transfer, specifically saliva to blood via a bite from a host.
Infection Rate. Highly infectious, DC 20
Onset Time. Bruising and necrosis in the bite area is evident after 3 minutes. Sickness sets in after 1 hour. Onset time is 6d6 hours to full infection.
Symptoms. The victim is Sickened after 1 hour and until full infection. The victim appears pale, shows signs of skin necrosis at the wound site, and becomes feverish. They may suffer tactile hallucinations of itching and crawling skin. The victim’s eyes become bloodshot. Full infection results in extensive internal necrosis and brain death. The victim becomes a zombie and aggressively attacks living organisms with the goal of biting them and consuming their flesh and blood.
Treatment. There is no known treatment for the zombie virus, but rare victims do fight off the disease. The victim may make a DC 20 Constitution saving throw each 6 hours until full infection. First aid cannot help the victim with this saving throw.
Note. To lessen the danger of the zombie virus for play, lower the save DC to 15 or even 10.
Vampire Fledgling: ?
Vampire Experienced: ?
Vampire Experienced Hypnotic: ?
Vampire Ancient: ?
Vampire Ancient Count: ?
Zombie, The Living Dead: Infected by an undead virus, these risen dead seek only to devour the living and pass on their terrible sickness.
Zombie Virus disease.
Zombie Runner: ?
Zombie Bloater: ?
Zombie Dog: ?
Zombie Licker: ?
Zombie Elite Warrior: This zombie has been modified and conditioned by some shadowy organization to be the perfect killing machine.
Reanimated Skeleton: Dusty bones reanimated through foul necromancy.
Ghoul: ?
Mummy: ?
Mummy Lord: ?
Vampire, Once-Human Being That Feeds on the Blood of the Living, Fiendish Horror, Supernatural Enemy: ?
Vampire Fledgling, Simple Being: ?
Zombie, Risen Dead, Fiendish Horror, Supernatural Enemy: ?
Zombie Bloater, Horrible Bloated Zombie: ?
Zombie Licker, Mutated Zombie: ?
Zombie Elite Warrior, Perfect Killing Machine: ?
Ghoul, Unliving Nightmare That Feeds on Corpses: ?
Mummy, Guardian of a Long-Lost Tomb: ?
Mummy Lord, Being of Great Power: ?
Ghost: ?
Zombie Virus
Mode of Transmission. Bodily fluid transfer, specifically saliva to blood via a bite from a host.
Infection Rate. Highly infectious, DC 20
Onset Time. Bruising and necrosis in the bite area is evident after 3 minutes. Sickness sets in after 1 hour. Onset time is 6d6 hours to full infection.
Symptoms. The victim is Sickened after 1 hour and until full infection. The victim appears pale, shows signs of skin necrosis at the wound site, and becomes feverish. They may suffer tactile hallucinations of itching and crawling skin. The victim’s eyes become bloodshot. Full infection results in extensive internal necrosis and brain death. The victim becomes a zombie and aggressively attacks living organisms with the goal of biting them and consuming their flesh and blood.
Treatment. There is no known treatment for the zombie virus, but rare victims do fight off the disease. The victim may make a DC 20 Constitution saving throw each 6 hours until full infection. First aid cannot help the victim with this saving throw.
Note. To lessen the danger of the zombie virus for play, lower the save DC to 15 or even 10.
Expanding Codex for 5th Edition
Undead: ?
Ghost Dragon: A red dragon haunting a mountain range has gone quiet, raising faint hope in the kingdom plagued by the dragon. The kingdom’s ruler asks for a stalwart group to investigate the dragon’s lack of activity and return with treasure from its lair if the group slays the dragon or in the unlikely event the dragon has perished on its own. In truth, a usurping red dragon killed the older dragon but fled when the slain dragon returned as a ghost dragon.
A gold dragon dying of old age intended to distribute its treasure to various charities and heroic groups. Though it slipped its mortal coil, the dragon’s ghost remained compelled to complete its unfinished business.
Ghost Dragon, Wavering Draconic Form: ?
Ghost: Frightful Breath spell.
Unhatched: A kobold spirited away a red dragon egg and sold it to a necromancer. An envoy to one of the red dragon parents searches for capable adventurers to rescue the egg before the necromancer can transform the unborn dragon into an unhatched.
Unhatched, Small Skeletal Dragon: ?
Unhatched Necromantic Familiar: ?
Powerful Undead Creature, Master: ?
FRIGHTFUL BREATH
3rd-level evocation (sorcerer, wizard)
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (dried ectoplasm from a ghost dragon)
Duration: Instantaneous
Icy terror escapes your hands in a screaming torrent. Each living creature in a 30-foot cone must succeed on a Wisdom saving throw or take 5d10 psychic damage and be frightened for 1 minute. A creature that succeeds on its saving throw takes half as much damage and isn’t frightened. A frightened creature can make another Wisdom saving throw at the end of each of its turns. On a success, the creature is no longer frightened.
A creature killed by this spell has a 10% chance of returning as a ghost.
Ghost Dragon: A red dragon haunting a mountain range has gone quiet, raising faint hope in the kingdom plagued by the dragon. The kingdom’s ruler asks for a stalwart group to investigate the dragon’s lack of activity and return with treasure from its lair if the group slays the dragon or in the unlikely event the dragon has perished on its own. In truth, a usurping red dragon killed the older dragon but fled when the slain dragon returned as a ghost dragon.
A gold dragon dying of old age intended to distribute its treasure to various charities and heroic groups. Though it slipped its mortal coil, the dragon’s ghost remained compelled to complete its unfinished business.
Ghost Dragon, Wavering Draconic Form: ?
Ghost: Frightful Breath spell.
Unhatched: A kobold spirited away a red dragon egg and sold it to a necromancer. An envoy to one of the red dragon parents searches for capable adventurers to rescue the egg before the necromancer can transform the unborn dragon into an unhatched.
Unhatched, Small Skeletal Dragon: ?
Unhatched Necromantic Familiar: ?
Powerful Undead Creature, Master: ?
FRIGHTFUL BREATH
3rd-level evocation (sorcerer, wizard)
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (dried ectoplasm from a ghost dragon)
Duration: Instantaneous
Icy terror escapes your hands in a screaming torrent. Each living creature in a 30-foot cone must succeed on a Wisdom saving throw or take 5d10 psychic damage and be frightened for 1 minute. A creature that succeeds on its saving throw takes half as much damage and isn’t frightened. A frightened creature can make another Wisdom saving throw at the end of each of its turns. On a success, the creature is no longer frightened.
A creature killed by this spell has a 10% chance of returning as a ghost.
Extreme Encounters: Weather & Terrain: Acid
Undead: ?
Eye of Itral (5e)
Salt Mummy: Salt mummies result when a person dies in the Salchamp and is left unburied. Most often, they are deep miners who ran out of water or food, were slain by monsters, or simply succumbed to the tainted air. More than a few are the result of murder, feuds, and claim wars that once ravaged the salt mines. Some theorize that salt mummies are also spontaneously generated by the weird stone formations scattered across the area.
Ghost of Dragon: ?
Old Stabvil, Salt Mummy: ?
Vampire Spawn, Utia: ?
Vampire Spawn, Zefon: ?
Lady Elzara Fontaine, Vampire: Born to a simple peasant family, Elzara Fontaine was taken by a vampire shortly after her 23rd birthday.
Vampire: ?
Vampiric Master: ?
Ghost of Dragon: ?
Old Stabvil, Salt Mummy: ?
Vampire Spawn, Utia: ?
Vampire Spawn, Zefon: ?
Lady Elzara Fontaine, Vampire: Born to a simple peasant family, Elzara Fontaine was taken by a vampire shortly after her 23rd birthday.
Vampire: ?
Vampiric Master: ?
Eyes of the Stone Thief - 5e Compatible
Undead, Undead Monster: As for the people who got swallowed—well, the dungeon uses every part of its prey. Corpses get turned into undead in the Ossuary; survivors may be driven insane and left to wander the halls as grisly warnings to future intruders, or else merged with monsters to create new horrific hybrids.
Ghoul: A creature slain by a ghoul who is not consumed will rise as a ghoul the next night.
Ghoul Fleshripper: ?
Ghoul Licklash: ?
Ghoul Champion: ?
Undead Horror: ?
Undead Spider, Hideous Undead Spider, Zombie-Spider: The spiders were originally hunting spiders before being transformed in the nightmare laboratories of the Ossuary.
Crippled Undead Spider: ?
Forge Wraith, Forge-Wraith: These undead creatures are the shades of angry dwarves who died with their life’s work incomplete.
Undead Medusa: If the PCs don’t destroy the medusa’s corpse, then the next time they return, they discover the Stone Thief has reanimated her as an undead medusa, and the walls of the maze can now scythe through PCs as they shift from one configuration to another. Tread carefully.
Death Bound Shade, Specter, Dwarven Spectre, Ghostly Remains: These specters cannot rest until the minotaur perishes. Every creature killed by the beast joins their unhappy host.
For a tougher fight, then the minotaur is accompanied by a host of dwarven spectres—the ghostly remains of Grommar and his followers, bound to haunt the monster that killed them.
Undead Guardian: ?
Skeleton: ?
Animated Skeleton: ?
Skeleton Host: ?
Skelepede: ?
Vampire: ?
Carrion Eater: ?
The Lich King: ?
Master Wraith: ?
Ghoul: A creature slain by a ghoul who is not consumed will rise as a ghoul the next night.
Ghoul Fleshripper: ?
Ghoul Licklash: ?
Ghoul Champion: ?
Undead Horror: ?
Undead Spider, Hideous Undead Spider, Zombie-Spider: The spiders were originally hunting spiders before being transformed in the nightmare laboratories of the Ossuary.
Crippled Undead Spider: ?
Forge Wraith, Forge-Wraith: These undead creatures are the shades of angry dwarves who died with their life’s work incomplete.
Undead Medusa: If the PCs don’t destroy the medusa’s corpse, then the next time they return, they discover the Stone Thief has reanimated her as an undead medusa, and the walls of the maze can now scythe through PCs as they shift from one configuration to another. Tread carefully.
Death Bound Shade, Specter, Dwarven Spectre, Ghostly Remains: These specters cannot rest until the minotaur perishes. Every creature killed by the beast joins their unhappy host.
For a tougher fight, then the minotaur is accompanied by a host of dwarven spectres—the ghostly remains of Grommar and his followers, bound to haunt the monster that killed them.
Undead Guardian: ?
Skeleton: ?
Animated Skeleton: ?
Skeleton Host: ?
Skelepede: ?
Vampire: ?
Carrion Eater: ?
The Lich King: ?
Master Wraith: ?
Fading Embers Setting Manual
Undead Shock Trooper: ?
Undead: ?
Undead: ?
Fairhaven and Beyond
Zombie Deep: One of Husque’s strongest admonishments to his clerics is that one who has been snatched from the grave by magic may never be put to rest in his temples. If a person has been the recipient of a raise dead, reincarnate, or resurrection spell Husque denies their bodies as unclean. When the matriarch of the family of the temple’s noble patrons died of extreme old age, the nobles insisted on her burial in the familial crypt on the temple grounds. The high priest knew that the matriarch had been an adventurer in her youth and been raised from the dead at least once. Still, the nobles kept the temple coffers full and treated the clerics like royal blood, so an exception was made. The high priest thought that surely Husque would forgive such an indiscretion. They were mistaken.
During the matriarch’s funeral, at the moment when her body was lifted from the viewing table to be placed into the tomb, Husque commanded the earth to rise up and swallow the temple. As the structure sank into the ground, water from an underground creek began flooding the chamber. Amused at the prospect of the traitorous clerics and spoiled nobles drowning or suffocating in the very tomb they desecrated, Husque simply stopped the sinking and blocked the door with rocks and debris. While many of those present drowned or were crushed in the initial sinking, the few who survived suffocated over the course of several days. Naturally, their spirits are not at peace.
Rotshamble: This secret area is the crypt of a family of nobles whose name is lost to time. It was the members of this family who demanded the blasphemous burial that doomed the temple. For their failure to teach their descendants the importance of observing Husque’s will, the dead interred here have been transformed into 5 rotshambles.
Leech Sprite: ?
Death Rider: Lore indicates that death riders are undead dragon mounted knights who violated their vows in life and turned to evil. As punishment for their misdeeds, the rider and their mount are condemned to endless life as servants of the darkness that corrupted them.
Death Wyrm: Lore indicates that death riders are undead dragon mounted knights who violated their vows in life and turned to evil. As punishment for their misdeeds, the rider and their mount are condemned to endless life as servants of the darkness that corrupted them.
Wight: A humanoid slain by [a death rider's life drain] attack rises 24 hours later as a wight under the death rider’s control, unless the humanoid is restored to life or its body is destroyed.
Death Rider's Arise legendary action power.
Blood Giant: ?
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.
Shade: All manner of folk frequent inns and taverns in fantasy worlds. Sometimes those who have inflicted suffering on the innocent are followed by the shades of those whose lives they snuffed out unjustly. Assassinations, bar brawls, illness, and accident all claim the lives of an inn’s patron from time to time, and even in fantastic worlds, mental illness and despair can claim the lives of those who succumb to the call of self-annihilation.
Any of these scenarios can result in a haunting.
d6 Cause of Death
1 Suicide
2 Assassination
3 Curse
4 Disease
5 Age
6 Accident
d6 Cause of Haunting
1 Revenge
2 Confusion
3 Curiosity
4 Blind Rage
5 Lost Love
6 Fear of Crossing Over
Ghost: All manner of folk frequent inns and taverns in fantasy worlds. Sometimes those who have inflicted suffering on the innocent are followed by the shades of those whose lives they snuffed out unjustly. Assassinations, bar brawls, illness, and accident all claim the lives of an inn’s patron from time to time, and even in fantastic worlds, mental illness and despair can claim the lives of those who succumb to the call of self-annihilation.
Any of these scenarios can result in a haunting.
d6 Cause of Death
1 Suicide
2 Assassination
3 Curse
4 Disease
5 Age
6 Accident
d6 Cause of Haunting
1 Revenge
2 Confusion
3 Curiosity
4 Blind Rage
5 Lost Love
6 Fear of Crossing Over
Wraith: All manner of folk frequent inns and taverns in fantasy worlds. Sometimes those who have inflicted suffering on the innocent are followed by the shades of those whose lives they snuffed out unjustly. Assassinations, bar brawls, illness, and accident all claim the lives of an inn’s patron from time to time, and even in fantastic worlds, mental illness and despair can claim the lives of those who succumb to the call of self-annihilation.
Any of these scenarios can result in a haunting.
d6 Cause of Death
1 Suicide
2 Assassination
3 Curse
4 Disease
5 Age
6 Accident
d6 Cause of Haunting
1 Revenge
2 Confusion
3 Curiosity
4 Blind Rage
5 Lost Love
6 Fear of Crossing Over
Will-o-the-Wisp: All manner of folk frequent inns and taverns in fantasy worlds. Sometimes those who have inflicted suffering on the innocent are followed by the shades of those whose lives they snuffed out unjustly. Assassinations, bar brawls, illness, and accident all claim the lives of an inn’s patron from time to time, and even in fantastic worlds, mental illness and despair can claim the lives of those who succumb to the call of self-annihilation.
Any of these scenarios can result in a haunting.
d6 Cause of Death
1 Suicide
2 Assassination
3 Curse
4 Disease
5 Age
6 Accident
d6 Cause of Haunting
1 Revenge
2 Confusion
3 Curiosity
4 Blind Rage
5 Lost Love
6 Fear of Crossing Over
Spectre: All manner of folk frequent inns and taverns in fantasy worlds. Sometimes those who have inflicted suffering on the innocent are followed by the shades of those whose lives they snuffed out unjustly. Assassinations, bar brawls, illness, and accident all claim the lives of an inn’s patron from time to time, and even in fantastic worlds, mental illness and despair can claim the lives of those who succumb to the call of self-annihilation.
Any of these scenarios can result in a haunting.
d6 Cause of Death
1 Suicide
2 Assassination
3 Curse
4 Disease
5 Age
6 Accident
d6 Cause of Haunting
1 Revenge
2 Confusion
3 Curiosity
4 Blind Rage
5 Lost Love
6 Fear of Crossing Over
Undead Minion: ?
Putrid Undead: ?
Undead Dragon Mounted Knight: ?
Undead Dragon: ?
Undead: ?
Evil Death Rider: ?
Arise (Costs 3 Actions). The death rider targets a humanoid corpse within 30 feet, which rises as a wight under the lord’s control.
During the matriarch’s funeral, at the moment when her body was lifted from the viewing table to be placed into the tomb, Husque commanded the earth to rise up and swallow the temple. As the structure sank into the ground, water from an underground creek began flooding the chamber. Amused at the prospect of the traitorous clerics and spoiled nobles drowning or suffocating in the very tomb they desecrated, Husque simply stopped the sinking and blocked the door with rocks and debris. While many of those present drowned or were crushed in the initial sinking, the few who survived suffocated over the course of several days. Naturally, their spirits are not at peace.
Rotshamble: This secret area is the crypt of a family of nobles whose name is lost to time. It was the members of this family who demanded the blasphemous burial that doomed the temple. For their failure to teach their descendants the importance of observing Husque’s will, the dead interred here have been transformed into 5 rotshambles.
Leech Sprite: ?
Death Rider: Lore indicates that death riders are undead dragon mounted knights who violated their vows in life and turned to evil. As punishment for their misdeeds, the rider and their mount are condemned to endless life as servants of the darkness that corrupted them.
Death Wyrm: Lore indicates that death riders are undead dragon mounted knights who violated their vows in life and turned to evil. As punishment for their misdeeds, the rider and their mount are condemned to endless life as servants of the darkness that corrupted them.
Wight: A humanoid slain by [a death rider's life drain] attack rises 24 hours later as a wight under the death rider’s control, unless the humanoid is restored to life or its body is destroyed.
Death Rider's Arise legendary action power.
Blood Giant: ?
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.
Shade: All manner of folk frequent inns and taverns in fantasy worlds. Sometimes those who have inflicted suffering on the innocent are followed by the shades of those whose lives they snuffed out unjustly. Assassinations, bar brawls, illness, and accident all claim the lives of an inn’s patron from time to time, and even in fantastic worlds, mental illness and despair can claim the lives of those who succumb to the call of self-annihilation.
Any of these scenarios can result in a haunting.
d6 Cause of Death
1 Suicide
2 Assassination
3 Curse
4 Disease
5 Age
6 Accident
d6 Cause of Haunting
1 Revenge
2 Confusion
3 Curiosity
4 Blind Rage
5 Lost Love
6 Fear of Crossing Over
Ghost: All manner of folk frequent inns and taverns in fantasy worlds. Sometimes those who have inflicted suffering on the innocent are followed by the shades of those whose lives they snuffed out unjustly. Assassinations, bar brawls, illness, and accident all claim the lives of an inn’s patron from time to time, and even in fantastic worlds, mental illness and despair can claim the lives of those who succumb to the call of self-annihilation.
Any of these scenarios can result in a haunting.
d6 Cause of Death
1 Suicide
2 Assassination
3 Curse
4 Disease
5 Age
6 Accident
d6 Cause of Haunting
1 Revenge
2 Confusion
3 Curiosity
4 Blind Rage
5 Lost Love
6 Fear of Crossing Over
Wraith: All manner of folk frequent inns and taverns in fantasy worlds. Sometimes those who have inflicted suffering on the innocent are followed by the shades of those whose lives they snuffed out unjustly. Assassinations, bar brawls, illness, and accident all claim the lives of an inn’s patron from time to time, and even in fantastic worlds, mental illness and despair can claim the lives of those who succumb to the call of self-annihilation.
Any of these scenarios can result in a haunting.
d6 Cause of Death
1 Suicide
2 Assassination
3 Curse
4 Disease
5 Age
6 Accident
d6 Cause of Haunting
1 Revenge
2 Confusion
3 Curiosity
4 Blind Rage
5 Lost Love
6 Fear of Crossing Over
Will-o-the-Wisp: All manner of folk frequent inns and taverns in fantasy worlds. Sometimes those who have inflicted suffering on the innocent are followed by the shades of those whose lives they snuffed out unjustly. Assassinations, bar brawls, illness, and accident all claim the lives of an inn’s patron from time to time, and even in fantastic worlds, mental illness and despair can claim the lives of those who succumb to the call of self-annihilation.
Any of these scenarios can result in a haunting.
d6 Cause of Death
1 Suicide
2 Assassination
3 Curse
4 Disease
5 Age
6 Accident
d6 Cause of Haunting
1 Revenge
2 Confusion
3 Curiosity
4 Blind Rage
5 Lost Love
6 Fear of Crossing Over
Spectre: All manner of folk frequent inns and taverns in fantasy worlds. Sometimes those who have inflicted suffering on the innocent are followed by the shades of those whose lives they snuffed out unjustly. Assassinations, bar brawls, illness, and accident all claim the lives of an inn’s patron from time to time, and even in fantastic worlds, mental illness and despair can claim the lives of those who succumb to the call of self-annihilation.
Any of these scenarios can result in a haunting.
d6 Cause of Death
1 Suicide
2 Assassination
3 Curse
4 Disease
5 Age
6 Accident
d6 Cause of Haunting
1 Revenge
2 Confusion
3 Curiosity
4 Blind Rage
5 Lost Love
6 Fear of Crossing Over
Undead Minion: ?
Putrid Undead: ?
Undead Dragon Mounted Knight: ?
Undead Dragon: ?
Undead: ?
Evil Death Rider: ?
Arise (Costs 3 Actions). The death rider targets a humanoid corpse within 30 feet, which rises as a wight under the lord’s control.
Faiths of the Flanaess
Undead: ?
Sea-Based Undead: ?
Lacedon: ?
Drowned One: ?
Lawfully-Aligned Undead: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Lich: The greatest aspiration of a priest of Beltar is to be turned into a lich by the goddess once the 20th level is reached. This happens automatically once the requisite number of experience points are gained, and thus there are no living 20th level clerics of Beltar; they are all liches.
Mummy: ?
Shadow: Worship of Lolth is usually absolute in drow society; dissenters and followers of other faiths are not tolerated. The priesthood dominates, and services consist of human and demi-human sacrifices, taken from the large populations of slaves and occasional captives from the surface (surface elves are especially prized as sacrifices). Drow are rarely sacrificed themselves, unless they have failed or betrayed Lolth or some powerful ruler in some way. The sacrificial victims are drained of their life force as a spider drains a trapped fly of its bodily fluids, and the end result is a shadow, many hundreds of which will be found in the vicinity of a temple to Lolth.
Skeletal Servant: ?
Skeleton: Bonechain spell.
Vampire: Once upon a time, long ago in the time of the first mortals, when most men were still good and truly wicked men were few, there lived a family of truly wicked humans. So evil were they that they shunned the Sun Father, and delved beneath the earth and in the deeps of night-haunted woods and fens, seeking the ancient baneful magicks that demon lords had left to tempt and corrupt mortals.
So consumed were they with hate that they unsealed the ancient magic in the dead of night, deep in tombs that had held the bones of the dead. Singing the incantations, they drank the blood of an innocent in silver goblets, cursed the name of the Sun Father, and shunned him. And from that day forth was the race of vampires created, who cannot stand the light of the sun, and whose hearts are filled with hate and malice, and who drink the blood of others to survive.
Wraith: ?
Zombie: ?
BONECHAIN
4th level necromancy
Casting Time: 1 action
Range: Special
Components: V, S, M (bones; see below)
Duration: Special
This spell is unique to clerics of Iuz, but could be found on scrolls. You can pre-arrange up to 7 bones from 7 different human(oid) creatures, each no more than 20 feet from the next one; they can be hidden or placed in plain sight, but substantial impediments (such as being placed under a huge boulder) would prevent the skeleton from arising. You cannot use more than one bone from the same creature, or the spell will fail at that point. Fingers and ribs are favored, but any bone will suffice. You must be within 20 feet of one of the bones in order to cast the spell. Once you do, a skeleton will spring up where the closest bone was placed. Thereafter, at the beginning of every round a new skeleton will spring up, working their way further and further outward until all the bones are used up. The spell is intended as an aid to setting up ambushes.
At higher levels. If you cast this spell with a 5th level or higher spell slot, you may add 2 additional skeletons for every level above 4th.
Sea-Based Undead: ?
Lacedon: ?
Drowned One: ?
Lawfully-Aligned Undead: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Lich: The greatest aspiration of a priest of Beltar is to be turned into a lich by the goddess once the 20th level is reached. This happens automatically once the requisite number of experience points are gained, and thus there are no living 20th level clerics of Beltar; they are all liches.
Mummy: ?
Shadow: Worship of Lolth is usually absolute in drow society; dissenters and followers of other faiths are not tolerated. The priesthood dominates, and services consist of human and demi-human sacrifices, taken from the large populations of slaves and occasional captives from the surface (surface elves are especially prized as sacrifices). Drow are rarely sacrificed themselves, unless they have failed or betrayed Lolth or some powerful ruler in some way. The sacrificial victims are drained of their life force as a spider drains a trapped fly of its bodily fluids, and the end result is a shadow, many hundreds of which will be found in the vicinity of a temple to Lolth.
Skeletal Servant: ?
Skeleton: Bonechain spell.
Vampire: Once upon a time, long ago in the time of the first mortals, when most men were still good and truly wicked men were few, there lived a family of truly wicked humans. So evil were they that they shunned the Sun Father, and delved beneath the earth and in the deeps of night-haunted woods and fens, seeking the ancient baneful magicks that demon lords had left to tempt and corrupt mortals.
So consumed were they with hate that they unsealed the ancient magic in the dead of night, deep in tombs that had held the bones of the dead. Singing the incantations, they drank the blood of an innocent in silver goblets, cursed the name of the Sun Father, and shunned him. And from that day forth was the race of vampires created, who cannot stand the light of the sun, and whose hearts are filled with hate and malice, and who drink the blood of others to survive.
Wraith: ?
Zombie: ?
BONECHAIN
4th level necromancy
Casting Time: 1 action
Range: Special
Components: V, S, M (bones; see below)
Duration: Special
This spell is unique to clerics of Iuz, but could be found on scrolls. You can pre-arrange up to 7 bones from 7 different human(oid) creatures, each no more than 20 feet from the next one; they can be hidden or placed in plain sight, but substantial impediments (such as being placed under a huge boulder) would prevent the skeleton from arising. You cannot use more than one bone from the same creature, or the spell will fail at that point. Fingers and ribs are favored, but any bone will suffice. You must be within 20 feet of one of the bones in order to cast the spell. Once you do, a skeleton will spring up where the closest bone was placed. Thereafter, at the beginning of every round a new skeleton will spring up, working their way further and further outward until all the bones are used up. The spell is intended as an aid to setting up ambushes.
At higher levels. If you cast this spell with a 5th level or higher spell slot, you may add 2 additional skeletons for every level above 4th.
Falls Keep (5E)
Zombie: ?
Fantastic Adventures: Ruins of the Grendleroot for 5e
Undead Minion: ?
Undead: An army of undead created by the vampire necromancer Korvilia.
Undead Knight: ?
Undead Drow: ?
Undead Servant: ?
Ravenous Undead: ?
Restless Undead: ?
Undead Thrall: ?
Undead Subject: ?
Mindless Undead: ?
Undead Horror: Though the great spike seemed indestructible, a gnome alchemist and engineer managed to use a magic gemstone to break its surface. The resulting explosion killed more of the small folk, and left a scar in the spike that leaked a poisonous gray liquid. Those who came into contact with the liquid where it pooled around the spire’s base, or who breathed the vapors that rose from it, turned into undead horrors that soon feasted on the last of the village’s living survivors.
Undead Gnome: ?
Undead Soldier: ?
Unique Fiendish Undead: ?
Intelligent Undead: ?
Rune Titan Ghost: ?
Ghost: ?
Rogah the Gray Owl, Ghost of a Warrior: Rogah the Gray Owl, the ghost of one of the warriors interred here, continues to protect this shrine.
Ghost of the Barbarian Queen: ?
Ravenous Ghoul: ?
Ghoul: Any creature that is not a construct or undead that touches the liquid of the gray pool for the first time on a turn takes 7 (2d6) necrotic damage. The creature must then succeed on a DC 14 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this effect rises 24 hours later as a zombie or ghoul. Under rare circumstances, the humanoid might rise as a ghast that retains some of its original memories.
Gnome Ghoul: ?
Ghast: Any creature that is not a construct or undead that touches the liquid of the gray pool for the first time on a turn takes 7 (2d6) necrotic damage. The creature must then succeed on a DC 14 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this effect rises 24 hours later as a zombie or ghoul. Under rare circumstances, the humanoid might rise as a ghast that retains some of its original memories.
Gemtooth, Gnome Ghast: ?
Lich, Yolon of the Void: ?
Mummy: ?
Marilith Mummy Lord: ?
Hezrou Mummy: ?
Shadow: When the shadow creature hits a creature that is not a construct or undead with a melee weapon attack, the target creature’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Decrepit Skeleton: ?
Skeletal Dragon: ?
Skeleton: ?
Minotaur Skeleton: Rogah can also animate the monstrous bones into minotaur skeletons that defend her.
Skeleton Dretch: ?
Warrior Skeleton: ?
Harrowed Specter: ?
Sarvin Bluecaster, Half-Crazed Specter: Once a priest of the Order of the White Sun, Sarvin became a kind of caretaker of Starsong Tower after his death, as his soul remained bound to the site. However, the corruption of the tower has twisted that soul, transforming him into a half-crazed specter.
Korva, Specter: ?
Aymon the Gray Prince, Specter: ?
Specter: specters spawned by explorers who were lost and died centuries earlier.
Vampire: ?
Korvilia, The White Queen, The Daughter of Death, Elf Vampire: ?
Vampire Knight: ?
Threx, Half-Orc Vampire Spawn: ?
Vampire Spawn: If one of the characters agrees to serve her as Threx has served her, the White Queen is likewise convinced to quiet the Grendleroot. She turns the character into a vampire spawn who must serve her at the vault for all time.
Vampire Assassin: ?
Vampire Knight, Vorun the Bone King: ?
Drow Vampire: ?
Wight: ?
Wight Champion: ?
Vrock Wight: ?
Gladiator Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Gnome Zombie: ?
Zombie: Any creature that is not a construct or undead that touches the liquid of the gray pool for the first time on a turn takes 7 (2d6) necrotic damage. The creature must then succeed on a DC 14 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this effect rises 24 hours later as a zombie or ghoul. Under rare circumstances, the humanoid might rise as a ghast that retains some of its original memories.
Ancient Desiccated Figure: This was an artist of Redstone, who the White Queen conscripted to carve her life’s story so she could contemplate it during her rest.
Ogre Zombie: ?
Undead: An army of undead created by the vampire necromancer Korvilia.
Undead Knight: ?
Undead Drow: ?
Undead Servant: ?
Ravenous Undead: ?
Restless Undead: ?
Undead Thrall: ?
Undead Subject: ?
Mindless Undead: ?
Undead Horror: Though the great spike seemed indestructible, a gnome alchemist and engineer managed to use a magic gemstone to break its surface. The resulting explosion killed more of the small folk, and left a scar in the spike that leaked a poisonous gray liquid. Those who came into contact with the liquid where it pooled around the spire’s base, or who breathed the vapors that rose from it, turned into undead horrors that soon feasted on the last of the village’s living survivors.
Undead Gnome: ?
Undead Soldier: ?
Unique Fiendish Undead: ?
Intelligent Undead: ?
Rune Titan Ghost: ?
Ghost: ?
Rogah the Gray Owl, Ghost of a Warrior: Rogah the Gray Owl, the ghost of one of the warriors interred here, continues to protect this shrine.
Ghost of the Barbarian Queen: ?
Ravenous Ghoul: ?
Ghoul: Any creature that is not a construct or undead that touches the liquid of the gray pool for the first time on a turn takes 7 (2d6) necrotic damage. The creature must then succeed on a DC 14 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this effect rises 24 hours later as a zombie or ghoul. Under rare circumstances, the humanoid might rise as a ghast that retains some of its original memories.
Gnome Ghoul: ?
Ghast: Any creature that is not a construct or undead that touches the liquid of the gray pool for the first time on a turn takes 7 (2d6) necrotic damage. The creature must then succeed on a DC 14 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this effect rises 24 hours later as a zombie or ghoul. Under rare circumstances, the humanoid might rise as a ghast that retains some of its original memories.
Gemtooth, Gnome Ghast: ?
Lich, Yolon of the Void: ?
Mummy: ?
Marilith Mummy Lord: ?
Hezrou Mummy: ?
Shadow: When the shadow creature hits a creature that is not a construct or undead with a melee weapon attack, the target creature’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Decrepit Skeleton: ?
Skeletal Dragon: ?
Skeleton: ?
Minotaur Skeleton: Rogah can also animate the monstrous bones into minotaur skeletons that defend her.
Skeleton Dretch: ?
Warrior Skeleton: ?
Harrowed Specter: ?
Sarvin Bluecaster, Half-Crazed Specter: Once a priest of the Order of the White Sun, Sarvin became a kind of caretaker of Starsong Tower after his death, as his soul remained bound to the site. However, the corruption of the tower has twisted that soul, transforming him into a half-crazed specter.
Korva, Specter: ?
Aymon the Gray Prince, Specter: ?
Specter: specters spawned by explorers who were lost and died centuries earlier.
Vampire: ?
Korvilia, The White Queen, The Daughter of Death, Elf Vampire: ?
Vampire Knight: ?
Threx, Half-Orc Vampire Spawn: ?
Vampire Spawn: If one of the characters agrees to serve her as Threx has served her, the White Queen is likewise convinced to quiet the Grendleroot. She turns the character into a vampire spawn who must serve her at the vault for all time.
Vampire Assassin: ?
Vampire Knight, Vorun the Bone King: ?
Drow Vampire: ?
Wight: ?
Wight Champion: ?
Vrock Wight: ?
Gladiator Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Gnome Zombie: ?
Zombie: Any creature that is not a construct or undead that touches the liquid of the gray pool for the first time on a turn takes 7 (2d6) necrotic damage. The creature must then succeed on a DC 14 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this effect rises 24 hours later as a zombie or ghoul. Under rare circumstances, the humanoid might rise as a ghast that retains some of its original memories.
Ancient Desiccated Figure: This was an artist of Redstone, who the White Queen conscripted to carve her life’s story so she could contemplate it during her rest.
Ogre Zombie: ?
Fateforge - 1 - Corebook: Adventurers
Undead: Dead creatures brought to a state of pseudo-life through corrupted means.
Revenant, Greater Undead: By virtue of an unshakeable will, a person can become a revenant, driven by the imperative of completing a mission… or by dark passions. Should the leader consider it fitting for your character, you can rise again as a greater undead.
Ghost: ?
Megare of Cyrillane, Lich: ?
Mummy: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Zombie, Abomination: A melessë lurks between the slabs of a defiled graveyard infested with zombies. Her face is painted with kohl and white clay in the shape of a skull, and her lamellar bamboo armor is laden with trinkets. The shrunken head she brandishes in front of her gives off a pearly glow that leaves the undead powerless. She looks at them with sadness in her eyes, chanting prayers to Death and to her ancestors. One after the other, the abominations are driven back to their resting places. Once they are properly lying down, she touches them, ripping away the evil energy that cursed them in a torrent of dark miasma, freeing them from the plight of undeath.
Zombie: ?
Revenant, Greater Undead: By virtue of an unshakeable will, a person can become a revenant, driven by the imperative of completing a mission… or by dark passions. Should the leader consider it fitting for your character, you can rise again as a greater undead.
Ghost: ?
Megare of Cyrillane, Lich: ?
Mummy: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Zombie, Abomination: A melessë lurks between the slabs of a defiled graveyard infested with zombies. Her face is painted with kohl and white clay in the shape of a skull, and her lamellar bamboo armor is laden with trinkets. The shrunken head she brandishes in front of her gives off a pearly glow that leaves the undead powerless. She looks at them with sadness in her eyes, chanting prayers to Death and to her ancestors. One after the other, the abominations are driven back to their resting places. Once they are properly lying down, she touches them, ripping away the evil energy that cursed them in a torrent of dark miasma, freeing them from the plight of undeath.
Zombie: ?
Fateforge - 2 - Spell book: Grimoire
Undead, Undead Creature: 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.
Once-living beings brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Immaterial Undead: ?
Powerful Undead: ?
Ghast: Create Undead spell, 8th level or higher spell slot.
Ghost: ?
Ghost, Creature That Moves Through the Ethereal Plane: ?
Ancient Ghost: ?
Recent Ghost: ?
Ghost, Tormented Soul: ?
Ghost, Bodiless Spirit: ?
Ghoul: A humanoid killed by your [major variation] finger of death rises as a ghoul instead of a zombie.
At the leader’s option, cannibalism can be a profoundly tainted act echoing the depravations of Canker and its agents. In this case, performing such an act may lead to the acquisition of corruption points and ultimately transform the individual into a ghoul (see Bestiary). Such creatures gradually lose their mind and end up as near-mindless beings tormented by an undying hunger.
Create Undead spell.
Ghoul, Near-Mindless Being: ?
Lich: ?
Mummy: Create Undead spell, 9th level or higher spell slot.
Shadow: Gateway of the Dead effect.
Skeleton: Animate Dead spell.
Skeleton, Undead Servant: ?
Specter: ?
Specter, Bodiless Spirit: ?
Vampire Lord: ?
Vampire: ?
Vampire, Walking Corpse: ?
Wraith: ?
Zombie: Animate Dead spell.
Grim Escort spell.
Gateway of the Dead effect.
Zombie, Undead Servant: ?
Zombie, Walking Corpse: ?
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 (for the creature’s game statistics, see Bestiary, Ethereal Wanderers).
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.
A Pact with Death
It is possible to cast this spell as a non-corrupted one by making a pact with Death. By virtue of the agreement, Death tasks a voluntary soul with animating the targeted corpse, thus absolving the corrupt nature of the spell. Some priests of this divinity are learned in this method and can teach it to others in return for a donation or as an exchange of favors. Those who make this commitment can cast animate dead without suffering corruption, on the condition that they make restrained use of it. The precise limitations of this version of the spell (duration, frequency, taboos) are at the leader’s discretion. In addition, the pact implies that the caster:
frees the soul animating the undead once it has performed the required task, sending it back to Death;
respects the dead, giving encountered bodies a proper burial and helping tormented souls (ghosts in particular) find peace.
Breaking the pact means making enemies of the servants of Death, if not the divinity herself.
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. (For this creature’s game statistics, see Bestiary, Ethereal Wanderers.)
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 reprobates. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or reprobates, or two mummies.
Grim Escort
4th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a handful of humanoid bone ash)
Duration: 1 hour
You are surrounded by a ghastly aura and a very fine black dust rises in your wake. Until the spell ends, all medium and small humanoids that you reduce to 0 hit points rise at the start of your next turn as zombies (the game statistics for these creatures are included in Bestiary). The zombies obey only you, and only react to the following orders, which you can issue as a bonus action. Outside of the “Attack” order, the zombies remain passive toward other creatures, and only attack in reaction to an aggression:
Attack. The zombies attack the nearest creature, excluding the spellcaster and any creature carrying the spellcaster’s blood. As such, first and second-degree relatives are spared (children, parents, siblings, half-siblings, grandchildren, and grandparents), as well as creatures with some of the spellcaster’s blood on them (whether from being splashed or from the spellcaster deliberately marking them).
Follow. The zombies follow the spellcaster to the best of their abilities.
Move. The zombies move up to a visible, easily identifiable location, such as a hilltop or a village square.
Rampage. The escort strikes at the nearest inanimate element without attacking creatures. It prioritizes objects, then plants.
Split. Through this order, the spellcaster can organize maneuvers such as a pincer movement by instructing part of the escort to follow a path while the rest follows the spellcaster.
Stop. The zombies stand still. They strike back if they are attacked, but will not move.
You cannot raise more zombies with the use of this spell than twice your spellcasting ability modifier. If you reduce a creature to 0 hit points when you have already reached your limit, the risen zombie automatically replaces the one with the least hit points, which becomes a simple corpse. Likewise, when the spell ends, all the zombies become ordinary bodies.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell’s power increases as detailed in the table below. Zombies in large numbers can be given the mass archetype, described in Bestiary:
Spell Slot Level Spell Duration Maximum Number of Zombies Additional Benefits (the Effects Stack)
5th 6 hours Spellcasting ability modifier × 3
All the zombies have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and damage, and rise with 33 hp instead of the normal 22 hp.
6th 12 hours Spellcasting ability modifier × 4
All the zombies have an Intelligence of 6, enabling them to understand more complex instructions. However, they are still unable to tell creatures apart, except from the presence of your blood.
7th 24 hours Spellcasting ability modifier × 5
8th 1 week Spellcasting ability modifier × 10
Victims of your zombies rise as part of your grim escort (the maximum number still applies).
9th 1 month No maximum
Within 800 feet of you, creatures killed by carriers of your blood rise as part of your grim escort.
Gateway of the Dead Effects
d8 Effect
1 Souls of the departed appear as the translucent shapes of beings who have recently died in the area. Depending on their personality, they may (choose or roll a d6): (1) beg to be saved; (2) ask to help a loved one; (3) impart serene, supportive last words; (4) lie and mislead the adventurers out of sheer malevolence; (5) warn the adventurers of a threat they have been the victim of; (6) request the adventurers to right a wrong that they committed.
2 A wraith appears, possibly accompanied by specter cohorts.
3 A phase spider has set its sights on the adventurers or their mounts.
4 Fresh bodies (humanoids, giants, or beasts) who have been denied Death’s blessing rise as undead. They may animate some distance away from the adventurers and roam the region as zombies.
5 An ancient or recent ghost manifests.
6 The adventurers’ shadows animate and attack them as shadows.
7 A vrock leaps out of the gateway, looking for souls.
8 A portal to the Ethereal Plane opens very noticeably next to the spellcaster.
Once-living beings brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Immaterial Undead: ?
Powerful Undead: ?
Ghast: Create Undead spell, 8th level or higher spell slot.
Ghost: ?
Ghost, Creature That Moves Through the Ethereal Plane: ?
Ancient Ghost: ?
Recent Ghost: ?
Ghost, Tormented Soul: ?
Ghost, Bodiless Spirit: ?
Ghoul: A humanoid killed by your [major variation] finger of death rises as a ghoul instead of a zombie.
At the leader’s option, cannibalism can be a profoundly tainted act echoing the depravations of Canker and its agents. In this case, performing such an act may lead to the acquisition of corruption points and ultimately transform the individual into a ghoul (see Bestiary). Such creatures gradually lose their mind and end up as near-mindless beings tormented by an undying hunger.
Create Undead spell.
Ghoul, Near-Mindless Being: ?
Lich: ?
Mummy: Create Undead spell, 9th level or higher spell slot.
Shadow: Gateway of the Dead effect.
Skeleton: Animate Dead spell.
Skeleton, Undead Servant: ?
Specter: ?
Specter, Bodiless Spirit: ?
Vampire Lord: ?
Vampire: ?
Vampire, Walking Corpse: ?
Wraith: ?
Zombie: Animate Dead spell.
Grim Escort spell.
Gateway of the Dead effect.
Zombie, Undead Servant: ?
Zombie, Walking Corpse: ?
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 (for the creature’s game statistics, see Bestiary, Ethereal Wanderers).
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.
A Pact with Death
It is possible to cast this spell as a non-corrupted one by making a pact with Death. By virtue of the agreement, Death tasks a voluntary soul with animating the targeted corpse, thus absolving the corrupt nature of the spell. Some priests of this divinity are learned in this method and can teach it to others in return for a donation or as an exchange of favors. Those who make this commitment can cast animate dead without suffering corruption, on the condition that they make restrained use of it. The precise limitations of this version of the spell (duration, frequency, taboos) are at the leader’s discretion. In addition, the pact implies that the caster:
frees the soul animating the undead once it has performed the required task, sending it back to Death;
respects the dead, giving encountered bodies a proper burial and helping tormented souls (ghosts in particular) find peace.
Breaking the pact means making enemies of the servants of Death, if not the divinity herself.
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. (For this creature’s game statistics, see Bestiary, Ethereal Wanderers.)
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 reprobates. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or reprobates, or two mummies.
Grim Escort
4th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a handful of humanoid bone ash)
Duration: 1 hour
You are surrounded by a ghastly aura and a very fine black dust rises in your wake. Until the spell ends, all medium and small humanoids that you reduce to 0 hit points rise at the start of your next turn as zombies (the game statistics for these creatures are included in Bestiary). The zombies obey only you, and only react to the following orders, which you can issue as a bonus action. Outside of the “Attack” order, the zombies remain passive toward other creatures, and only attack in reaction to an aggression:
Attack. The zombies attack the nearest creature, excluding the spellcaster and any creature carrying the spellcaster’s blood. As such, first and second-degree relatives are spared (children, parents, siblings, half-siblings, grandchildren, and grandparents), as well as creatures with some of the spellcaster’s blood on them (whether from being splashed or from the spellcaster deliberately marking them).
Follow. The zombies follow the spellcaster to the best of their abilities.
Move. The zombies move up to a visible, easily identifiable location, such as a hilltop or a village square.
Rampage. The escort strikes at the nearest inanimate element without attacking creatures. It prioritizes objects, then plants.
Split. Through this order, the spellcaster can organize maneuvers such as a pincer movement by instructing part of the escort to follow a path while the rest follows the spellcaster.
Stop. The zombies stand still. They strike back if they are attacked, but will not move.
You cannot raise more zombies with the use of this spell than twice your spellcasting ability modifier. If you reduce a creature to 0 hit points when you have already reached your limit, the risen zombie automatically replaces the one with the least hit points, which becomes a simple corpse. Likewise, when the spell ends, all the zombies become ordinary bodies.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell’s power increases as detailed in the table below. Zombies in large numbers can be given the mass archetype, described in Bestiary:
Spell Slot Level Spell Duration Maximum Number of Zombies Additional Benefits (the Effects Stack)
5th 6 hours Spellcasting ability modifier × 3
All the zombies have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and damage, and rise with 33 hp instead of the normal 22 hp.
6th 12 hours Spellcasting ability modifier × 4
All the zombies have an Intelligence of 6, enabling them to understand more complex instructions. However, they are still unable to tell creatures apart, except from the presence of your blood.
7th 24 hours Spellcasting ability modifier × 5
8th 1 week Spellcasting ability modifier × 10
Victims of your zombies rise as part of your grim escort (the maximum number still applies).
9th 1 month No maximum
Within 800 feet of you, creatures killed by carriers of your blood rise as part of your grim escort.
Gateway of the Dead Effects
d8 Effect
1 Souls of the departed appear as the translucent shapes of beings who have recently died in the area. Depending on their personality, they may (choose or roll a d6): (1) beg to be saved; (2) ask to help a loved one; (3) impart serene, supportive last words; (4) lie and mislead the adventurers out of sheer malevolence; (5) warn the adventurers of a threat they have been the victim of; (6) request the adventurers to right a wrong that they committed.
2 A wraith appears, possibly accompanied by specter cohorts.
3 A phase spider has set its sights on the adventurers or their mounts.
4 Fresh bodies (humanoids, giants, or beasts) who have been denied Death’s blessing rise as undead. They may animate some distance away from the adventurers and roam the region as zombies.
5 An ancient or recent ghost manifests.
6 The adventurers’ shadows animate and attack them as shadows.
7 A vrock leaps out of the gateway, looking for souls.
8 A portal to the Ethereal Plane opens very noticeably next to the spellcaster.
Fateforge - 3 - Monster Compendium : Creatures
Ghost: Some legends speak of ghosts with great compassion, describing them primarily as unfortunate beings who met a premature end, carrying a burden that prevents them from finding eternal rest: an unpunished crime, failure to make amends, an undisclosed secret... Every encounter with a ghost is different, as their strengths and weaknesses are bound to their former lives, their tastes, loves, enmities, passions, shames, and grudges.
The wraith partly controls this release of energy: it can snuff out small sources of light (torches, campfires); it is able to summon ghosts into its service from fresh corpses; its presence can also cause the spontaneous appearance of undead with malicious minds of their own.
Ghoul: When a “living ghoul” dies, it rises within 24 hours, this time as a true undead.
Scholars are divided when it comes to the origins of ghouls. For the most part, their theories are based on second-hand accounts or, at best, on studies of the monsters’ bodies. Prevalent hypotheses include parasitism, curses, and Cankerous contamination through food. In the end, one central question remains: why is cannibalism such a recurring factor in the manifestation and behavior of ghouls? Research is ongoing, with some bodies of scholars willing to study practical cases in the form of living ghouls, despite strong ethical protests.
Parasitism. According to this hypothesis, the parasite responsible for ghouls has a two-cycle existence. During the first cycle, which is widespread, the parasite lays dormant and harmless in the host’s body. To trigger the second stage, the victim must consume a second dormant strain through cannibalism. The synergy between the two parasites leads to physical degeneration, ultimately transforming the host into a ghoul.
Curse. By breaking the taboo of cannibalism, subjects expose themselves to a divine curse inflicted by an unidentified divinity. Perhaps Frostelle, who is so often associated with the torments of winter? Or Eana herself? The curse may also be demonic or diabolical: in this case, the offender might be a single malevolent warlock who chose to inflict this terrible fate on their enemies.
Canker. Ghoul transformation is commonly interpreted as a mark of Canker’s influence. Being a ferocious, voracious, vicious, nefarious, sacrilegious, and irremediably hungry entity, Canker has a near-divine influence that extends to anyone indulging in acts of a similar nature. Thus, someone turning to cannibalism would fall under the control of Canker and turn into a carnivorous, undead creature. However, it should be noted that, despite their inhuman and violent behavior, ghouls are not ravagers. This important detail is a constant source of puzzlement for specialists.
Grimlock shamans and wizards can make ghouls understand them, and even—to a certain extent—obey them. In their eyes, ghouls are chosen beings who were touched by the grace of voracity, a near-divine concept that embodies survival instinct, the ability to fight adversity and overcome extinction at any cost.
Ghast: When a “living ghoul” dies, it rises within 24 hours, this time as a true undead.
Ghasts are more powerful than ghouls, seemingly spawning in similar conditions but from living people with greater will or power.
Haunted Creature: When an encroachment of the Ethereal Plane and its necrotic energies grows too strong or goes on too long, living beings (plants and beasts) turn into undead. Their appearance grows lifeless, sickly, twisted, tormented, or even vaporous, leaving a trail of shadows in the air. In contrast to their painful appearance, the victims are granted extraordinary, ghastly vigor. In the Drakenbergen, the presence of ruins rife with magic and the growing influence of Kentigern have fostered an increase in the number of haunted creatures.
The haunted archetype applies to plants and beasts that have been exposed to the influence of the Ethereal Plane, or to nefarious necrotic magic. This phenomenon may be immediate or the result of slow exposure.
All beasts [within a 10-mile radius of a vampire's lair] are either fearful or aggressive. Many of them, under the vampire’s influence, become vicious and ravenous. The influence is such that some even acquire the haunted archetype.
Haunted Animated Tree: A particularly restless dead brought life to this haunted tree. A despicable criminal was hung from its branches, then buried between its roots. Having sworn to take revenge on his executioners, the deceased rose from the grave in the form of a wight. The tree, meanwhile, affected by the deathly energy of the criminal’s resurrection, awoke in this haunted, evil form.
Skeleton: A skeleton is an undead whose existence generally relies on the use of magic.
To animate a skeleton, one must breathe otherworldly energy into it. Such energy is obtained by tapping into the Ethereal Plane and pulling out a wandering soul, which the necromancer binds to their will. The enslavement makes the overall process a corrupt spell. In general, it is achieved with the animate dead spell, but there are ways to create more permanent skeletons, which are used and abused by unscrupulous arcanists.
Necromancy spells used in skeleton animation, refined over centuries of use, ensure that the created servants can fight and carry out precise orders.
Skeleton Creature: In order to create new skeletons, suited to the needs of a campaign, just use a creature with a skeleton, be it an aberration, a beast, a humanoid, a monstrosity, a giant, or even a dragon.
By default, skeletons without instructions will attack all living beings in their vicinity. This destructive impulse comes from the necrotic energy that animates them: they innately feel the need to steal vital energy, and the easiest way to do so is through killing.
Warhorse Skeleton: ?
Minotaur Skeleton: ?
Stone Giant Skeleton: Giants left the Drakenbergen a long time ago, and stone giants were the last to leave, after the flight of the dragons. There are still a few mausoleums of this ancient people. Necromancers eager to design the ultimate weapon have desecrated these tombs to collect the bones that will allow them to raise monstrous skeletons and use them in battle.
Vampire, True Vampire: The dark magic which grants eternity to the vampire inevitably leads it on the path to evil.
Xonim, the witch goddess and mistress of the night, is said to have studied a form of blood magic during her mortal existence. According to arcanists, she theorized on the transformation of radiant energy into necrotic energy through a rune of blood. With it, powerful rites involving sacrifices can be performed. Xonim supposedly compiled the results of her research in a tome called The Book of the Scarlet One which, today, is coveted by many. Most scholars only have access to fragments of the book, but the wildest rumors abound about it. Some are convinced that vampires were created by the “kiss of the lady”, a ritual which is presumably found in the book. Some seek the Scarlet One for a way to thwart the curse, while others crave it.
[A vampire spawn] can only regain its freedom in one of two ways: if its creator is destroyed, or if said creator, by means of a ritual, makes the spawn drink its blood, thus turning it into a true vampire.
Kentigern, Lord of Gleannceo, Vampire Lord, Creature of the Night, Most Famous Dangerous Vampire, Most Fearsome Entity, Most Ambitious Lord: After a life of rule and schemes, Kentigern, feeling old age catching up to him, wanted to prepare his succession; yet, his pride was such that he did not acknowledge any of his children as his equal. Furious and delirious, he murdered them during a bloody banquet. So abominable was his act, so desperate his refusal to die, so consuming his lust for power, that he attracted the dark attention of Xonim, who turned him into a vampire.
Vampire Spawn Creature: A mortal whose blood is drained to the last drop by a vampire becomes one of its spawn, psychically dominated by its creator and unable to express any form of free will.
All humanoids can become vampire spawn. In very rare cases, a giant may also become one.
A humanoid slain in this way [by a vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
A humanoid slain in this way [by Kentigern's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Vampire Spawn Bandit: ?
Vampire Spawn Knight: ?
Wight: Slain violently, left to rot without receiving Death’s sacraments, wights are undead who were brought back to life by deep hatred, and who are ready to act with utmost ferocity.
A particularly restless dead brought life to this haunted tree. A despicable criminal was hung from its branches, then buried between its roots. Having sworn to take revenge on his executioners, the deceased rose from the grave in the form of a wight.
Zombie: There are two kinds: those animated by magic, and those who spontaneously rise from the grave.
The conjured necrotic forces summon the remnants of souls wandering in the Ethereal Plane to animate the corpse.
The legend of Niobe mentions one of Kentigern’s daughters-in-law, whose twelve children (six girls and six boys) were massacred and their corpses left to bathe in their blood for nine days. The mother is said to have succeeded, through a complex ritual, in transforming them into zombies, safe from the ravages of time, repairing their bodies and moving them to a palace where they behaved like flesh automatons, in a grotesque mockery of family life.
Implacable, disproportionate revenge is what drives the wight, and its mission leaves behind a procession of obedient zombies risen from its victims.
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.
Zombie Creature: While beasts and giants can become zombies, most zombies are humanoids.
Ogre Zombie: ?
Harro Zombie: ?
Lich: Sagacious corpses animated by an iron will and endless ambition, liches are wizards who have reached the peak of their art and are determined to cheat death indefinitely, preferring the formidable and terrifying reputation of undeath.
Although Xonim herself did not become a lich, she had studied them during her lifetime and left many reports regarding the strengths and weaknesses of these creatures, as well as the methods of their transformation. Some arcanists explore ancient ruins dating back to the time of Tamerakh to learn the secret of becoming a lich. Paradoxically, these ambitious wizards seek to use an evil knowledge that Xonim only acquired after she managed to imprison at least one of these fearsome undead. It would be better for the world if these underground prison-laboratories were never opened.
Bekasi the Advisor, Lich: ?
Specter: Wraith Create Specter power.
Poltergeist: ?
Sunsutaa, Doleful One, Smoke Phantom: They come into existence especially in territories tainted by the use of necromancy.
Wielding spells that can torment the soul and possess creatures, sünsutaa are sometimes believed to be former warlocks. According to one theory, they were cursed and deprived of eternal rest, while others believe their current state is the result of deliberate efforts. In the same way that wizards seek to become liches, ancient arcanists supposedly conducted rituals to transcend into the shadows by becoming sünsutaa.
The older a sünsutaa is, the more it increases in size. At only a few years old, the youngest sünsutaa—called sünsutaajijig—are barely three feet tall, but already they are insidious threats that can endanger a town or a small territory. After a few decades, a sünsutaa reaches “maturity” and its powers as well as its size increase, to the extent that it can now be a threat to an entire region.
Sunsutaa Sunsutaajijig, Youngest Sunsutaa: ?
Sunsutaa Sunsutaaikh: ?
Wraith: Darkness takes form as light and life fade away, and are then snuffed out. All that remains is the gleaming and malevolent gaze of the wraith, a sketch of the silhouette of what was once a living being, now animated by pure hatred.
Gaunt: Gaunts are undead of the far north. Some revive spontaneously, while others are raised by necromancers, particularly clerics from among the ranks of the frost giants.
Frost giant war parties might count among their numbers one or more warriors who carry weapons with the arctic death enchantment. Its effect is horrifying, the victim immediately being raised as a gaunt hungry for the flesh of the living, turning against its previous allies.
White dragons can influence the cycle of life, even preventing spring from returning by plaguing a region with an affliction known as the ice-bound slumber. Plants, beasts, and humanoids can be affected, with the victims drifting off into such a deep sleep that they appear dead and frozen. During this stasis, some succumb while others turn into gaunts.
Nowohtam, Wail of the Wastes: Some say that they are the deceased who haven’t received a proper burial and are doomed to wander the dim shores leading to the afterlife of Frostelle, mistress of these cold lands. According to other traditions, they are the souls of the greedy and selfish departed, damned to await the judgment of the sednaï, the celestial messengers of the Winter Crone.
Wail of the Waste Shiverwail: A humanoid creature slain by the shiverwail becomes a shiverwail 1d4 hours later and cannot be brought back to life without Frostelle’s consent, or that of a celestial in her service.
A humanoid creature slain by the frostwail becomes a shiverwail 1d4 hours later and cannot be brought back to life without Frostelle’s consent, or that of a celestial in her service.
Wail of the Waste Frostwail: ?
Ghost, Tormented Soul, Intangible Undead, Apparition, Bodiless Spirit: ?
Ghoul, Voracious Monster, Carnivorous Undead Creature, Living Image of the Madness to Which Hunger Can Lead, Nocturnal Predator: ?
Ghast, Voracious Monster: ?
Ghast, Leader: ?
Haunted, Victim: ?
Haunted Animated Tree, Haunted Evil Form: ?
Haunted Beast: ?
Haunted Mastiff: ?
Haunted Steed: ?
Skeleton, Undead Whose Existence Generally Relies on the Use of Magic, Wrested Dead, Mindless Skeleton: ?
Skeleton, Favored Servant: ?
Stone Giant Skeleton, Ultimate Weapon, Monstrous Skeleton: ?
Mathilde of Lothrienne, Vampire Servant-Wife: ?
Yevgenia the Arolavian, Vampire Servant-Wife: ?
Niobe the Cyrillan, Vampire Servant-Wife: ?
Vampire, Stone-Cold Magnificent Predator, Prisoner of Time, Lord of the Night, Walking Corpse: ?
Wight, Particularly Restless Dead: ?
Wight, Undead Who Was Brought Back to Life By Deep Hatred: ?
Zombie, Obedient Zombie: ?
Zombie, Animated Stupid Malevolent Corpse, Most Common Undead: ?
Megare of Cyrillane, Famed Archmage, Alleged Lich: ?
Siunniyah the Leper Princess, Lich: ?
Lich, Sagacious Corpse Animated by an Iron Will and Endless Ambition, Wizard Who Has Reached the Peak of their Art and is Determined to Cheat Death, Most Dangerous Being, Fearsome Undead: ?
Specter, Danger: ?
Specter, Scourge: ?
Specter, Bodiless Spirit: ?
Sunsutaa, Intangible Undead, Incorporeal Undead, Dead Soul: ?
Sunsutaajijig, Insidious Threat: ?
Sunsutaa, Threat to an Entire Region: ?
Sunsutaaikh, Undead Calamity: ?
Wraith, Scourge: ?
Wraith, Sketch of the Silhoette of What Once Was a Living Being: ?
Gaunt, Undead of the Far North, Bearer of a Dreadful Curse: ?
Gaunt, Walking Nightmare: ?
Wail of the Wastes, Pale Indistinct Blurry Luminescent Shape, Chilling Haunt, Incorporeal Undead, Protector of Secrets, Ordeal for Heroes: ?
Wail of the Wastes, Deceased Who Has Not Received a Proper Burial: ?
Wail of the Wastes, Soul of a Greedy Selfish Departed: ?
Wail of the Wastes Shiverwail, Mournful Creature: ?
Wail of the Wastes Frostwail, Powerful Wail of the Wastes: ?
Undead, True Undead, Undead Monster: All undead are animated by necrotic energy, but the wraith is distinguished by its ability to act as a vector for it.
The wraith partly controls this release of energy: it can snuff out small sources of light (torches, campfires); it is able to summon ghosts into its service from fresh corpses; its presence can also cause the spontaneous appearance of undead with malicious minds of their own.
In the evening after a battle, survivors anxiously gather in their camps. If priests and druids have failed in their mission to appease the dead, a wraith may appear during the night and bring about the awakening of other undead.
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Intangible Undead: ?
Tormented Soul, Intangible Undead: ?
Incorporeal Undead: ?
Animated Corpse: In the evening after a battle, survivors anxiously gather in their camps. If priests and druids have failed in their mission to appease the dead, a wraith may appear during the night and bring about the awakening of other undead. After the day’s tiring battles against the living, one may still have to defend against animated corpses and ghosts…
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.
The wraith partly controls this release of energy: it can snuff out small sources of light (torches, campfires); it is able to summon ghosts into its service from fresh corpses; its presence can also cause the spontaneous appearance of undead with malicious minds of their own.
Ghoul: When a “living ghoul” dies, it rises within 24 hours, this time as a true undead.
Scholars are divided when it comes to the origins of ghouls. For the most part, their theories are based on second-hand accounts or, at best, on studies of the monsters’ bodies. Prevalent hypotheses include parasitism, curses, and Cankerous contamination through food. In the end, one central question remains: why is cannibalism such a recurring factor in the manifestation and behavior of ghouls? Research is ongoing, with some bodies of scholars willing to study practical cases in the form of living ghouls, despite strong ethical protests.
Parasitism. According to this hypothesis, the parasite responsible for ghouls has a two-cycle existence. During the first cycle, which is widespread, the parasite lays dormant and harmless in the host’s body. To trigger the second stage, the victim must consume a second dormant strain through cannibalism. The synergy between the two parasites leads to physical degeneration, ultimately transforming the host into a ghoul.
Curse. By breaking the taboo of cannibalism, subjects expose themselves to a divine curse inflicted by an unidentified divinity. Perhaps Frostelle, who is so often associated with the torments of winter? Or Eana herself? The curse may also be demonic or diabolical: in this case, the offender might be a single malevolent warlock who chose to inflict this terrible fate on their enemies.
Canker. Ghoul transformation is commonly interpreted as a mark of Canker’s influence. Being a ferocious, voracious, vicious, nefarious, sacrilegious, and irremediably hungry entity, Canker has a near-divine influence that extends to anyone indulging in acts of a similar nature. Thus, someone turning to cannibalism would fall under the control of Canker and turn into a carnivorous, undead creature. However, it should be noted that, despite their inhuman and violent behavior, ghouls are not ravagers. This important detail is a constant source of puzzlement for specialists.
Grimlock shamans and wizards can make ghouls understand them, and even—to a certain extent—obey them. In their eyes, ghouls are chosen beings who were touched by the grace of voracity, a near-divine concept that embodies survival instinct, the ability to fight adversity and overcome extinction at any cost.
Ghast: When a “living ghoul” dies, it rises within 24 hours, this time as a true undead.
Ghasts are more powerful than ghouls, seemingly spawning in similar conditions but from living people with greater will or power.
Haunted Creature: When an encroachment of the Ethereal Plane and its necrotic energies grows too strong or goes on too long, living beings (plants and beasts) turn into undead. Their appearance grows lifeless, sickly, twisted, tormented, or even vaporous, leaving a trail of shadows in the air. In contrast to their painful appearance, the victims are granted extraordinary, ghastly vigor. In the Drakenbergen, the presence of ruins rife with magic and the growing influence of Kentigern have fostered an increase in the number of haunted creatures.
The haunted archetype applies to plants and beasts that have been exposed to the influence of the Ethereal Plane, or to nefarious necrotic magic. This phenomenon may be immediate or the result of slow exposure.
All beasts [within a 10-mile radius of a vampire's lair] are either fearful or aggressive. Many of them, under the vampire’s influence, become vicious and ravenous. The influence is such that some even acquire the haunted archetype.
Haunted Animated Tree: A particularly restless dead brought life to this haunted tree. A despicable criminal was hung from its branches, then buried between its roots. Having sworn to take revenge on his executioners, the deceased rose from the grave in the form of a wight. The tree, meanwhile, affected by the deathly energy of the criminal’s resurrection, awoke in this haunted, evil form.
Skeleton: A skeleton is an undead whose existence generally relies on the use of magic.
To animate a skeleton, one must breathe otherworldly energy into it. Such energy is obtained by tapping into the Ethereal Plane and pulling out a wandering soul, which the necromancer binds to their will. The enslavement makes the overall process a corrupt spell. In general, it is achieved with the animate dead spell, but there are ways to create more permanent skeletons, which are used and abused by unscrupulous arcanists.
Necromancy spells used in skeleton animation, refined over centuries of use, ensure that the created servants can fight and carry out precise orders.
Skeleton Creature: In order to create new skeletons, suited to the needs of a campaign, just use a creature with a skeleton, be it an aberration, a beast, a humanoid, a monstrosity, a giant, or even a dragon.
By default, skeletons without instructions will attack all living beings in their vicinity. This destructive impulse comes from the necrotic energy that animates them: they innately feel the need to steal vital energy, and the easiest way to do so is through killing.
Warhorse Skeleton: ?
Minotaur Skeleton: ?
Stone Giant Skeleton: Giants left the Drakenbergen a long time ago, and stone giants were the last to leave, after the flight of the dragons. There are still a few mausoleums of this ancient people. Necromancers eager to design the ultimate weapon have desecrated these tombs to collect the bones that will allow them to raise monstrous skeletons and use them in battle.
Vampire, True Vampire: The dark magic which grants eternity to the vampire inevitably leads it on the path to evil.
Xonim, the witch goddess and mistress of the night, is said to have studied a form of blood magic during her mortal existence. According to arcanists, she theorized on the transformation of radiant energy into necrotic energy through a rune of blood. With it, powerful rites involving sacrifices can be performed. Xonim supposedly compiled the results of her research in a tome called The Book of the Scarlet One which, today, is coveted by many. Most scholars only have access to fragments of the book, but the wildest rumors abound about it. Some are convinced that vampires were created by the “kiss of the lady”, a ritual which is presumably found in the book. Some seek the Scarlet One for a way to thwart the curse, while others crave it.
[A vampire spawn] can only regain its freedom in one of two ways: if its creator is destroyed, or if said creator, by means of a ritual, makes the spawn drink its blood, thus turning it into a true vampire.
Kentigern, Lord of Gleannceo, Vampire Lord, Creature of the Night, Most Famous Dangerous Vampire, Most Fearsome Entity, Most Ambitious Lord: After a life of rule and schemes, Kentigern, feeling old age catching up to him, wanted to prepare his succession; yet, his pride was such that he did not acknowledge any of his children as his equal. Furious and delirious, he murdered them during a bloody banquet. So abominable was his act, so desperate his refusal to die, so consuming his lust for power, that he attracted the dark attention of Xonim, who turned him into a vampire.
Vampire Spawn Creature: A mortal whose blood is drained to the last drop by a vampire becomes one of its spawn, psychically dominated by its creator and unable to express any form of free will.
All humanoids can become vampire spawn. In very rare cases, a giant may also become one.
A humanoid slain in this way [by a vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
A humanoid slain in this way [by Kentigern's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Vampire Spawn Bandit: ?
Vampire Spawn Knight: ?
Wight: Slain violently, left to rot without receiving Death’s sacraments, wights are undead who were brought back to life by deep hatred, and who are ready to act with utmost ferocity.
A particularly restless dead brought life to this haunted tree. A despicable criminal was hung from its branches, then buried between its roots. Having sworn to take revenge on his executioners, the deceased rose from the grave in the form of a wight.
Zombie: There are two kinds: those animated by magic, and those who spontaneously rise from the grave.
The conjured necrotic forces summon the remnants of souls wandering in the Ethereal Plane to animate the corpse.
The legend of Niobe mentions one of Kentigern’s daughters-in-law, whose twelve children (six girls and six boys) were massacred and their corpses left to bathe in their blood for nine days. The mother is said to have succeeded, through a complex ritual, in transforming them into zombies, safe from the ravages of time, repairing their bodies and moving them to a palace where they behaved like flesh automatons, in a grotesque mockery of family life.
Implacable, disproportionate revenge is what drives the wight, and its mission leaves behind a procession of obedient zombies risen from its victims.
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.
Zombie Creature: While beasts and giants can become zombies, most zombies are humanoids.
Ogre Zombie: ?
Harro Zombie: ?
Lich: Sagacious corpses animated by an iron will and endless ambition, liches are wizards who have reached the peak of their art and are determined to cheat death indefinitely, preferring the formidable and terrifying reputation of undeath.
Although Xonim herself did not become a lich, she had studied them during her lifetime and left many reports regarding the strengths and weaknesses of these creatures, as well as the methods of their transformation. Some arcanists explore ancient ruins dating back to the time of Tamerakh to learn the secret of becoming a lich. Paradoxically, these ambitious wizards seek to use an evil knowledge that Xonim only acquired after she managed to imprison at least one of these fearsome undead. It would be better for the world if these underground prison-laboratories were never opened.
Bekasi the Advisor, Lich: ?
Specter: Wraith Create Specter power.
Poltergeist: ?
Sunsutaa, Doleful One, Smoke Phantom: They come into existence especially in territories tainted by the use of necromancy.
Wielding spells that can torment the soul and possess creatures, sünsutaa are sometimes believed to be former warlocks. According to one theory, they were cursed and deprived of eternal rest, while others believe their current state is the result of deliberate efforts. In the same way that wizards seek to become liches, ancient arcanists supposedly conducted rituals to transcend into the shadows by becoming sünsutaa.
The older a sünsutaa is, the more it increases in size. At only a few years old, the youngest sünsutaa—called sünsutaajijig—are barely three feet tall, but already they are insidious threats that can endanger a town or a small territory. After a few decades, a sünsutaa reaches “maturity” and its powers as well as its size increase, to the extent that it can now be a threat to an entire region.
Sunsutaa Sunsutaajijig, Youngest Sunsutaa: ?
Sunsutaa Sunsutaaikh: ?
Wraith: Darkness takes form as light and life fade away, and are then snuffed out. All that remains is the gleaming and malevolent gaze of the wraith, a sketch of the silhouette of what was once a living being, now animated by pure hatred.
Gaunt: Gaunts are undead of the far north. Some revive spontaneously, while others are raised by necromancers, particularly clerics from among the ranks of the frost giants.
Frost giant war parties might count among their numbers one or more warriors who carry weapons with the arctic death enchantment. Its effect is horrifying, the victim immediately being raised as a gaunt hungry for the flesh of the living, turning against its previous allies.
White dragons can influence the cycle of life, even preventing spring from returning by plaguing a region with an affliction known as the ice-bound slumber. Plants, beasts, and humanoids can be affected, with the victims drifting off into such a deep sleep that they appear dead and frozen. During this stasis, some succumb while others turn into gaunts.
Nowohtam, Wail of the Wastes: Some say that they are the deceased who haven’t received a proper burial and are doomed to wander the dim shores leading to the afterlife of Frostelle, mistress of these cold lands. According to other traditions, they are the souls of the greedy and selfish departed, damned to await the judgment of the sednaï, the celestial messengers of the Winter Crone.
Wail of the Waste Shiverwail: A humanoid creature slain by the shiverwail becomes a shiverwail 1d4 hours later and cannot be brought back to life without Frostelle’s consent, or that of a celestial in her service.
A humanoid creature slain by the frostwail becomes a shiverwail 1d4 hours later and cannot be brought back to life without Frostelle’s consent, or that of a celestial in her service.
Wail of the Waste Frostwail: ?
Ghost, Tormented Soul, Intangible Undead, Apparition, Bodiless Spirit: ?
Ghoul, Voracious Monster, Carnivorous Undead Creature, Living Image of the Madness to Which Hunger Can Lead, Nocturnal Predator: ?
Ghast, Voracious Monster: ?
Ghast, Leader: ?
Haunted, Victim: ?
Haunted Animated Tree, Haunted Evil Form: ?
Haunted Beast: ?
Haunted Mastiff: ?
Haunted Steed: ?
Skeleton, Undead Whose Existence Generally Relies on the Use of Magic, Wrested Dead, Mindless Skeleton: ?
Skeleton, Favored Servant: ?
Stone Giant Skeleton, Ultimate Weapon, Monstrous Skeleton: ?
Mathilde of Lothrienne, Vampire Servant-Wife: ?
Yevgenia the Arolavian, Vampire Servant-Wife: ?
Niobe the Cyrillan, Vampire Servant-Wife: ?
Vampire, Stone-Cold Magnificent Predator, Prisoner of Time, Lord of the Night, Walking Corpse: ?
Wight, Particularly Restless Dead: ?
Wight, Undead Who Was Brought Back to Life By Deep Hatred: ?
Zombie, Obedient Zombie: ?
Zombie, Animated Stupid Malevolent Corpse, Most Common Undead: ?
Megare of Cyrillane, Famed Archmage, Alleged Lich: ?
Siunniyah the Leper Princess, Lich: ?
Lich, Sagacious Corpse Animated by an Iron Will and Endless Ambition, Wizard Who Has Reached the Peak of their Art and is Determined to Cheat Death, Most Dangerous Being, Fearsome Undead: ?
Specter, Danger: ?
Specter, Scourge: ?
Specter, Bodiless Spirit: ?
Sunsutaa, Intangible Undead, Incorporeal Undead, Dead Soul: ?
Sunsutaajijig, Insidious Threat: ?
Sunsutaa, Threat to an Entire Region: ?
Sunsutaaikh, Undead Calamity: ?
Wraith, Scourge: ?
Wraith, Sketch of the Silhoette of What Once Was a Living Being: ?
Gaunt, Undead of the Far North, Bearer of a Dreadful Curse: ?
Gaunt, Walking Nightmare: ?
Wail of the Wastes, Pale Indistinct Blurry Luminescent Shape, Chilling Haunt, Incorporeal Undead, Protector of Secrets, Ordeal for Heroes: ?
Wail of the Wastes, Deceased Who Has Not Received a Proper Burial: ?
Wail of the Wastes, Soul of a Greedy Selfish Departed: ?
Wail of the Wastes Shiverwail, Mournful Creature: ?
Wail of the Wastes Frostwail, Powerful Wail of the Wastes: ?
Undead, True Undead, Undead Monster: All undead are animated by necrotic energy, but the wraith is distinguished by its ability to act as a vector for it.
The wraith partly controls this release of energy: it can snuff out small sources of light (torches, campfires); it is able to summon ghosts into its service from fresh corpses; its presence can also cause the spontaneous appearance of undead with malicious minds of their own.
In the evening after a battle, survivors anxiously gather in their camps. If priests and druids have failed in their mission to appease the dead, a wraith may appear during the night and bring about the awakening of other undead.
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Intangible Undead: ?
Tormented Soul, Intangible Undead: ?
Incorporeal Undead: ?
Animated Corpse: In the evening after a battle, survivors anxiously gather in their camps. If priests and druids have failed in their mission to appease the dead, a wraith may appear during the night and bring about the awakening of other undead. After the day’s tiring battles against the living, one may still have to defend against animated corpses and ghosts…
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.
Fateforge - 4 - Lore Book & Toolbox : Encyclopedia
Undead, Living Dead: If you’re tormented, denied funeral rites, or are a victim of misused necromancy? You become the living dead.
Incorporeal Undead: ?
Incorporeal Undead Who Fears Sunlight: ?
Intelligent Undead: ?
Gaunt: Or frost giants coming down in their ships of ice or over land, killing people and raising them as monstrous gaunts attacking their own kind under the orders of the possessor of an evil amulet…
A corporeal undead created by dark, cold magic.
Weapon of Arctic Death magic item.
Gaunt, Monstrous Gaunt: ?
Gaunt, Corporeal Undead: ?
Haunted Creature: The bottom of the lake is rich in burial deposits, among which some magic items are still in perfect condition. Few people venture down to plunder the ruins, [h] owever, because the ghosts can turn the surrounding animals and plants into haunted creatures that attack looters.
Haunted Animal: ?
Haunted Plant: ?
Sunsutaa: ?
Sunsutaa, Incorporeal Undead, Dreaded Incorporeal Undead: ?
Most Powerful Sunsutaa: ?
Sunsutaajijig: ?
Sunsutaaikh: ?
Wail of the Wastes, Nowohtam, The Sad One: Those whose merit is less certain become wails of the wastes, also called nowohtam—the sad ones.
Wail of the Wastes, Incorporeal Undead: ?
Wail of the Wastes Shiverwail: ?
Wail of the Wastes Frostwail: ?
Ghast: The Drakenbergen are teeming with ruins buried beneath vegetation, screes, and sometimes newer buildings. Each era has its secrets and treasures, but also its curses. It is said that grave robbers sometimes become ghouls, ghasts, or wights who haunt the scenes of their crimes.
Ghost: Crown of the Fjordkungden magic item.
Ghost, Nostalgic Ghost: ?
Ghost, Incorporeal Undead: ?
Ghost, Miserable Weeping Ghost: ?
Ghoul: The Drakenbergen are teeming with ruins buried beneath vegetation, screes, and sometimes newer buildings. Each era has its secrets and treasures, but also its curses. It is said that grave robbers sometimes become ghouls, ghasts, or wights who haunt the scenes of their crimes.
Ghoul, Monster of the Dark: ?
Ghoul, Sinister Ghoul: ?
Bekasi, Lich, Strange Undead Advisor, August Advisor, Undead Mage, Mistress, Lich Advisor, Immortal, Immortal Advisor, Former Merosi, Power Behind the Throne, First Advisor, Prime Advisor, Most Powerful Influential Personality of the Old Kaan: Some wonder whether there is a link between Bekasi and the eight legendary liches. Bekasi is obviously much younger, but perhaps she acquired the knowledge that allowed her transformation from one of them?
Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse: All of them sought immortality by turning into nasty, animated corpses.
Lich: A corporeal undead resulting from a ritual performed by a powerful arcanist (usually a wizard), which involves locking one’s soul in a vessel called a phylactery. For some, it is a means of gaining access to immortality. According to legend, the rites unlocking this condition were discovered in the Clay Cities long ago.
Nuntara the Impatient, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse, Nervous Delusional Spirit: ?
Huwappa the Tormentor, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse: ?
Miumar the Gentle, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse, Paradoxical Lich of Dragonborn Origin: ?
Kalmisara the Lightning Bearer, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse, Living Dead: He was buried alive in what now serves as his lair. Realizing that he would soon run out of air, he considered his options: to die, or to start a vile ritual to become one of the living dead and have the opportunity to one day take revenge.
Lazziya the Ordained, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse: ?
Assanu of the Far Away Worlds, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse: ?
Ekt-hurnen the Huntress, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse: Chronicles disagree on how she became a lich. Some versions claim that she was cursed by a powerful enemy, while others claim that she made this decision in order to face a greater peril. Another theory says that she lost her mind and decided to become what she had always fought against, like a morbid apotheosis. Some even think that she became a lich by accident, when her soul became trapped inside the phylactery of another.
Siunniyah the Leper Princess, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse, Angry Paranoid Creature: ?
Lich, Corporeal Undead: ?
Skeleton: ?
Specter: “The black magic of the desolation, that which animates specters and golems, comes from this period. Some arcanists hoped that summoning fiends would provide weapons granting a decisive advantage. Xonim herself studied the necromancy and enchantments of that time.”
Specter, Incorporeal Undead: ?
Kentigern of Gleannceo, Vampire, Vampire Lord, Saint of Narfor, Harsh Lord, Lord of Gleanceo, Vampire Tyrant, Undead Lord, Corrupt Seductive Vampire, Evil Vampire: ?
Vampire: The birth of vampirism is attributed to [The Lady of Night], which raises questions among her believers.
Cursed undead creature of great power, transformed as a result of dark rituals, extraordinarily vile acts, or by another vampire.
Legend has it that vampirism is a gift of Xonim.
Matilda of Lothrienne, Daughter-Wife: ?
Evgenia of Arolavia, Daughter-Wife: ?
Niobe of Cyrillane, Daughter-Wife: ?
Vampire, Monster of the Dark, Cursed Undead Creature of Great Power: ?
Vampire Spawn: ?
Bloodthirsty Predator: ?
Wight: The Drakenbergen are teeming with ruins buried beneath vegetation, screes, and sometimes newer buildings. Each era has its secrets and treasures, but also its curses. It is said that grave robbers sometimes become ghouls, ghasts, or wights who haunt the scenes of their crimes.
The bottom of the lake is rich in burial deposits, among which some magic items are still in perfect condition. Few people venture down to plunder the ruins, owever, because the ghosts can turn the surrounding animals and plants into haunted creatures that attack looters. Once dead, the thieves become wights bound by a geas spell to the will of the ghosts.
Wraith: ?
Wraith, Incorporeal Undead: ?
Crown of the Fjordkungden
Wondrous item, very rare (requires attunement), blasphemy
The Fjordkungden, a fjord-filled region of the Drakenbergen, is split into a number of kingdoms. Each kingdom has one crown, which only the rightful ruler can wear safely. Any other person attempting to crown themselves must succeed on a DC 17 Charisma saving throw or take 7d10 necrotic damage, and must repeat the saving throw every day at dawn.
The crown gives the wearer advantage on all Charisma checks, as well as invulnerability to one of the following types of damage: acid, cold, fire, force, lightning, necrotic, radiant, thunder (each crown has its own associated type).
When donning the crown for the first time, the wearer (even if they are a legitimate ruler) must succeed on a DC 17 Wisdom saving throw or fall under the effects of a geas spell cast with a 9th level spell slot. On a success, the wearer must repeat the same saving throw on the anniversary of their coronation. For this magic item, the geas ends at the same time as the wearer’s reign, which can only occur when the crown is transferred. In other words, if the king dies before having appointed a successor, they remain somehow bound by their duty, such as in the form of a ghost.
The mission attached to the geas spell requires the sovereign to fulfill the duties of their station:
To ensure the security of their kingdom, even at the risk of their life.
To do everything in their power to promote the prosperity of their citizens.
To never leave the kingdom.
Additionally, the magic of the spell inevitably attracts unending misfortune, constantly forcing the wearer to face terrifying powers and opposition. At least one serious threat occurs during every reign. This usually leads to the sovereign’s early death, somewhere between 40 and 50 years of age in human years.
Weapon of Arctic Death
Weapon (any), rare (requires attunement), blasphemy
When a creature is killed by this weapon, it must make a Charisma saving throw (DC 8 + the proficiency bonus of the creature wielding the weapon). On a failure, the body of the slain creature rises 1d20 rounds later as a gaunt. Gaunts never attack the wielder of a weapon of arctic death.
A single creature equipped with a weapon of arctic death can become a scourge, raising in its wake legions of gaunts that will kill everyone in their path. For this reason, when a gaunt is spotted, it is often suspected that such a weapon was used. All efforts are made to find the wielder, kill them, and destroy the blasphemous weapon.
These weapons are especially popular with frost giants, who see them as sinister and miraculous wonders: the works of revered blacksmiths. Champions are given one and sent on rampages, sowing death and horror among the smaller peoples. When frost giants plot invasions, these weapons are often a major component of their plans.
Incorporeal Undead: ?
Incorporeal Undead Who Fears Sunlight: ?
Intelligent Undead: ?
Gaunt: Or frost giants coming down in their ships of ice or over land, killing people and raising them as monstrous gaunts attacking their own kind under the orders of the possessor of an evil amulet…
A corporeal undead created by dark, cold magic.
Weapon of Arctic Death magic item.
Gaunt, Monstrous Gaunt: ?
Gaunt, Corporeal Undead: ?
Haunted Creature: The bottom of the lake is rich in burial deposits, among which some magic items are still in perfect condition. Few people venture down to plunder the ruins, [h] owever, because the ghosts can turn the surrounding animals and plants into haunted creatures that attack looters.
Haunted Animal: ?
Haunted Plant: ?
Sunsutaa: ?
Sunsutaa, Incorporeal Undead, Dreaded Incorporeal Undead: ?
Most Powerful Sunsutaa: ?
Sunsutaajijig: ?
Sunsutaaikh: ?
Wail of the Wastes, Nowohtam, The Sad One: Those whose merit is less certain become wails of the wastes, also called nowohtam—the sad ones.
Wail of the Wastes, Incorporeal Undead: ?
Wail of the Wastes Shiverwail: ?
Wail of the Wastes Frostwail: ?
Ghast: The Drakenbergen are teeming with ruins buried beneath vegetation, screes, and sometimes newer buildings. Each era has its secrets and treasures, but also its curses. It is said that grave robbers sometimes become ghouls, ghasts, or wights who haunt the scenes of their crimes.
Ghost: Crown of the Fjordkungden magic item.
Ghost, Nostalgic Ghost: ?
Ghost, Incorporeal Undead: ?
Ghost, Miserable Weeping Ghost: ?
Ghoul: The Drakenbergen are teeming with ruins buried beneath vegetation, screes, and sometimes newer buildings. Each era has its secrets and treasures, but also its curses. It is said that grave robbers sometimes become ghouls, ghasts, or wights who haunt the scenes of their crimes.
Ghoul, Monster of the Dark: ?
Ghoul, Sinister Ghoul: ?
Bekasi, Lich, Strange Undead Advisor, August Advisor, Undead Mage, Mistress, Lich Advisor, Immortal, Immortal Advisor, Former Merosi, Power Behind the Throne, First Advisor, Prime Advisor, Most Powerful Influential Personality of the Old Kaan: Some wonder whether there is a link between Bekasi and the eight legendary liches. Bekasi is obviously much younger, but perhaps she acquired the knowledge that allowed her transformation from one of them?
Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse: All of them sought immortality by turning into nasty, animated corpses.
Lich: A corporeal undead resulting from a ritual performed by a powerful arcanist (usually a wizard), which involves locking one’s soul in a vessel called a phylactery. For some, it is a means of gaining access to immortality. According to legend, the rites unlocking this condition were discovered in the Clay Cities long ago.
Nuntara the Impatient, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse, Nervous Delusional Spirit: ?
Huwappa the Tormentor, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse: ?
Miumar the Gentle, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse, Paradoxical Lich of Dragonborn Origin: ?
Kalmisara the Lightning Bearer, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse, Living Dead: He was buried alive in what now serves as his lair. Realizing that he would soon run out of air, he considered his options: to die, or to start a vile ritual to become one of the living dead and have the opportunity to one day take revenge.
Lazziya the Ordained, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse: ?
Assanu of the Far Away Worlds, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse: ?
Ekt-hurnen the Huntress, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse: Chronicles disagree on how she became a lich. Some versions claim that she was cursed by a powerful enemy, while others claim that she made this decision in order to face a greater peril. Another theory says that she lost her mind and decided to become what she had always fought against, like a morbid apotheosis. Some even think that she became a lich by accident, when her soul became trapped inside the phylactery of another.
Siunniyah the Leper Princess, Lich, Lich of the Desolations, Legendary Lich, Scheming Lich, Terrible Lich, Nasty Animated Corpse, Angry Paranoid Creature: ?
Lich, Corporeal Undead: ?
Skeleton: ?
Specter: “The black magic of the desolation, that which animates specters and golems, comes from this period. Some arcanists hoped that summoning fiends would provide weapons granting a decisive advantage. Xonim herself studied the necromancy and enchantments of that time.”
Specter, Incorporeal Undead: ?
Kentigern of Gleannceo, Vampire, Vampire Lord, Saint of Narfor, Harsh Lord, Lord of Gleanceo, Vampire Tyrant, Undead Lord, Corrupt Seductive Vampire, Evil Vampire: ?
Vampire: The birth of vampirism is attributed to [The Lady of Night], which raises questions among her believers.
Cursed undead creature of great power, transformed as a result of dark rituals, extraordinarily vile acts, or by another vampire.
Legend has it that vampirism is a gift of Xonim.
Matilda of Lothrienne, Daughter-Wife: ?
Evgenia of Arolavia, Daughter-Wife: ?
Niobe of Cyrillane, Daughter-Wife: ?
Vampire, Monster of the Dark, Cursed Undead Creature of Great Power: ?
Vampire Spawn: ?
Bloodthirsty Predator: ?
Wight: The Drakenbergen are teeming with ruins buried beneath vegetation, screes, and sometimes newer buildings. Each era has its secrets and treasures, but also its curses. It is said that grave robbers sometimes become ghouls, ghasts, or wights who haunt the scenes of their crimes.
The bottom of the lake is rich in burial deposits, among which some magic items are still in perfect condition. Few people venture down to plunder the ruins, owever, because the ghosts can turn the surrounding animals and plants into haunted creatures that attack looters. Once dead, the thieves become wights bound by a geas spell to the will of the ghosts.
Wraith: ?
Wraith, Incorporeal Undead: ?
Crown of the Fjordkungden
Wondrous item, very rare (requires attunement), blasphemy
The Fjordkungden, a fjord-filled region of the Drakenbergen, is split into a number of kingdoms. Each kingdom has one crown, which only the rightful ruler can wear safely. Any other person attempting to crown themselves must succeed on a DC 17 Charisma saving throw or take 7d10 necrotic damage, and must repeat the saving throw every day at dawn.
The crown gives the wearer advantage on all Charisma checks, as well as invulnerability to one of the following types of damage: acid, cold, fire, force, lightning, necrotic, radiant, thunder (each crown has its own associated type).
When donning the crown for the first time, the wearer (even if they are a legitimate ruler) must succeed on a DC 17 Wisdom saving throw or fall under the effects of a geas spell cast with a 9th level spell slot. On a success, the wearer must repeat the same saving throw on the anniversary of their coronation. For this magic item, the geas ends at the same time as the wearer’s reign, which can only occur when the crown is transferred. In other words, if the king dies before having appointed a successor, they remain somehow bound by their duty, such as in the form of a ghost.
The mission attached to the geas spell requires the sovereign to fulfill the duties of their station:
To ensure the security of their kingdom, even at the risk of their life.
To do everything in their power to promote the prosperity of their citizens.
To never leave the kingdom.
Additionally, the magic of the spell inevitably attracts unending misfortune, constantly forcing the wearer to face terrifying powers and opposition. At least one serious threat occurs during every reign. This usually leads to the sovereign’s early death, somewhere between 40 and 50 years of age in human years.
Weapon of Arctic Death
Weapon (any), rare (requires attunement), blasphemy
When a creature is killed by this weapon, it must make a Charisma saving throw (DC 8 + the proficiency bonus of the creature wielding the weapon). On a failure, the body of the slain creature rises 1d20 rounds later as a gaunt. Gaunts never attack the wielder of a weapon of arctic death.
A single creature equipped with a weapon of arctic death can become a scourge, raising in its wake legions of gaunts that will kill everyone in their path. For this reason, when a gaunt is spotted, it is often suspected that such a weapon was used. All efforts are made to find the wielder, kill them, and destroy the blasphemous weapon.
These weapons are especially popular with frost giants, who see them as sinister and miraculous wonders: the works of revered blacksmiths. Champions are given one and sent on rampages, sowing death and horror among the smaller peoples. When frost giants plot invasions, these weapons are often a major component of their plans.
Fateforge - Spellcaster's Guide
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.
Once-living beings brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Walking Corpse: ?
Bodiless Spirit: ?
Ghost: ?
Ancient Ghost: ?
Recent Ghost: ?
Shadow: ?
Specter: ?
Specter Cohort: ?
Vampire: ?
Wraith: ?
Zombie: Gateway of the Dead geomagical effect.
Gateway of the Dead
The rest of the party intently stared at the cleric and wizardess. They all agreed on the necessity of using arcane magic, but hoped that this time, the holy man would be able to react in time to repel the horrors that threatened to pour out of the Ethereal Plane… unlike last time. Carefully, the spellcaster started chanting. Everyone held their breath. They looked around, on edge, but it seemed like they had been lucky this time.
Source
The gateway of the dead occurs in haunted places, but can also take place when a spellcaster uses powerful spells related to death or corruption. The border with the Ethereal Plane becomes permeable, allowing creatures such as specters to freely pass into the Material Plane. Casting spells further weakens the boundary between the planes and may attract the monsters.
The effect generally stops once the location has been purified. If nothing is done, it can last indefinitely.
Effects
Whenever a creature casts a spell, it must roll a d8. If the result is equal to or below the level of the spell cast, the gateway opens. Roll on the table on the next page. All the creatures mentioned in the table are described in the Bestiary, most of them in the Ethereal Wanderers chapter. The leader can tailor the challenge rating of the encounters to your party. Barring exceptional circumstances, specters freed by this effect are unable to move beyond the confines of the region affected by this geomagic.
d8 Effect
1 Souls of the departed appear as the translucent shapes of beings who have recently died in the area. Depending on their personality, they may (choose or roll a d6): (1) beg to be saved; (2) ask to help a loved one; (3) impart serene, supportive last words; (4) lie and mislead the adventurers out of sheer malevolence; (5) warn the adventurers of a threat they have been the victim of; (6) request the adventurers to right a wrong that they committed.
2 A wraith appears, possibly accompanied by specter cohorts.
3 A phase spider has set its sights on the adventurers or their mounts.
4 Fresh bodies (humanoids, giants, or beasts) who have been denied Death’s blessing rise as undead.
They may animate some distance away from the adventurers and roam the region as zombies.
5 An ancient or recent ghost manifests.
6 The adventurers’ shadows animate and attack them as shadows.
7 A vrock leaps out of the gateway, looking for souls.
8 A portal to the Ethereal Plane opens very noticeably next to the spellcaster.
Once-living beings brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Walking Corpse: ?
Bodiless Spirit: ?
Ghost: ?
Ancient Ghost: ?
Recent Ghost: ?
Shadow: ?
Specter: ?
Specter Cohort: ?
Vampire: ?
Wraith: ?
Zombie: Gateway of the Dead geomagical effect.
Gateway of the Dead
The rest of the party intently stared at the cleric and wizardess. They all agreed on the necessity of using arcane magic, but hoped that this time, the holy man would be able to react in time to repel the horrors that threatened to pour out of the Ethereal Plane… unlike last time. Carefully, the spellcaster started chanting. Everyone held their breath. They looked around, on edge, but it seemed like they had been lucky this time.
Source
The gateway of the dead occurs in haunted places, but can also take place when a spellcaster uses powerful spells related to death or corruption. The border with the Ethereal Plane becomes permeable, allowing creatures such as specters to freely pass into the Material Plane. Casting spells further weakens the boundary between the planes and may attract the monsters.
The effect generally stops once the location has been purified. If nothing is done, it can last indefinitely.
Effects
Whenever a creature casts a spell, it must roll a d8. If the result is equal to or below the level of the spell cast, the gateway opens. Roll on the table on the next page. All the creatures mentioned in the table are described in the Bestiary, most of them in the Ethereal Wanderers chapter. The leader can tailor the challenge rating of the encounters to your party. Barring exceptional circumstances, specters freed by this effect are unable to move beyond the confines of the region affected by this geomagic.
d8 Effect
1 Souls of the departed appear as the translucent shapes of beings who have recently died in the area. Depending on their personality, they may (choose or roll a d6): (1) beg to be saved; (2) ask to help a loved one; (3) impart serene, supportive last words; (4) lie and mislead the adventurers out of sheer malevolence; (5) warn the adventurers of a threat they have been the victim of; (6) request the adventurers to right a wrong that they committed.
2 A wraith appears, possibly accompanied by specter cohorts.
3 A phase spider has set its sights on the adventurers or their mounts.
4 Fresh bodies (humanoids, giants, or beasts) who have been denied Death’s blessing rise as undead.
They may animate some distance away from the adventurers and roam the region as zombies.
5 An ancient or recent ghost manifests.
6 The adventurers’ shadows animate and attack them as shadows.
7 A vrock leaps out of the gateway, looking for souls.
8 A portal to the Ethereal Plane opens very noticeably next to the spellcaster.
Featherfoots Arcane Poisons & Field Guide
Undead: ?
Will-o'-Wisp: ?
Will-o'-Wisp: ?
Featherfoots Forgaing Field Guide
Undead: ?
Will-o'-Wisp: ?
Will-o'-Wisp: ?
Fiendish Discoveries (5e)
Undead: ?
Ghost: A haunted rock formation could appear in almost any fantasy campaign. If someone was slain or committed suicide on or near the formation, their ghost could remain.
Resident Ghost: Any structure noted for an unexpected death could have a resident ghost.
Errant Ghost: ?
Will-o-Wisp: ?
Zombie: ?
Ghoul: ?
Wight: ?
Harriet Rionda, Ghost: Devil’s Tower: there are at least two Devil’s Towers in the United States. One is a clock tower located in New Jersey, and is a physical stone structure built in 1910 by sugar baron Manuel Rionda. According to local superstition, it’s haunted by the ghost of Rionda’s wife Harriet, who either died at a young age or who committed suicide by leaping from the top of the tower.
Errant K'uei: ?
Troublesome Spirit: ?
Spirit: ?
Devourer: ?
Ghost: A haunted rock formation could appear in almost any fantasy campaign. If someone was slain or committed suicide on or near the formation, their ghost could remain.
Resident Ghost: Any structure noted for an unexpected death could have a resident ghost.
Errant Ghost: ?
Will-o-Wisp: ?
Zombie: ?
Ghoul: ?
Wight: ?
Harriet Rionda, Ghost: Devil’s Tower: there are at least two Devil’s Towers in the United States. One is a clock tower located in New Jersey, and is a physical stone structure built in 1910 by sugar baron Manuel Rionda. According to local superstition, it’s haunted by the ghost of Rionda’s wife Harriet, who either died at a young age or who committed suicide by leaping from the top of the tower.
Errant K'uei: ?
Troublesome Spirit: ?
Spirit: ?
Devourer: ?
Fifth Edition Fantasy #1: Glitterdoom
Stoneghost: Stoneghosts are the cursed forms of those dwarves who slew their comrades, transformed into undead creatures by the effects of the glitterdoom curse.
The discovery of this unprecedented deposit of lustrous ore inflamed the miners’ natural dwarven proclivity for avarice, manifesting in a rare form of psychosis known as aurhrek or “gold madness.” The bane of dwarvenkind, this insanity gripped the miners, causing them to covet the gold above all else—even to the point of forsaking friendships and clan ties. The aurhrek manifested in either of two ways amongst the miners: an all-consuming mania to extract as much of the metal as possible, or a murderous urge to slay one’s comrades so as to keep the gleaming ore for oneself.
Even the mine’s resident priest, a cleric devoted to the dwarven god of secrets under the mountain and untapped riches, proved susceptible to the madness. Forsaking his deity for a darker god of old, the cleric—now known as Greedyguts—called down evil powers to smite his fellows and claim the mine’s gold for himself. This divine curse, known as the glitterdoom, fell upon the miners, transforming them into hellish forms according to how the aurhrek afflicted them. In short order, the Knuckle was lost, drowned in a tide of blood and greed.
Greedyguts, Averes, Dwarven Heretical Undead Priest, Undead Cleric: ?
Undead: ?
Crossbow-Wielding Undead: ?
Dwarven Ghost: ?
Strange Dwarven Ghost: ?
The discovery of this unprecedented deposit of lustrous ore inflamed the miners’ natural dwarven proclivity for avarice, manifesting in a rare form of psychosis known as aurhrek or “gold madness.” The bane of dwarvenkind, this insanity gripped the miners, causing them to covet the gold above all else—even to the point of forsaking friendships and clan ties. The aurhrek manifested in either of two ways amongst the miners: an all-consuming mania to extract as much of the metal as possible, or a murderous urge to slay one’s comrades so as to keep the gleaming ore for oneself.
Even the mine’s resident priest, a cleric devoted to the dwarven god of secrets under the mountain and untapped riches, proved susceptible to the madness. Forsaking his deity for a darker god of old, the cleric—now known as Greedyguts—called down evil powers to smite his fellows and claim the mine’s gold for himself. This divine curse, known as the glitterdoom, fell upon the miners, transforming them into hellish forms according to how the aurhrek afflicted them. In short order, the Knuckle was lost, drowned in a tide of blood and greed.
Greedyguts, Averes, Dwarven Heretical Undead Priest, Undead Cleric: ?
Undead: ?
Crossbow-Wielding Undead: ?
Dwarven Ghost: ?
Strange Dwarven Ghost: ?
Fifth Edition Fantasy #2: The Fey Sisters' Fate
Frogfolk Zombie: Perhaps the shaman has created several more simple traps, similar to the log deadfall, or he has created more zombies and stationed them throughout the tunnels.
The frogfolk zombies were animated via a ritual from some of the warriors that fell in the battle against Corelei.
The frogfolk zombies were animated via a ritual from some of the warriors that fell in the battle against Corelei.
Fifth Edition Fantasy #3: The Pillars of Pelagia
Koalinth Zombie: Since Solemaya now has control of the sea tower, she has made some modifications. She has added an animated net and animated three koalinth zombies to guard the approach to area 4-2. Two of her troops were slain by acidic burns from a trap. The last one was poisoned by Myricia, and Solemaya killed him out of frustration with a spear. A DC 15 Intelligence (Investigation) check reveals the origin of the wounds. Solemaya then cast an animate dead spell using a 4th-level spell slot to target all three bodies.
Fifth Edition Fantasy #4: War-Lock
Restless Ghost: ?
Shadow: ?
Specter: ?
Hungry Will-o'-Wisp: ?
Shadow: ?
Specter: ?
Hungry Will-o'-Wisp: ?
Fifth Edition Fantasy #5: The Dragon's Maw
Thorovar Ironhand, Dwarven Ghost, Ghostly Dwarven Weaponsmith: ?
Restless Undead Victim of Sacrifice: ?
Restless Undead Victim of Sacrifice: ?
Fifth Edition Fantasy #6: Raiders of the Lost Oasis
Mummy Cat: ?
Ankhotep, The Mummy Priest, Mummy, Undead Mockery: Millennia ago, Ankhotep was a devout priest of the Sphinx Queen, when she ruled the great desert wastes. From secret shrines and concealed sanctuaries, the priest led many forbidden rituals for the glory and favor of his goddess. But on a fateful day, the forces of good rose up against the Sphinx Queen, and although their victory was not complete, her rule was shattered and she was imprisoned in a forbidden tomb. Ankhotep and most of her other followers scattered among the hot desert winds and went into hiding. All the while, the Sphinx Queen’s whispers guided her dedicated followers, and Ankhotep embraced her seductive lessons. He was soon convinced of her eventual return, and set about to plan to be at her side during her triumphant return.
He founded a new temple, secluded in a remote oasis, situated in the middle of a sea of glass. The Glass Sea is a scar on the forsaken wasteland, created during an elemental battle centuries before. Using his considerable wealth, and the overflowing coffers filled by his faithful congregation, he constructed an elaborate tomb under the temple. Fit for a pharaoh, the tomb was stocked with everything Ankhotep would need in the afterlife, which he intended to spend with his beloved Sphinx Queen. Mundane objects, a place for his wife, and his remaining abundant material wealth were all added to his burial chambers. His master architect, Horeb, was tasked with the design of several deadly traps, designed to protect his physical body and his hoard. The priest underwent the sacred ritual of mummification and was sealed in his tomb to await the return of his goddess. But Ankhotep’s undoing was his blind trust in his master architect.
Although by no means wealthy, Horeb had a comfortable life. But he was greedy, and believed that locking away a hoard of golden objects and fine jewels in the fanciful belief of an afterlife was foolhardy and wasteful. Not to mention he’d had a forbidden tryst with the priest’s wife, Nebetia. Ultimately, it was her seductive pleas that convinced him to betray his master, and plunder the tomb he was entrusted to design. He commanded that a secret passage be installed from one of the general burial chambers, bypassing a trapped entrance door to Ankhotep’s tomb. Following the installation, Horeb poisoned the workers to protect his secret. A few weeks after the burial, the master architect used the secret passage to enter the burial chambers. Using his knowledge of the other traps, many of which he designed, he penetrated the innermost chambers and over the course of several nights, robbed the priest of all his worldly possessions, save those adorned on his very body. In the final act, perhaps out of superstition, Horeb sealed the priest’s sarcophagus with molten gold, just in case Ankhotep is resurrected. Horeb and Nebetia fled the oasis with more gold and jewels that they could ever spend in a hundred years.
Yet, Horeb’s betrayal did not go unnoticed, as the Sphinx Queen herself bestowed the gift of undeath on her devoted disciple.
Mummy: ?
Mummy Lord: ?
Ankhotep, The Mummy Priest, Mummy, Undead Mockery: Millennia ago, Ankhotep was a devout priest of the Sphinx Queen, when she ruled the great desert wastes. From secret shrines and concealed sanctuaries, the priest led many forbidden rituals for the glory and favor of his goddess. But on a fateful day, the forces of good rose up against the Sphinx Queen, and although their victory was not complete, her rule was shattered and she was imprisoned in a forbidden tomb. Ankhotep and most of her other followers scattered among the hot desert winds and went into hiding. All the while, the Sphinx Queen’s whispers guided her dedicated followers, and Ankhotep embraced her seductive lessons. He was soon convinced of her eventual return, and set about to plan to be at her side during her triumphant return.
He founded a new temple, secluded in a remote oasis, situated in the middle of a sea of glass. The Glass Sea is a scar on the forsaken wasteland, created during an elemental battle centuries before. Using his considerable wealth, and the overflowing coffers filled by his faithful congregation, he constructed an elaborate tomb under the temple. Fit for a pharaoh, the tomb was stocked with everything Ankhotep would need in the afterlife, which he intended to spend with his beloved Sphinx Queen. Mundane objects, a place for his wife, and his remaining abundant material wealth were all added to his burial chambers. His master architect, Horeb, was tasked with the design of several deadly traps, designed to protect his physical body and his hoard. The priest underwent the sacred ritual of mummification and was sealed in his tomb to await the return of his goddess. But Ankhotep’s undoing was his blind trust in his master architect.
Although by no means wealthy, Horeb had a comfortable life. But he was greedy, and believed that locking away a hoard of golden objects and fine jewels in the fanciful belief of an afterlife was foolhardy and wasteful. Not to mention he’d had a forbidden tryst with the priest’s wife, Nebetia. Ultimately, it was her seductive pleas that convinced him to betray his master, and plunder the tomb he was entrusted to design. He commanded that a secret passage be installed from one of the general burial chambers, bypassing a trapped entrance door to Ankhotep’s tomb. Following the installation, Horeb poisoned the workers to protect his secret. A few weeks after the burial, the master architect used the secret passage to enter the burial chambers. Using his knowledge of the other traps, many of which he designed, he penetrated the innermost chambers and over the course of several nights, robbed the priest of all his worldly possessions, save those adorned on his very body. In the final act, perhaps out of superstition, Horeb sealed the priest’s sarcophagus with molten gold, just in case Ankhotep is resurrected. Horeb and Nebetia fled the oasis with more gold and jewels that they could ever spend in a hundred years.
Yet, Horeb’s betrayal did not go unnoticed, as the Sphinx Queen herself bestowed the gift of undeath on her devoted disciple.
Mummy: ?
Mummy Lord: ?
Fifth Edition Fantasy #7: Fantastic Encounters
Spectral Companion: This lone adventurer and his two canine companions were chased and attacked by bandits only a few days earlier. The man died first, and his two dogs fought to the last to defend their master before finally succumbing to their own injuries. The bodies of the dogs were taken by the bandits for their pelts.
Spectral Companions. Raised by the young man from pups, these two full-grown dogs have a bond with their master that transcends death.
Cursed Shade: ?
Shadow: ?
Spectral Companions. Raised by the young man from pups, these two full-grown dogs have a bond with their master that transcends death.
Cursed Shade: ?
Shadow: ?
Fifth Edition Fantasy #8: Eye of the Leviathan
Lord Iychtus, Powerful Brine Vampire Lord, Powerful Undead Lord, Variant Aquatic Vampire: ?
Mathias, Revenant: Mathias was a devout cleric of Pelagia, and even though he battled through the enchantment to do the right thing, the results were not as expected. Pelagia watched from afar as one of her dedicated flock was manipulated by evil that led to despicable acts. For some reason, perhaps Pelagia is aware of danger the Eye of the Leviathan in the hands of a brine vampire lord poses, she has granted a gift to her servant: the spark of unlife. But not a mindless spark with no purpose—instead, Mathias has returned as a revenant, bent only on revenge against Iychthus.
Lord Iychthus required a pawn, and Mathias, a local cleric of Pelagia, was an easy choice, especially since he enjoyed invigorating nightly swims in the harbor. The vampire charmed the priest during one of these swims, and particularly enjoyed corrupting a man of the cloth into serving as a lackey. Unable to enter the fishmonger’s domicile on his own, he commanded the priest to confront Elendira and take possession of the pearl. In addition to recovering the pearl for his new master, Mathias was to “convince” her to join Lord Iychthus to fulfill a greater destiny.
Pelagia soon abandoned Mathias, which further tormented the once-devoted priest. With but a few hours to prepare, Mathias tried to resist the urge to fulfill his master’s commands. But in the end, his very soul broken and alone, Mathias took matters into his own hands. That very night, he confronted Elendira in her shop. In a battle of inner turmoil, Mathias plunged his rapier through the girl’s heart, slaughtering her in an instant. Although he had regrets for ending a sweet innocent life, he cherished the thought that Iychthus would not have the child as a pawn. He grabbed the pearl and fled, leaving just enough clues that the authorities would know where to follow. After concealing the pearl in a hidden Sanctuary of Pelagia, the distraught priest returned to his chapel. Following a few more preparations, a grief-stricken Mathias took his own life, anxious to reunite with his beloved deity.
Pirate Zombie: ?
Brine Vampire Spawn: A humanoid slain [from Lord Iycthus's bite reducing its hit point maximum to 0] and then placed in water rises the next night as a brine vampire spawn under Lord Iychthus’s control.
Terrestrial Vampire: ?
Mathias, Revenant: Mathias was a devout cleric of Pelagia, and even though he battled through the enchantment to do the right thing, the results were not as expected. Pelagia watched from afar as one of her dedicated flock was manipulated by evil that led to despicable acts. For some reason, perhaps Pelagia is aware of danger the Eye of the Leviathan in the hands of a brine vampire lord poses, she has granted a gift to her servant: the spark of unlife. But not a mindless spark with no purpose—instead, Mathias has returned as a revenant, bent only on revenge against Iychthus.
Lord Iychthus required a pawn, and Mathias, a local cleric of Pelagia, was an easy choice, especially since he enjoyed invigorating nightly swims in the harbor. The vampire charmed the priest during one of these swims, and particularly enjoyed corrupting a man of the cloth into serving as a lackey. Unable to enter the fishmonger’s domicile on his own, he commanded the priest to confront Elendira and take possession of the pearl. In addition to recovering the pearl for his new master, Mathias was to “convince” her to join Lord Iychthus to fulfill a greater destiny.
Pelagia soon abandoned Mathias, which further tormented the once-devoted priest. With but a few hours to prepare, Mathias tried to resist the urge to fulfill his master’s commands. But in the end, his very soul broken and alone, Mathias took matters into his own hands. That very night, he confronted Elendira in her shop. In a battle of inner turmoil, Mathias plunged his rapier through the girl’s heart, slaughtering her in an instant. Although he had regrets for ending a sweet innocent life, he cherished the thought that Iychthus would not have the child as a pawn. He grabbed the pearl and fled, leaving just enough clues that the authorities would know where to follow. After concealing the pearl in a hidden Sanctuary of Pelagia, the distraught priest returned to his chapel. Following a few more preparations, a grief-stricken Mathias took his own life, anxious to reunite with his beloved deity.
Pirate Zombie: ?
Brine Vampire Spawn: A humanoid slain [from Lord Iycthus's bite reducing its hit point maximum to 0] and then placed in water rises the next night as a brine vampire spawn under Lord Iychthus’s control.
Terrestrial Vampire: ?
Fifth Edition Fantasy #11: The Archmage's Lost Hideaway
Zombie Eye Tyrant: ?
Wrathful Spirit: Once a rival mage imprisoned here by Deldrammon, the unfortunate creature died long ago but his spirit remained trapped and was exposed to the permeating negative energy of Gehenna throughout its torment. Now all that remains is an enraged, vengeful spirit that happily attacks its rescuers.
Enraged Vengeful Spirit: ?
Cinderskull: The cinderskulls were created from the skulls of Deldrammon’s one-time rivals, and though they are bound to obedience they still retain some slivers of intelligence and memory of their former lives and needed little urging to attack the evil wizard.
Wrathful Spirit: Once a rival mage imprisoned here by Deldrammon, the unfortunate creature died long ago but his spirit remained trapped and was exposed to the permeating negative energy of Gehenna throughout its torment. Now all that remains is an enraged, vengeful spirit that happily attacks its rescuers.
Enraged Vengeful Spirit: ?
Cinderskull: The cinderskulls were created from the skulls of Deldrammon’s one-time rivals, and though they are bound to obedience they still retain some slivers of intelligence and memory of their former lives and needed little urging to attack the evil wizard.
Fifth Edition Fantasy #14: Beneath the Keep
Zombie Zombire: One of these enemies, particularly fond of gambling, still resides in this chamber cursed for all eternity. Following a night of bad luck, a wizard rival attempted to skip town before settling his debt. He was captured and sealed alive in the stone “table.” In a cruel twist of fate, he was entombed with a few spell scrolls of offensive weapons to aid in taking his own life. But instead he slowly suffocated, and since his soul was so corrupted and evil, his corpse never rotted fully, and he was cursed to an undead state, forever forced to listen to others having enjoyment winning (or losing) on bets. To this day, he is an abomination known as a zombire: a zombie that still has limited use of the arcane arts.
Abomination: ?
Swarm of Skeletal Rats, Skeletal Rodents: ?
Ghoulstirge: A ghoulstirge is created when a mundane stirge feeds on a ghoul, becoming infused with necrotic energy. The stirge dies a few hours later, but then within 24 hours, it reanimates as an undead pest with a paralyzing bite.
Mindless Undead: ?
Ghoul: ?
Undead Pest: ?
Abomination: ?
Swarm of Skeletal Rats, Skeletal Rodents: ?
Ghoulstirge: A ghoulstirge is created when a mundane stirge feeds on a ghoul, becoming infused with necrotic energy. The stirge dies a few hours later, but then within 24 hours, it reanimates as an undead pest with a paralyzing bite.
Mindless Undead: ?
Ghoul: ?
Undead Pest: ?
Fifth Edition Fantasy #16: Cave of the Unknown
Slime-Covered Skeleton: ?
Ghoul: ?
Undead: ?
Ghoul: ?
Undead: ?
Fifth Edition Fantasy #19: Denizens of the Reed Maze
Frogfolk Ghoul, Uncroakable, Undead Frogfolk Ghoul: Shamans can perform a ritual to create undead frogfolk ghouls that they use to reinforce their rule over the other frogfolk.
Frogfolk shamans can perform a dark ritual to animate frogfolk that fall in battle.
Frogfolk Ghoul, Zombie-Like Reanimated Frogfolk, Frog-Like Zombie: ?
Undead, Undead Creature: ?
Zombie: ?
Frogfolk shamans can perform a dark ritual to animate frogfolk that fall in battle.
Frogfolk Ghoul, Zombie-Like Reanimated Frogfolk, Frog-Like Zombie: ?
Undead, Undead Creature: ?
Zombie: ?
Fifth Edition Fantasy #20: One Night Inside the Sinister Citadel
Devoted Sentinel: The devoted sentinels are the spirits of two citadel guards who died in their sleep when the ceiling collapsed. Angry at dying in a manner not suitable to their sworn duties to protect the city with their lives, they remain to guard the citadel.
Devoted Sentinel, Ghostly Shape, Spectral Warrior, Ghost: ?
Devoted Sentinel, Ghostly Shape, Spectral Warrior, Ghost: ?
Fifth Edition Fantasy #22: Caverns of the Sea Strangers
Wight: There are four wights in this chamber, grave robbers who murdered one another in greed, now doomed to an existence of hate and savagery.
Fifth Edition Fantasy #23: The Sunless Garden
Undead, Undead Creature: ?
Ghast, Hideous Creature, Horrible Thing: ?
Mummy, Secret Weapon: ?
Wight: ?
Ghast, Hideous Creature, Horrible Thing: ?
Mummy, Secret Weapon: ?
Wight: ?
Fifth Edition Fantasy #24: The Prism of Redemption
Goblich: ?
Goblich, Powerful Goblin Lich, Pit Boss: ?
Lady Adelhorn, Ghostly Form: ?
Loksly, Vampire, Tomb Occupant: ?
Goblich, Powerful Goblin Lich, Pit Boss: ?
Lady Adelhorn, Ghostly Form: ?
Loksly, Vampire, Tomb Occupant: ?
Fifth Edition Foes
Ghoul, Ordinary Ghoul: ?
Ghast: ?
Undead: ?
Bloody Bones, Undead Remnants of Adventurers who Desecrated Evil Temples and Were Punished by Corrupt Gods: Their origins are unknown, but they are believed to be the undead remnants of adventurers who desecrated evil temples and were punished by corrupt gods for their actions.
Skeletal Humanoid With Bits of Muscle and Sinew Hanging From its Body: ?
Evil Undead Spirit: ?
Cadaver: Cadavers are the skeletal remains of people who were buried alive or given an improper burial (an unmarked grave or mass grave for example).
A creature slain by a cadaver lord rises in 1d4 minutes as a cadaver under the control of the cadaver lord.
Cadaver, Skeletal Remains of Those Buried Alive: ?
Cadaver, Skeletal Remains of Those Given an Improper Burial: ?
Greater Undead: ?
Wight, Standard Wight: ?
Cadaver Lord: Cadaver lords are rare examples of cadavers that arose from creatures that were uncommonly powerful in life, making them extremely dangerous opponents.
Cat Feral Undead: ?
Zombie: Once it has its victim underground, the cerebral stalker begins gnawing on the victim’s head, rapidly chewing through bone and tissue, dealing 2d8 + 4 points of piercing damage each round. When the victim dies, the cerebral stalker reaches its goal: the victim’s brain, which it promptly devours. A victim slain in this manner reanimates in 1d4 rounds as a zombie.
A humanoid that dies inside a hieroglyphicroc reanimates as a zombie 1d4 rounds later, and is regurgitated by the hieroglyphicroc.
Mindless Undead: ?
Skeleton, Lesser Skeleton, Standard Skeleton: ?
Vampire: ?
Cimota, Physical Manifestations of Evil Thoughts and Actions: Cimota are the physical manifestations of evil thoughts and actions.
Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest anywhere within an accursed locale that has given it life or within 300 feet of an evil artifact to which it is attached, but it can’t leave that area on the Material Plane.
Cimota are manifestations of evil that can be touched like any other creature, and even injured by nonmagical weapons, though magic has reduced effect against them.
Cimota are bound to repeat the evil thoughts and actions that created them. When they manifest, they endlessly repeat the deeds that spawned them. So, for instance, a group of cimota might haunt a ruined temple where they endless reenact evil rituals. Cimota might guard an unholy site such as a city, forest, or building. They fight to the death to defend these places. Cimota who are bound to an artifact might act out the intentions of that artifact. A cimota might follow the owner of an artifact, for example, slaying the owner’s friends and associates (to prevent them from stealing the artifact, in their greed) while keeping its existence a secret.
Cimota Guardian: ?
High Cimota: ?
Manifestation of Evil: ?
Coffer Corpse: The coffer corpse is an undead creature formed as the result of an incomplete death ritual. It is often found haunting stranded funeral barges or in situations where a corpse has not been delivered to its final resting place. Because of the manner of their creation, most coffer corpses are sealed inside coffins or sarcophagi until they are released by unwitting tomb robbers.
Desiccated Humanoid: ?
Mindless Automaton: ?
Corpsespun: Corpsepun follow the commands of the corpsespinner that created them, which they receive telepathically.
Creatures that die while affected by a corpsespinner’s poison (and not devoured by the corpsespinner) rise in 1 hour as a corpsespun.
Zombie That is Infested With Spiders: ?
Crypt Thing: Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such Areas, and they never leave their assigned area.
Skeletal Humanoid: ?
Crypt Guardian: ?
Aquatic Ghoul: ?
Drowned Wight: ?
Darnoc, Restless Spirit of an Oppressive Cruel Power-Hungry Individual: Any humanoid slain by a darnoc reanimates as a darnoc in 1d4 rounds.
Darnocs are said to be the restless spirits of oppressive, cruel, and power-hungry individuals cursed forever to an existence of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life.
Entity: ?
Translucent Humanoid: ?
Corrupting Evil Presence: ?
Undead Kraken: ?
Undead Giant Ant Exoskeleton: Giant ant exoskeletons can be animated into undead creatures through rare necromantic magic. The process burns out whatever remained of their organic insides and replaces it with magical fire. They can be turned by turn undead.
Construct Fashioned From a Giant Ant's Exoskeletal Husk: ?
Fear Guard: Any living creature slain by a fear guard has tactical disadvantage on its death saving throws. If it dies, it will rise again as a fear guard under the control of its killer 1d6 rounds later.
Incorporeal Entity: ?
Fetch: A murdered person who is buried in frozen ground sometimes returns from the grave as a fetch, an evil undead monster with a hatred for fire and life.
Ragged-Looking Rotting Humanoid: ?
Evil Undead Monster: ?
Ghost Ammonite: Unlike Leng-fossils, which are virtually unique to the Leng Plateau, ghost-ammonites are the remnants of some unspeakably ancient race that once traveled freely through many planes of existence—or so believe those rare scholars who’ve dared to study the enigmatic realm of Leng. Their wide travels explain the fact that they can be found literally anywhere. In life, they possessed genius-level intellects, but their ghostly remnants have been reduced to idiocy, propelled by little more than hatred and instinct.
Large Nautilus-Shaped Spirit: ?
Remnants, Ghostly Remnants: ?
Hanged Man: A hanged man is the corpse of a hanged humanoid who was too evil to rest peacefully in the grave or who was wrongfully hanged for a crime that was actually committed by one of his or her executioners.
Malevolent Vengeful Entity: ?
Hieroglyphicroc: Raised by ancient methods long forgotten or suppressed, hieroglyphicrocs resemble zombie crocodiles. They are actually more akin to mummies than to zombies, largely because they are created by a similar process. A hieroglyphicroc’s eyes glow with a yellow light, and they have rudimentary intelligence. Often they are created to serve as defenders of tombs where mummies are also found.
Zombie Crocodile: ?
Mummy: ?
Wandering Zombie: A tomb defended by hieroglyphicrocs is also likely to contain at least a few wandering zombies—the remains of unfortunate tomb robbers who ran afoul of the hieroglyphicroc guardians.
Jackal of Darkness: ?
Normal Undead: ?
Mummy of the Deep: It is the corpse of an evil creature that was cursed for its sins in life and buried in shame, possibly while still alive, and the wickedness of its life revived the soul as a mummy of the deep.
Although most mummies of the deep were created accidentally and thus are solitary, there are cases of these mummies being created intentionally to guard a sunken treasure or flooded tomb.
Rotting and Bandaged Humanoid: ?
Murder Crow: These creatures arise where the formless souls of birds condense into a single creature—a murder crow.
Undead Avian: ?
Undead Raven Swarm: If a murder crow is reduced to 0 hit points, it explodes into a swarm of ravens that continues to relentlessly attack all living creatures within sight. These ravens are undead, and they have tactical advantage on saving throws against being turned.
Undead Raven: ?
Rat Shadow: ?
Undead Rat: ?
Shadow, Full Shadow, Normal Shadow: According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil.
Red Jester: Red jesters are thought to be the undead form of court jesters who were executed for telling bad jokes, for making fun of their lord and master, or who died in some other violent, untimely manner. Legend speaks of the red jesters as being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material Plane to “entertain” those the demon prince singled out for special attention. The real truth behind their origin remains a mystery.
Horrid Walking Corpse: ?
Shadow Lesser: According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. He also created lesser beings of darkness, not as powerful as his favored creations. These creatures are known as lesser shadows.
Humanoid Constructed of Living Darkness: ?
Skeleton Warrior, Skeletal Warrior: The skeleton warrior is an undead creature that was once a powerful fighter of at least 8th level. Legend says that skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet.
In the process of transforming into a skeleton warrior, the dying warrior’s soul is trapped in a golden circlet.
Bony Form: ?
Lich: ?
Stygian Skeleton: Stygian skeletons are the remnants of creatures that were slain in an area saturated with evil. The bodies of fallen heroes become contaminated and polluted by the ambient evil and, within days after their death, rise as Stygian skeletons, leaving their former lives and bodies behind.
Skeleton With Glistening Black Bones: ?
Soul Reaper: Soul reapers have no ties to the world of the living. Their origins are shrouded in unknowable antiquity, but scholars speculate that soul reapers stepped directly from the great void at the beginning of creation. It is believed that very few—perhaps only six or seven—of these creatures exist (and most living beings are thankful for that).
Sinister Figure: ?
Vile Undead: ?
Troll Spectral: Spectral trolls are a unique form of undead. They are the undying spirits of slain trolls whose regenerative ability, for unknown reasons, continues functioning long after the troll’s physical form is utterly destroyed.
Specter: A humanoid killed by a spectral troll rises one to three days later as a free-willed specter unless a cleric of the victim’s religion casts gentle repose or comparable magic on the corpse before it rises.
Creature of Darkness: ?
Zombie Raven, Flying Zombie Raven: Zombie ravens are created en masse by certain necromantic spells. They make excellent aerial scouts for undead armies and evil wizards, because they can fly tremendously long distances without tiring.
Ghast: ?
Undead: ?
Bloody Bones, Undead Remnants of Adventurers who Desecrated Evil Temples and Were Punished by Corrupt Gods: Their origins are unknown, but they are believed to be the undead remnants of adventurers who desecrated evil temples and were punished by corrupt gods for their actions.
Skeletal Humanoid With Bits of Muscle and Sinew Hanging From its Body: ?
Evil Undead Spirit: ?
Cadaver: Cadavers are the skeletal remains of people who were buried alive or given an improper burial (an unmarked grave or mass grave for example).
A creature slain by a cadaver lord rises in 1d4 minutes as a cadaver under the control of the cadaver lord.
Cadaver, Skeletal Remains of Those Buried Alive: ?
Cadaver, Skeletal Remains of Those Given an Improper Burial: ?
Greater Undead: ?
Wight, Standard Wight: ?
Cadaver Lord: Cadaver lords are rare examples of cadavers that arose from creatures that were uncommonly powerful in life, making them extremely dangerous opponents.
Cat Feral Undead: ?
Zombie: Once it has its victim underground, the cerebral stalker begins gnawing on the victim’s head, rapidly chewing through bone and tissue, dealing 2d8 + 4 points of piercing damage each round. When the victim dies, the cerebral stalker reaches its goal: the victim’s brain, which it promptly devours. A victim slain in this manner reanimates in 1d4 rounds as a zombie.
A humanoid that dies inside a hieroglyphicroc reanimates as a zombie 1d4 rounds later, and is regurgitated by the hieroglyphicroc.
Mindless Undead: ?
Skeleton, Lesser Skeleton, Standard Skeleton: ?
Vampire: ?
Cimota, Physical Manifestations of Evil Thoughts and Actions: Cimota are the physical manifestations of evil thoughts and actions.
Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest anywhere within an accursed locale that has given it life or within 300 feet of an evil artifact to which it is attached, but it can’t leave that area on the Material Plane.
Cimota are manifestations of evil that can be touched like any other creature, and even injured by nonmagical weapons, though magic has reduced effect against them.
Cimota are bound to repeat the evil thoughts and actions that created them. When they manifest, they endlessly repeat the deeds that spawned them. So, for instance, a group of cimota might haunt a ruined temple where they endless reenact evil rituals. Cimota might guard an unholy site such as a city, forest, or building. They fight to the death to defend these places. Cimota who are bound to an artifact might act out the intentions of that artifact. A cimota might follow the owner of an artifact, for example, slaying the owner’s friends and associates (to prevent them from stealing the artifact, in their greed) while keeping its existence a secret.
Cimota Guardian: ?
High Cimota: ?
Manifestation of Evil: ?
Coffer Corpse: The coffer corpse is an undead creature formed as the result of an incomplete death ritual. It is often found haunting stranded funeral barges or in situations where a corpse has not been delivered to its final resting place. Because of the manner of their creation, most coffer corpses are sealed inside coffins or sarcophagi until they are released by unwitting tomb robbers.
Desiccated Humanoid: ?
Mindless Automaton: ?
Corpsespun: Corpsepun follow the commands of the corpsespinner that created them, which they receive telepathically.
Creatures that die while affected by a corpsespinner’s poison (and not devoured by the corpsespinner) rise in 1 hour as a corpsespun.
Zombie That is Infested With Spiders: ?
Crypt Thing: Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such Areas, and they never leave their assigned area.
Skeletal Humanoid: ?
Crypt Guardian: ?
Aquatic Ghoul: ?
Drowned Wight: ?
Darnoc, Restless Spirit of an Oppressive Cruel Power-Hungry Individual: Any humanoid slain by a darnoc reanimates as a darnoc in 1d4 rounds.
Darnocs are said to be the restless spirits of oppressive, cruel, and power-hungry individuals cursed forever to an existence of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life.
Entity: ?
Translucent Humanoid: ?
Corrupting Evil Presence: ?
Undead Kraken: ?
Undead Giant Ant Exoskeleton: Giant ant exoskeletons can be animated into undead creatures through rare necromantic magic. The process burns out whatever remained of their organic insides and replaces it with magical fire. They can be turned by turn undead.
Construct Fashioned From a Giant Ant's Exoskeletal Husk: ?
Fear Guard: Any living creature slain by a fear guard has tactical disadvantage on its death saving throws. If it dies, it will rise again as a fear guard under the control of its killer 1d6 rounds later.
Incorporeal Entity: ?
Fetch: A murdered person who is buried in frozen ground sometimes returns from the grave as a fetch, an evil undead monster with a hatred for fire and life.
Ragged-Looking Rotting Humanoid: ?
Evil Undead Monster: ?
Ghost Ammonite: Unlike Leng-fossils, which are virtually unique to the Leng Plateau, ghost-ammonites are the remnants of some unspeakably ancient race that once traveled freely through many planes of existence—or so believe those rare scholars who’ve dared to study the enigmatic realm of Leng. Their wide travels explain the fact that they can be found literally anywhere. In life, they possessed genius-level intellects, but their ghostly remnants have been reduced to idiocy, propelled by little more than hatred and instinct.
Large Nautilus-Shaped Spirit: ?
Remnants, Ghostly Remnants: ?
Hanged Man: A hanged man is the corpse of a hanged humanoid who was too evil to rest peacefully in the grave or who was wrongfully hanged for a crime that was actually committed by one of his or her executioners.
Malevolent Vengeful Entity: ?
Hieroglyphicroc: Raised by ancient methods long forgotten or suppressed, hieroglyphicrocs resemble zombie crocodiles. They are actually more akin to mummies than to zombies, largely because they are created by a similar process. A hieroglyphicroc’s eyes glow with a yellow light, and they have rudimentary intelligence. Often they are created to serve as defenders of tombs where mummies are also found.
Zombie Crocodile: ?
Mummy: ?
Wandering Zombie: A tomb defended by hieroglyphicrocs is also likely to contain at least a few wandering zombies—the remains of unfortunate tomb robbers who ran afoul of the hieroglyphicroc guardians.
Jackal of Darkness: ?
Normal Undead: ?
Mummy of the Deep: It is the corpse of an evil creature that was cursed for its sins in life and buried in shame, possibly while still alive, and the wickedness of its life revived the soul as a mummy of the deep.
Although most mummies of the deep were created accidentally and thus are solitary, there are cases of these mummies being created intentionally to guard a sunken treasure or flooded tomb.
Rotting and Bandaged Humanoid: ?
Murder Crow: These creatures arise where the formless souls of birds condense into a single creature—a murder crow.
Undead Avian: ?
Undead Raven Swarm: If a murder crow is reduced to 0 hit points, it explodes into a swarm of ravens that continues to relentlessly attack all living creatures within sight. These ravens are undead, and they have tactical advantage on saving throws against being turned.
Undead Raven: ?
Rat Shadow: ?
Undead Rat: ?
Shadow, Full Shadow, Normal Shadow: According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil.
Red Jester: Red jesters are thought to be the undead form of court jesters who were executed for telling bad jokes, for making fun of their lord and master, or who died in some other violent, untimely manner. Legend speaks of the red jesters as being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material Plane to “entertain” those the demon prince singled out for special attention. The real truth behind their origin remains a mystery.
Horrid Walking Corpse: ?
Shadow Lesser: According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. He also created lesser beings of darkness, not as powerful as his favored creations. These creatures are known as lesser shadows.
Humanoid Constructed of Living Darkness: ?
Skeleton Warrior, Skeletal Warrior: The skeleton warrior is an undead creature that was once a powerful fighter of at least 8th level. Legend says that skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet.
In the process of transforming into a skeleton warrior, the dying warrior’s soul is trapped in a golden circlet.
Bony Form: ?
Lich: ?
Stygian Skeleton: Stygian skeletons are the remnants of creatures that were slain in an area saturated with evil. The bodies of fallen heroes become contaminated and polluted by the ambient evil and, within days after their death, rise as Stygian skeletons, leaving their former lives and bodies behind.
Skeleton With Glistening Black Bones: ?
Soul Reaper: Soul reapers have no ties to the world of the living. Their origins are shrouded in unknowable antiquity, but scholars speculate that soul reapers stepped directly from the great void at the beginning of creation. It is believed that very few—perhaps only six or seven—of these creatures exist (and most living beings are thankful for that).
Sinister Figure: ?
Vile Undead: ?
Troll Spectral: Spectral trolls are a unique form of undead. They are the undying spirits of slain trolls whose regenerative ability, for unknown reasons, continues functioning long after the troll’s physical form is utterly destroyed.
Specter: A humanoid killed by a spectral troll rises one to three days later as a free-willed specter unless a cleric of the victim’s religion casts gentle repose or comparable magic on the corpse before it rises.
Creature of Darkness: ?
Zombie Raven, Flying Zombie Raven: Zombie ravens are created en masse by certain necromantic spells. They make excellent aerial scouts for undead armies and evil wizards, because they can fly tremendously long distances without tiring.
Forbidden Knowledge
Undead, Undead Being: There’s nothing inherently evil about the Plane of Shadow; it is one of the Transitive Planes offering passage to other realms of existence. However, this plane offers haven to evil creatures that shun the light and embrace the darkness. In some places, negative energy bleeds into the plane, giving birth to all manner of undead beings.
Forgotten Oasis
Desert Echo, Mix of the Life Force of the Creatures Who Have Died in the Area and a Little Bit of Awareness Given by the Nexus Itself: A desert echo is a gathering of the spirits of the wildlife that have died in the unforgiving climates of the desert. They are typically formed around any power nexus like old wizard towers, ruined temples and lost cities being good examples of such locations.
The echo itself is a mix of the life force of the creatures who have died in the area and a little bit of awareness given by the nexus itself.
The desert echo appears to be a conglomeration of many different deceased creatures, brought and held together by the power of the nexus that formed it.
Ghost Handmaiden, The Hand of the Forgotten Goddess: A priestess that died here quite willingly to serve the temple in her afterlife, before the forgotten goddess was forgotten. In doing so, she was empowered to make sure the things that wander into the temple remain there, so that her goddess doesn’t fade.
The handmaiden was a beautiful young woman in life and appears so in death as well, unmarred by her sacrifice. She died by poison and aside from a little blue tint around her lips she might as well be alive.
Tethered One: A tethered one, like a desert echo, is drawn in by the power nexus but rather than being a hodgepodge of smaller souls they are one soul strong enough to stay together in its shape without collecting any debris.
Desert Echo, Collected Souls, Gathering of the Spirits of the Wildlife That Have Died in the Unforgiving Climates of the Desert, Conglomeration of Many Different Deceased Creatures, Writhing Mass of Ghost Flesh: ?
Tethered One, Trapped Soul Bitter Angry: ?
Undead: ?
Ghost: ?
Banshee: ?
Shadow: ?
Specter: ?
Will-o'-Wisp: ?
Wraith: ?
The echo itself is a mix of the life force of the creatures who have died in the area and a little bit of awareness given by the nexus itself.
The desert echo appears to be a conglomeration of many different deceased creatures, brought and held together by the power of the nexus that formed it.
Ghost Handmaiden, The Hand of the Forgotten Goddess: A priestess that died here quite willingly to serve the temple in her afterlife, before the forgotten goddess was forgotten. In doing so, she was empowered to make sure the things that wander into the temple remain there, so that her goddess doesn’t fade.
The handmaiden was a beautiful young woman in life and appears so in death as well, unmarred by her sacrifice. She died by poison and aside from a little blue tint around her lips she might as well be alive.
Tethered One: A tethered one, like a desert echo, is drawn in by the power nexus but rather than being a hodgepodge of smaller souls they are one soul strong enough to stay together in its shape without collecting any debris.
Desert Echo, Collected Souls, Gathering of the Spirits of the Wildlife That Have Died in the Unforgiving Climates of the Desert, Conglomeration of Many Different Deceased Creatures, Writhing Mass of Ghost Flesh: ?
Tethered One, Trapped Soul Bitter Angry: ?
Undead: ?
Ghost: ?
Banshee: ?
Shadow: ?
Specter: ?
Will-o'-Wisp: ?
Wraith: ?
Forgotten Tomb (5e)
Skeleton: ?
Specter: ?
Wraith: ?
Specter: ?
Wraith: ?
Fort Scurvy (5E)
Wraith: The iron maiden is invested with the psychic and spiritual energy of those tortured in this dungeon, and 1 round after the iron maiden trap activates (or immediately if the iron maiden is destroyed), these energies manifest as a pair of wraiths that focuses its attacks on the trapped creature, though if that creature escapes it pursues and attacks any other creatures it encounters.
Fortune Hunters (5e)
Undead: ?
Intelligent Undead: ?
Disguised Ghoul: ?
Hooded Cloaked Enchanted Skeleton, Disguised Skeleton: ?
Skeleton: ?
Zombie: ?
Intelligent Undead: ?
Disguised Ghoul: ?
Hooded Cloaked Enchanted Skeleton, Disguised Skeleton: ?
Skeleton: ?
Zombie: ?
Free RPG Day 2022 - 5E: The Three Wizard Conundrum
Shadow: ?
Fungus God from Outer Space (5e)
Great Unformed, Undead Fungus Giant: ?
Undead: ?
Undead: ?
Game Master's Guide World of Myrr
Vampire: ?
Vampire Spawn: ?
Wraith: ?
Banshee: ?
Shadow: ?
Ghost: ?
Vampire Spawn: ?
Wraith: ?
Banshee: ?
Shadow: ?
Ghost: ?
Game Master's Toolbox: Ultimate Bestiary: Revenge of the Horde 5th Edition
Ghoul: ?
Vampire: While rock gnolls are certainly the least threatening variety on their own merits, the creeping influence of the caves below means they are also the most likely to exhibit vampirism, demonic possession, or otherworldly corruption, so seasoned travelers know not to take their smaller stature at face value.
Vampire: While rock gnolls are certainly the least threatening variety on their own merits, the creeping influence of the caves below means they are also the most likely to exhibit vampirism, demonic possession, or otherworldly corruption, so seasoned travelers know not to take their smaller stature at face value.
Giant Discoveries (5e)
Undead: ?
Ghost: ?
Spriggan, Ghost of a Giant: ?
Ghost: ?
Spriggan, Ghost of a Giant: ?
GLD20 Vampire CR 0-20
Vampire: A vampire can serve a variety of roles for the DM. It can be a powerful villain (with its Misty Escape), or it can be bound to a higher master who was instrumental in creating it.
Vampire Spawn: ?
Weak Vampire: ?
Non-Weak Vampire: ?
Multiattacking Vampire: ?
Armored Vampire: ?
Summoning Vampire: ?
Agile Vampire: ?
Strong Vampire: ?
Legendary Vampire: ?
Attacking Vampire: ?
Half Vampire: ?
Dexterous Vampire: ?
Necrotic Vampire: ?
Smarter Vampire: ?
Charismatic Vampire: ?
Constitutional Vampire: ?
Biting Vampire: ?
Flying Vampire: ?
Triple-Attacking Vampire: ?
Harder-Biting Vampire: ?
Grabbing Vampire: ?
Super-Charismatic Vampire: ?
Expert Vampire: ?
Super-Dexterous Vampire: ?
Bonus Vampire: ?
Vampire Spawn: ?
Weak Vampire: ?
Non-Weak Vampire: ?
Multiattacking Vampire: ?
Armored Vampire: ?
Summoning Vampire: ?
Agile Vampire: ?
Strong Vampire: ?
Legendary Vampire: ?
Attacking Vampire: ?
Half Vampire: ?
Dexterous Vampire: ?
Necrotic Vampire: ?
Smarter Vampire: ?
Charismatic Vampire: ?
Constitutional Vampire: ?
Biting Vampire: ?
Flying Vampire: ?
Triple-Attacking Vampire: ?
Harder-Biting Vampire: ?
Grabbing Vampire: ?
Super-Charismatic Vampire: ?
Expert Vampire: ?
Super-Dexterous Vampire: ?
Bonus Vampire: ?
GM's Miscellany: Eventures (5e)
Captain Tyric Selflit, The Spectre of the Sea: Captain Selflit is some sort of undead, who won't rest until his original unjust death at the hands of authorities who wrongly accused him of piracy is avenged.
Undead: ?
Foul Drowned Cleric: ?
Ghost: ?
Olli Hirvi, Restless Ghost: With themes of love, sacrifice and the inevitability of fate, this love song tells the tragic story of Olli Hirvi who lost his beloved among the Twilight City’s tumbled ruins and rubble-choked canals. The ballad tells of his endless quest to find his soulmate and ends with his restless ghost yet haunting the ruins.
Living Shadow: ?
Undead: ?
Foul Drowned Cleric: ?
Ghost: ?
Olli Hirvi, Restless Ghost: With themes of love, sacrifice and the inevitability of fate, this love song tells the tragic story of Olli Hirvi who lost his beloved among the Twilight City’s tumbled ruins and rubble-choked canals. The ballad tells of his endless quest to find his soulmate and ends with his restless ghost yet haunting the ruins.
Living Shadow: ?
GM's Miscellany: Mini-Eventures I (5e)
Mistress of the Spires, Lich: ?
Sangasu Kuara, Trapped Spirit: ?
Wight: ?
Sangasu Kuara, Trapped Spirit: ?
Wight: ?
GM's Miscellany: Places of Power (5e)
Undead: ?
Mindless Undead: ?
Undead Abomination: ?
Banshee: ?
Ghost: The Last Resort was originally a collective of inns and taverns providing respite on a lonely stretch of road. It is also one of the few earthly locations to sit on a planar nexus. The first signs of trouble arose when the ghost of dead people—actually lost souls unable to pass onto the afterlife—arrived at the (now aptly named) Last Resort.
The Medium of the Lake, The Medium, Ghost Human Cleric 8, Ghostly Medium, Grey Ghost: ?
The Watchman, Ghost Human Veteran, Spirit: ?
Dorfin Severnick, Ghost: ?
Erlgamm, Lich: The crystal vial intended to contain her soul on becoming a lich is contained within and is Erlgamm’s most precious possession.
In the end, though, she fights to the death, hoping perhaps her necromantic pursuits and experimentations will see her resurrected into the lich form she’s long sought.
Here, Erlgamm keeps the phylactery she has enspelled—a beautiful crystal vial—to contain her soul when she becomes a lich.
If Erlgamm is killed during the PCs’ stay, she could transform into a lich thanks to her many years of necromantic experiments. If so, her soul flees to her phylactery, where she begins to gather her strength to strike down her foes.
One of the secret cubbies here holds Erlgamm’s private journal, noting decades of attempts to achieve lichdom.
Vampire: ?
Mindless Undead: ?
Undead Abomination: ?
Banshee: ?
Ghost: The Last Resort was originally a collective of inns and taverns providing respite on a lonely stretch of road. It is also one of the few earthly locations to sit on a planar nexus. The first signs of trouble arose when the ghost of dead people—actually lost souls unable to pass onto the afterlife—arrived at the (now aptly named) Last Resort.
The Medium of the Lake, The Medium, Ghost Human Cleric 8, Ghostly Medium, Grey Ghost: ?
The Watchman, Ghost Human Veteran, Spirit: ?
Dorfin Severnick, Ghost: ?
Erlgamm, Lich: The crystal vial intended to contain her soul on becoming a lich is contained within and is Erlgamm’s most precious possession.
In the end, though, she fights to the death, hoping perhaps her necromantic pursuits and experimentations will see her resurrected into the lich form she’s long sought.
Here, Erlgamm keeps the phylactery she has enspelled—a beautiful crystal vial—to contain her soul when she becomes a lich.
If Erlgamm is killed during the PCs’ stay, she could transform into a lich thanks to her many years of necromantic experiments. If so, her soul flees to her phylactery, where she begins to gather her strength to strike down her foes.
One of the secret cubbies here holds Erlgamm’s private journal, noting decades of attempts to achieve lichdom.
Vampire: ?
GM's Miscellany: Village Backdrops I (5e)
Undead: ?
Undead Inhabitant: ?
Undead Guest: ?
Powerful Undead: ?
Feral Undead: ?
Undead King: ?
Ghost: ?
Ghostly Creature: ?
Pale Remnants: ?
Ghast: ?
Sestra Vol, Ghast Berserker: ?
Hondra Van Veldt, Ghast Noble: ?
Dunn Frewin, Ghoul Cleric 2: Once one of Ashford’s priests, Dunn has returned from the grave to revenge himself upon Waldere.
Before the plague, the church had two priests. One, Dunn Frewin, died of the plague. Ignoring his last request to be buried in the church, Waldere cast Dunn’s body into one of the plague pits. This betrayal will cost Waldere dearly; Dunn Frewin has returned as a ghoul.
One of Ashford’s priests, Dunn Frewin (now CE male ghoul cleric 2) died of the plague and was betrayed in death by his friend and colleague Waldere (see Area 3). He has risen as a ghoul and now lurks in the southernmost pit, in a cramped burrow among the suppurating corpses of his dead congregation.
Ghoul: ?
Necromancer Lich: ?
Thegn Delthur Werlann, Deltur, Dwarf Skeleton Knight: In life, Deltur was a kind and just ruler, but death has warped his heart and he has fallen into darkness. Consumed with lust to slay orcs and other evil humanoids he has returned to unlife as a skeletal champion.
Dwarf Skeleton Veteran: ?
Foul Spirit: ?
Vengeful Spirit: ?
Spirit of the Dead: Many of Ashford’s buildings stand empty and abandoned, their owners having either died of plague or fled the village. Some homes yet contain the decomposing corpses of the plague’s victims. The surviving villagers do not enter these buildings believing certain death lingers within. Common belief holds the spirits of many of the dead yet live in their homes and infect or drive mad any venturing into their “tomb.”
Aldrich Hellbrooke, Human Vampire, Occult Vampire Lord, Undead Dictator, Vampire Overlord: ?
Barbaneth Hellbrooke, Vampire: ?
Vampire: ?
Damiella Nightingale, Human Vampire: ?
Keren Zaris, Halfling Vampire: ?
Quentin Roarg, Elf Vampire Mage: ?
Zuzu Mellavious, Halfling Vampire Bard 13: ?
Valdrianne Cort, Halfling Vampire Noble: ?
Undead Inhabitant: ?
Undead Guest: ?
Powerful Undead: ?
Feral Undead: ?
Undead King: ?
Ghost: ?
Ghostly Creature: ?
Pale Remnants: ?
Ghast: ?
Sestra Vol, Ghast Berserker: ?
Hondra Van Veldt, Ghast Noble: ?
Dunn Frewin, Ghoul Cleric 2: Once one of Ashford’s priests, Dunn has returned from the grave to revenge himself upon Waldere.
Before the plague, the church had two priests. One, Dunn Frewin, died of the plague. Ignoring his last request to be buried in the church, Waldere cast Dunn’s body into one of the plague pits. This betrayal will cost Waldere dearly; Dunn Frewin has returned as a ghoul.
One of Ashford’s priests, Dunn Frewin (now CE male ghoul cleric 2) died of the plague and was betrayed in death by his friend and colleague Waldere (see Area 3). He has risen as a ghoul and now lurks in the southernmost pit, in a cramped burrow among the suppurating corpses of his dead congregation.
Ghoul: ?
Necromancer Lich: ?
Thegn Delthur Werlann, Deltur, Dwarf Skeleton Knight: In life, Deltur was a kind and just ruler, but death has warped his heart and he has fallen into darkness. Consumed with lust to slay orcs and other evil humanoids he has returned to unlife as a skeletal champion.
Dwarf Skeleton Veteran: ?
Foul Spirit: ?
Vengeful Spirit: ?
Spirit of the Dead: Many of Ashford’s buildings stand empty and abandoned, their owners having either died of plague or fled the village. Some homes yet contain the decomposing corpses of the plague’s victims. The surviving villagers do not enter these buildings believing certain death lingers within. Common belief holds the spirits of many of the dead yet live in their homes and infect or drive mad any venturing into their “tomb.”
Aldrich Hellbrooke, Human Vampire, Occult Vampire Lord, Undead Dictator, Vampire Overlord: ?
Barbaneth Hellbrooke, Vampire: ?
Vampire: ?
Damiella Nightingale, Human Vampire: ?
Keren Zaris, Halfling Vampire: ?
Quentin Roarg, Elf Vampire Mage: ?
Zuzu Mellavious, Halfling Vampire Bard 13: ?
Valdrianne Cort, Halfling Vampire Noble: ?
GM's Miscellany: Village Backdrops II (5e)
Undead, Undead Monster, Undead Creature: Trade has brought whispers of violent backlash from other lizardfolk, undead awoken by foreign burial rites and rising cultural tensions.
In the cellar, a secret door leads down to a ritual chamber and several cells where Kelurn keeps some of his undead creations.
Needlebriar’s citizens toss anything they don’t consume into a field they loosely refer to as the Bone Pit. Occasionally these remains arise as horrid undead creatures.
The creature is an undead monster risen from the Bone Pit.
Vengeful Undead: An old lizardfolk tells younger lizardfolk scary stories about how dead lizardfolk who aren't properly eaten become vengeful undead.
Vengeful Desiccated Undead: ?
Horrid Undead Creature: Needlebriar’s citizens toss anything they don’t consume into a field they loosely refer to as the Bone Pit. Occasionally these remains arise as horrid undead creatures.
Apparition: ?
Vigilant Bramble, Ghost Dryad Druid 11: Vigilant Bramble died centuries ago, but continues to protect the Barainwoods with single-minded desperation.
Lizardfolk Ghost, Ghost of Exterminated Lizardfolk: East of the village sprawl a low, flat heath where Dawnmarshers grow flax for fabric. The edge of the heath has recently been converted to a makeshift graveyard as the villagers have ceased to cannibalize their dead; this cannibalism has always been considered natural and respectful among the lizardfolk, but now only the most prestigious dead are given this honour. Not all the buried lizardfolk dead rest well in the face of such sacrilege. Lizardfolk ghouls and ghosts have begun to attack those who linger near the field at night.
Nobody knows Ronak exists. Or, more precisely, nobody remembers. Ronak was the last hope of a dying trade company, a desperate attempt to settle and explore a distant swamp. When the colony found nothing but lizardfolk (exterminated in short order), the trade company did not have enough gold to retrieve their employees. Ronak never heard from civilization again.
Centuries later, the dwarves of Ronak believe civilization to be but a myth. Over the generations, they have become more savage, reverting bit by bit to a primitive state. They are haunted and guided by the ghosts of the exterminated lizardfolk who seek the continuation of their culture.
Ghost: ?
Restless Ghost: ?
Lizardfolk Ghoul: East of the village sprawl a low, flat heath where Dawnmarshers grow flax for fabric. The edge of the heath has recently been converted to a makeshift graveyard as the villagers have ceased to cannibalize their dead; this cannibalism has always been considered natural and respectful among the lizardfolk, but now only the most prestigious dead are given this honour. Not all the buried lizardfolk dead rest well in the face of such sacrilege. Lizardfolk ghouls and ghosts have begun to attack those who linger near the field at night.
Ghoul: ?
Ghoul Lacedon: ?
Xthelis, Human Lich, Powerful Lich: ?
Powerful Lich: ?
Lich: ?
Spirit of the Ancient Dead: ?
Spirit of the Fey: ?
Spirit of the Ancestor, Ancestor Spirit: ?
Spirit of a Murdered Lizardfolk: ?
Whispering Spirit of a Lizardfolk: ?
Will-o'-Wisp, Normal Will-o'-Wisp: ?
Yellow, The Pale Death, Will-o'-Wisp: ?
Green, Will-o'-Wisp: ?
Blue, Will-o'-Wisp: ?
Purple, Will-o'-Wisp: ?
Red, Will-o'-Wisp: ?
Orange, Will-o'-Wisp: ?
Zombie: ?
In the cellar, a secret door leads down to a ritual chamber and several cells where Kelurn keeps some of his undead creations.
Needlebriar’s citizens toss anything they don’t consume into a field they loosely refer to as the Bone Pit. Occasionally these remains arise as horrid undead creatures.
The creature is an undead monster risen from the Bone Pit.
Vengeful Undead: An old lizardfolk tells younger lizardfolk scary stories about how dead lizardfolk who aren't properly eaten become vengeful undead.
Vengeful Desiccated Undead: ?
Horrid Undead Creature: Needlebriar’s citizens toss anything they don’t consume into a field they loosely refer to as the Bone Pit. Occasionally these remains arise as horrid undead creatures.
Apparition: ?
Vigilant Bramble, Ghost Dryad Druid 11: Vigilant Bramble died centuries ago, but continues to protect the Barainwoods with single-minded desperation.
Lizardfolk Ghost, Ghost of Exterminated Lizardfolk: East of the village sprawl a low, flat heath where Dawnmarshers grow flax for fabric. The edge of the heath has recently been converted to a makeshift graveyard as the villagers have ceased to cannibalize their dead; this cannibalism has always been considered natural and respectful among the lizardfolk, but now only the most prestigious dead are given this honour. Not all the buried lizardfolk dead rest well in the face of such sacrilege. Lizardfolk ghouls and ghosts have begun to attack those who linger near the field at night.
Nobody knows Ronak exists. Or, more precisely, nobody remembers. Ronak was the last hope of a dying trade company, a desperate attempt to settle and explore a distant swamp. When the colony found nothing but lizardfolk (exterminated in short order), the trade company did not have enough gold to retrieve their employees. Ronak never heard from civilization again.
Centuries later, the dwarves of Ronak believe civilization to be but a myth. Over the generations, they have become more savage, reverting bit by bit to a primitive state. They are haunted and guided by the ghosts of the exterminated lizardfolk who seek the continuation of their culture.
Ghost: ?
Restless Ghost: ?
Lizardfolk Ghoul: East of the village sprawl a low, flat heath where Dawnmarshers grow flax for fabric. The edge of the heath has recently been converted to a makeshift graveyard as the villagers have ceased to cannibalize their dead; this cannibalism has always been considered natural and respectful among the lizardfolk, but now only the most prestigious dead are given this honour. Not all the buried lizardfolk dead rest well in the face of such sacrilege. Lizardfolk ghouls and ghosts have begun to attack those who linger near the field at night.
Ghoul: ?
Ghoul Lacedon: ?
Xthelis, Human Lich, Powerful Lich: ?
Powerful Lich: ?
Lich: ?
Spirit of the Ancient Dead: ?
Spirit of the Fey: ?
Spirit of the Ancestor, Ancestor Spirit: ?
Spirit of a Murdered Lizardfolk: ?
Whispering Spirit of a Lizardfolk: ?
Will-o'-Wisp, Normal Will-o'-Wisp: ?
Yellow, The Pale Death, Will-o'-Wisp: ?
Green, Will-o'-Wisp: ?
Blue, Will-o'-Wisp: ?
Purple, Will-o'-Wisp: ?
Red, Will-o'-Wisp: ?
Orange, Will-o'-Wisp: ?
Zombie: ?
GM's Miscellany: Village Backdrops III (5e)
Undead: The remains of previous attempts to tame the Blackhills dot the landscape, crumbling ruins housing extraplanar beings who outlasted their bargains with desperate colonists seeking to survive. Adventurers and bandits arrive regularly at the Blackhills, some seeking to loot these ancient ruins, others searching for caves where they can hide ill-gained loot from the pursuit of justice. These makeshift shelters house the living, protecting them from the dangers in the area … but also sometimes the dead, some of which rise again in undead fury at their failure to endure the region's hardships.
Incorporeal Undead: ?
Bound Undead: ?
Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Alternatively, living creatures may be killed within the sphere in a horrible enough manner to produce a ghost.
Maegar's Sphere Artifact.
Ghost of a Young Man: ?
Eadith, Human Ghost, Spirit: Several years ago, Adalbert Gall—a brewer—came to Lady Cross with his daughter, Eadith, a beautiful girl coming of age with a bewitching smile and mischievous eyes. Within a day all the young lads were vying for her attention. She, however, had eyes for only one: Pepin—the son of Jarrson the tavern owner with whom her father sought to trade spirit recipes. Late at night, while the men discussed business in the taproom, the two lovers sneaked into the cellars to conduct business of their own.
Struggles of two different kinds broke out at the same time; as the lovers fell to the floor so did the two brewers, fighting over the valuable recipes that each held. With dreams of wealth and prestige dancing before his eyes, Jarrson attacked Adalbert and struck him a fateful blow to the head with a heavy pitcher. He then dragged the heavy body down to the cellar to hide his treachery only to interrupt the youngsters in their passionate embrace.
Feigning innocence, he blamed the attack on Eadith and accused her of witchery and of beguiling his son. He dragged the screaming girl into the village square where a vengeful mob quickly formed, enraged at the attack on their friend. Eadith was tied to a large oak tree and burned whilst the frenzied mob watched. Even now, her burnt skeleton still adorns the tree, which has now gained the name “The Sorrow Tree”.
Blackened and split, this huge oak sits on the eastern side of the main road. Here was chained and burnt Eadith. The tree was split in two by a lightning bolt hurled to the ground from a sudden storm that appeared as she died. This was seen as proof that Eadith was a witch.
Most villagers don’t go near the tree until Lady’s Day when small candles are lit and twists of heather and flowers are placed around its base. Eadith’s spirit (NG female human ghost) yet lingers amid her bones.
Pepin, Human Ghost: Several years ago, Adalbert Gall—a brewer—came to Lady Cross with his daughter, Eadith, a beautiful girl coming of age with a bewitching smile and mischievous eyes. Within a day all the young lads were vying for her attention. She, however, had eyes for only one: Pepin—the son of Jarrson the tavern owner with whom her father sought to trade spirit recipes. Late at night, while the men discussed business in the taproom, the two lovers sneaked into the cellars to conduct business of their own.
Struggles of two different kinds broke out at the same time; as the lovers fell to the floor so did the two brewers, fighting over the valuable recipes that each held. With dreams of wealth and prestige dancing before his eyes, Jarrson attacked Adalbert and struck him a fateful blow to the head with a heavy pitcher. He then dragged the heavy body down to the cellar to hide his treachery only to interrupt the youngsters in their passionate embrace.
Feigning innocence, he blamed the attack on Eadith and accused her of witchery and of beguiling his son. He dragged the screaming girl into the village square where a vengeful mob quickly formed, enraged at the attack on their friend. Eadith was tied to a large oak tree and burned whilst the frenzied mob watched. Even now, her burnt skeleton still adorns the tree, which has now gained the name “The Sorrow Tree”.
Hoping things would return to normal, Jarrson prospered using the stolen recipes whilst his son slowly descended into madness over the guilt from the deaths. One year later, as the village celebrated a successful harvest, Pepin hung himself from a tree overhanging the mill pond.
Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Farmer: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Fleeting Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Cat: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Merchant: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Traveller: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Semi-Feral Dog: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghost of Laewas: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Spectre: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Spectral Pig: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Spectral Robin: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Lilia, Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Maegar Balerium, Maegar the Mage, Human Ghost Mage: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Weak Shade: If faced with evidence of their strange situation, the ghost either ignores it entirely, rationalizes the event, or laughs it off. Should the evidence become irrefutable, the ghost’s denial temporarily breaks. It disappears into mist or transforms into weak shade and attacks. In either case, it reforms the next day with no memory of what has transpired.
Hanma Burrow, Halfling Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Burrow Triplet, Young Halfling Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Kielbo Burrow, Halfling Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Raewin Chaethyrnan, Elf Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Helgen Chaethrynan, Human Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Alyse Brage, Human Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Lich: ?
Skeleton: ?
Spirit: ?
Absinthe Morrel, The Silent Queen, Her Grace the Silent Queen, The Slumbering Captain, Human Spellcasting Vampire: ?
Vampire: ?
Zombie: In his final months, Maegar installed arcane traps and even raised handfuls of zombies to protect him in his work.
MAEGAR’ S SPHERE
Artifact
Aura necromancy; Weight 1,000 lbs.
Maegar’s sphere is an eight-foot-tall, dwarven crafted bronze sphere. Its shell is ritualistically marked by obsidian, lead and bones, all covered in rough arcane runes. A quarter of the sphere can be slid open to reveal a hollow interior.
Before it can be used, the sphere must be filled with 20 HD of incorporeal undead. The spirits must be destroyed, controlled, or otherwise defeated adjacent to the sphere for their energy to charge the weapon. Alternatively, living creatures may be killed within the sphere in a horrible enough manner to produce a ghost.
When the sphere is filled, it immediately emits a pulse of 6d6 necrotic damage within a three-mile radius (DC 25 Constitution halves).
Each midnight, and whenever a spirit is added to the sphere, the artefact has a 5% chance of prematurely activating, dealing 3d6 necrotic damage to all creatures within a three-mile radius (DC 25 Constitution halves).
When the sphere activates, the spirits within are utterly destroyed. Creatures slain by this negative energy have a higher than average chance of becoming ghosts who cannot move on until the sphere is destroyed.
Destruction: If Maegar’s spirit is caught within the sphere, it prematurely activates before disintegrating into ash.
Incorporeal Undead: ?
Bound Undead: ?
Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Alternatively, living creatures may be killed within the sphere in a horrible enough manner to produce a ghost.
Maegar's Sphere Artifact.
Ghost of a Young Man: ?
Eadith, Human Ghost, Spirit: Several years ago, Adalbert Gall—a brewer—came to Lady Cross with his daughter, Eadith, a beautiful girl coming of age with a bewitching smile and mischievous eyes. Within a day all the young lads were vying for her attention. She, however, had eyes for only one: Pepin—the son of Jarrson the tavern owner with whom her father sought to trade spirit recipes. Late at night, while the men discussed business in the taproom, the two lovers sneaked into the cellars to conduct business of their own.
Struggles of two different kinds broke out at the same time; as the lovers fell to the floor so did the two brewers, fighting over the valuable recipes that each held. With dreams of wealth and prestige dancing before his eyes, Jarrson attacked Adalbert and struck him a fateful blow to the head with a heavy pitcher. He then dragged the heavy body down to the cellar to hide his treachery only to interrupt the youngsters in their passionate embrace.
Feigning innocence, he blamed the attack on Eadith and accused her of witchery and of beguiling his son. He dragged the screaming girl into the village square where a vengeful mob quickly formed, enraged at the attack on their friend. Eadith was tied to a large oak tree and burned whilst the frenzied mob watched. Even now, her burnt skeleton still adorns the tree, which has now gained the name “The Sorrow Tree”.
Blackened and split, this huge oak sits on the eastern side of the main road. Here was chained and burnt Eadith. The tree was split in two by a lightning bolt hurled to the ground from a sudden storm that appeared as she died. This was seen as proof that Eadith was a witch.
Most villagers don’t go near the tree until Lady’s Day when small candles are lit and twists of heather and flowers are placed around its base. Eadith’s spirit (NG female human ghost) yet lingers amid her bones.
Pepin, Human Ghost: Several years ago, Adalbert Gall—a brewer—came to Lady Cross with his daughter, Eadith, a beautiful girl coming of age with a bewitching smile and mischievous eyes. Within a day all the young lads were vying for her attention. She, however, had eyes for only one: Pepin—the son of Jarrson the tavern owner with whom her father sought to trade spirit recipes. Late at night, while the men discussed business in the taproom, the two lovers sneaked into the cellars to conduct business of their own.
Struggles of two different kinds broke out at the same time; as the lovers fell to the floor so did the two brewers, fighting over the valuable recipes that each held. With dreams of wealth and prestige dancing before his eyes, Jarrson attacked Adalbert and struck him a fateful blow to the head with a heavy pitcher. He then dragged the heavy body down to the cellar to hide his treachery only to interrupt the youngsters in their passionate embrace.
Feigning innocence, he blamed the attack on Eadith and accused her of witchery and of beguiling his son. He dragged the screaming girl into the village square where a vengeful mob quickly formed, enraged at the attack on their friend. Eadith was tied to a large oak tree and burned whilst the frenzied mob watched. Even now, her burnt skeleton still adorns the tree, which has now gained the name “The Sorrow Tree”.
Hoping things would return to normal, Jarrson prospered using the stolen recipes whilst his son slowly descended into madness over the guilt from the deaths. One year later, as the village celebrated a successful harvest, Pepin hung himself from a tree overhanging the mill pond.
Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Farmer: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Fleeting Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Cat: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Merchant: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Traveller: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Semi-Feral Dog: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghost of Laewas: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Spectre: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Spectral Pig: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Spectral Robin: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Lilia, Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Maegar Balerium, Maegar the Mage, Human Ghost Mage: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Weak Shade: If faced with evidence of their strange situation, the ghost either ignores it entirely, rationalizes the event, or laughs it off. Should the evidence become irrefutable, the ghost’s denial temporarily breaks. It disappears into mist or transforms into weak shade and attacks. In either case, it reforms the next day with no memory of what has transpired.
Hanma Burrow, Halfling Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Burrow Triplet, Young Halfling Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Kielbo Burrow, Halfling Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Raewin Chaethyrnan, Elf Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Helgen Chaethrynan, Human Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Alyse Brage, Human Ghost: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Lich: ?
Skeleton: ?
Spirit: ?
Absinthe Morrel, The Silent Queen, Her Grace the Silent Queen, The Slumbering Captain, Human Spellcasting Vampire: ?
Vampire: ?
Zombie: In his final months, Maegar installed arcane traps and even raised handfuls of zombies to protect him in his work.
MAEGAR’ S SPHERE
Artifact
Aura necromancy; Weight 1,000 lbs.
Maegar’s sphere is an eight-foot-tall, dwarven crafted bronze sphere. Its shell is ritualistically marked by obsidian, lead and bones, all covered in rough arcane runes. A quarter of the sphere can be slid open to reveal a hollow interior.
Before it can be used, the sphere must be filled with 20 HD of incorporeal undead. The spirits must be destroyed, controlled, or otherwise defeated adjacent to the sphere for their energy to charge the weapon. Alternatively, living creatures may be killed within the sphere in a horrible enough manner to produce a ghost.
When the sphere is filled, it immediately emits a pulse of 6d6 necrotic damage within a three-mile radius (DC 25 Constitution halves).
Each midnight, and whenever a spirit is added to the sphere, the artefact has a 5% chance of prematurely activating, dealing 3d6 necrotic damage to all creatures within a three-mile radius (DC 25 Constitution halves).
When the sphere activates, the spirits within are utterly destroyed. Creatures slain by this negative energy have a higher than average chance of becoming ghosts who cannot move on until the sphere is destroyed.
Destruction: If Maegar’s spirit is caught within the sphere, it prematurely activates before disintegrating into ash.
GM's Miscellany: Village Backdrops V (5e)
Aldrich Hellbrooke, Human Vampire Spellcaster, Vampire, Vampiric Overlord, Occult Vampire Lord, Tall Ruddy Man, Vampiric Lord: ?
Undead Guest: ?
Violent Poltergeist, Spirit: ?
Vampire: ?
Faendrakan Hellbrooke, Elf Vampire Warrior, Dark Creature: ?
Barbaneth Hellbrooke, Vampire: ?
Dreev Viskav, Human Vampire, Pale Man: ?
Vampire Master: ?
Spirit: ?
Will-o'-Wisp: ?
Woodland Spirit: ?
Ancestor Ghost: ?
Spirit of the Ancient Dead: ?
Fear Feeding Will-o'-Wisp: ?
Undead Creation: ?
Green Ghoul: ?
Undead, Undead Creature: ?
Ghast: ?
Undead Inhabitant: ?
Feral Undead, Degenerate Undead, Wild Undead: Undead creatures [under the Shroudhaven curse] turned out by the villagers quickly succumb to their hunger and become barbaric remnants of their former selves, hunting living creatures who blunder into the area.
Damiella Nightingale, Human Vampire: ?
Quentin Roarg, Elf Vampire Spellcaster: ?
Sestra Vol, Ghast: ?
Zuzu Mellavious, Halfling Vampire, Flamboyant Halfling, Pallid Halfling, Magnaminous Patron of the Arts: Very few people remember Zuzu Mellavious during her heyday, when she commanded the biggest stages in far-off Languard. Her performances drew the attention of an aristocrat-turned-vampire, who decided the gift of immortality would preserve her as an artist forever.
Vampire Resident: ?
Feral Ghoul: ?
Vampire Child: ?
Degenerate Undead: ?
Ghoul: ?
Hondra Van Veldt, Ghast: ?
Valdrianne Cort, Halfling Vampire Noble: ?
Sestra Vol, Ghast: ?
Keren Zaris, Halfling Vampire, Halfling Woman: Prior to her undeath, she worked as a tinker. The vampire who spawned her was slain by an adventuring group days afterwards, but Zuzu found her and invited her to Shroudhaven.
Lacedon: ?
Xthelis, Human Lich, Powerful Lich: ?
Powerful Undead: ?
Powerful Lich: ?
Lich: ?
Undead Guest: ?
Violent Poltergeist, Spirit: ?
Vampire: ?
Faendrakan Hellbrooke, Elf Vampire Warrior, Dark Creature: ?
Barbaneth Hellbrooke, Vampire: ?
Dreev Viskav, Human Vampire, Pale Man: ?
Vampire Master: ?
Spirit: ?
Will-o'-Wisp: ?
Woodland Spirit: ?
Ancestor Ghost: ?
Spirit of the Ancient Dead: ?
Fear Feeding Will-o'-Wisp: ?
Undead Creation: ?
Green Ghoul: ?
Undead, Undead Creature: ?
Ghast: ?
Undead Inhabitant: ?
Feral Undead, Degenerate Undead, Wild Undead: Undead creatures [under the Shroudhaven curse] turned out by the villagers quickly succumb to their hunger and become barbaric remnants of their former selves, hunting living creatures who blunder into the area.
Damiella Nightingale, Human Vampire: ?
Quentin Roarg, Elf Vampire Spellcaster: ?
Sestra Vol, Ghast: ?
Zuzu Mellavious, Halfling Vampire, Flamboyant Halfling, Pallid Halfling, Magnaminous Patron of the Arts: Very few people remember Zuzu Mellavious during her heyday, when she commanded the biggest stages in far-off Languard. Her performances drew the attention of an aristocrat-turned-vampire, who decided the gift of immortality would preserve her as an artist forever.
Vampire Resident: ?
Feral Ghoul: ?
Vampire Child: ?
Degenerate Undead: ?
Ghoul: ?
Hondra Van Veldt, Ghast: ?
Valdrianne Cort, Halfling Vampire Noble: ?
Sestra Vol, Ghast: ?
Keren Zaris, Halfling Vampire, Halfling Woman: Prior to her undeath, she worked as a tinker. The vampire who spawned her was slain by an adventuring group days afterwards, but Zuzu found her and invited her to Shroudhaven.
Lacedon: ?
Xthelis, Human Lich, Powerful Lich: ?
Powerful Undead: ?
Powerful Lich: ?
Lich: ?
Goblins and Gnolls
Zombie: Creating the zombies was a lot of effort for the shaman, and he must rest for several weeks afterward.
Gods of Sundara (5E)
Undead: ?
Gothic Ancestries & Cultures
Undead, Undead Being: Undead are created in a variety of ways: necromancy, a curse, or even a contagion.
Awakened Undead: Whatever the cause, a very few people who fall victim and are transformed into undead nevertheless retain their minds and personalities from life. These lucky (or unlucky?) few reawaken after death to discover themselves transformed into an animate corpse.
Unlike awakened undead, the risen cannot be created by magic.
Animate Corpse: ?
Zombie: ?
Evil Undead: ?
Vampire: ?
Ghost Phantasm, Ghost Who Was Once Human: When folks die, their souls usually pass along to whatever afterlife they’ve earned. Occasionally, however, something keeps them around. Most often, they suffer from such rage, hate, or other poisonous feelings that their souls refuse to depart, transforming them into horrific undead creatures like shadows, wraiths, or specters. Other times, their sorrow is so great at their deaths that their souls linger, leaving them as ghosts.
Occasionally, however, the reason a soul remains is mysterious; the soul themselves might not have had any overwhelming emotion, as in the cases above, and they might not have been the target of any sort of necromantic ritual. Indeed, in a few cases, the souls of the departed find themselves, simply, stuck here. The result is a spirit that find itself remaining on the material plane with no specific purpose. These are phantasms.
Phantasms are ghosts who were once human.
Ghostly Being: ?
Horrific Undead Creature: When folks die, their souls usually pass along to whatever afterlife they’ve earned. Occasionally, however, something keeps them around. Most often, they suffer from such rage, hate, or other poisonous feelings that their souls refuse to depart, transforming them into horrific undead creatures like shadows, wraiths, or specters.
Shadow: When folks die, their souls usually pass along to whatever afterlife they’ve earned. Occasionally, however, something keeps them around. Most often, they suffer from such rage, hate, or other poisonous feelings that their souls refuse to depart, transforming them into horrific undead creatures like shadows, wraiths, or specters. Other times, their sorrow is so great at their deaths that their souls linger, leaving them as ghosts.
Wraith: When folks die, their souls usually pass along to whatever afterlife they’ve earned. Occasionally, however, something keeps them around. Most often, they suffer from such rage, hate, or other poisonous feelings that their souls refuse to depart, transforming them into horrific undead creatures like shadows, wraiths, or specters. Other times, their sorrow is so great at their deaths that their souls linger, leaving them as ghosts.
Specter: When folks die, their souls usually pass along to whatever afterlife they’ve earned. Occasionally, however, something keeps them around. Most often, they suffer from such rage, hate, or other poisonous feelings that their souls refuse to depart, transforming them into horrific undead creatures like shadows, wraiths, or specters. Other times, their sorrow is so great at their deaths that their souls linger, leaving them as ghosts.
Ghost: When folks die, their souls usually pass along to whatever afterlife they’ve earned. Occasionally, however, something keeps them around. Most often, they suffer from such rage, hate, or other poisonous feelings that their souls refuse to depart, transforming them into horrific undead creatures like shadows, wraiths, or specters. Other times, their sorrow is so great at their deaths that their souls linger, leaving them as ghosts.
Spirit: ?
More Malevolent Form of Undead: Occasionally, however, the reason a soul remains is mysterious; the soul themselves might not have had any overwhelming emotion, as in the cases above, and they might not have been the target of any sort of necromantic ritual. Indeed, in a few cases, the souls of the departed find themselves, simply, stuck here. The result is a spirit that find itself remaining on the material plane with no specific purpose. These are phantasms.
Some such beings slowly transform into a more malevolent form of undead, as their resentment and being stuck in the world grows.
The Preserved: The preserved are humans who have undergone a powerful ritual of mummification upon their deaths, one which allows them to return to a semblance of life. The occult practice returns the deceased to life, preventing their soul from passing on and their bodies from decaying. The process itself renders their flesh leathery and desiccated. It also involves the removal of several vital organs, replacing their life-preserving role with packets of herbs and powerful magic.
Preserved are ritually preserved, re-animated bodies similar to mummies.
Mummy: ?
The Risen: The risen are humans that have died, usually tragically, yet have been brought back from death by incredibly powerful emotions. Sometimes the emotion is the desire for revenge, but at other times, it is a timeless love that transcends death itself.
Unlike awakened undead, the risen cannot be created by magic. Instead, a supernatural psychopomp – often, a deity of death or justice – senses the intensity of their emotions and returns their soul to their repaired, yet still lifeless, bodies. Those who have witnessed this event report a crow tapping upon the gravestone of the deceased, followed by the emergence of the risen from the grave. The risen retain the appearance they had before they died, though they are pale and cold, and bear scars where their fatal wounds were inflicted. The divine power that animates the risen keeps them in existence until their business in the living world is complete.
Risen are revived corpses that retain a semblance of life and conscious self-awareness.
The risen have been brought back to complete some unfinished business with fearful and furious purpose.
Revived Corpse: ?
Macabre Steed, Deathly Steed: The macabre steed is an undead horse possessed by a spirit of necrotic energy from the Lower Planes.
Undead Horse: ?
Awakened Undead: Whatever the cause, a very few people who fall victim and are transformed into undead nevertheless retain their minds and personalities from life. These lucky (or unlucky?) few reawaken after death to discover themselves transformed into an animate corpse.
Unlike awakened undead, the risen cannot be created by magic.
Animate Corpse: ?
Zombie: ?
Evil Undead: ?
Vampire: ?
Ghost Phantasm, Ghost Who Was Once Human: When folks die, their souls usually pass along to whatever afterlife they’ve earned. Occasionally, however, something keeps them around. Most often, they suffer from such rage, hate, or other poisonous feelings that their souls refuse to depart, transforming them into horrific undead creatures like shadows, wraiths, or specters. Other times, their sorrow is so great at their deaths that their souls linger, leaving them as ghosts.
Occasionally, however, the reason a soul remains is mysterious; the soul themselves might not have had any overwhelming emotion, as in the cases above, and they might not have been the target of any sort of necromantic ritual. Indeed, in a few cases, the souls of the departed find themselves, simply, stuck here. The result is a spirit that find itself remaining on the material plane with no specific purpose. These are phantasms.
Phantasms are ghosts who were once human.
Ghostly Being: ?
Horrific Undead Creature: When folks die, their souls usually pass along to whatever afterlife they’ve earned. Occasionally, however, something keeps them around. Most often, they suffer from such rage, hate, or other poisonous feelings that their souls refuse to depart, transforming them into horrific undead creatures like shadows, wraiths, or specters.
Shadow: When folks die, their souls usually pass along to whatever afterlife they’ve earned. Occasionally, however, something keeps them around. Most often, they suffer from such rage, hate, or other poisonous feelings that their souls refuse to depart, transforming them into horrific undead creatures like shadows, wraiths, or specters. Other times, their sorrow is so great at their deaths that their souls linger, leaving them as ghosts.
Wraith: When folks die, their souls usually pass along to whatever afterlife they’ve earned. Occasionally, however, something keeps them around. Most often, they suffer from such rage, hate, or other poisonous feelings that their souls refuse to depart, transforming them into horrific undead creatures like shadows, wraiths, or specters. Other times, their sorrow is so great at their deaths that their souls linger, leaving them as ghosts.
Specter: When folks die, their souls usually pass along to whatever afterlife they’ve earned. Occasionally, however, something keeps them around. Most often, they suffer from such rage, hate, or other poisonous feelings that their souls refuse to depart, transforming them into horrific undead creatures like shadows, wraiths, or specters. Other times, their sorrow is so great at their deaths that their souls linger, leaving them as ghosts.
Ghost: When folks die, their souls usually pass along to whatever afterlife they’ve earned. Occasionally, however, something keeps them around. Most often, they suffer from such rage, hate, or other poisonous feelings that their souls refuse to depart, transforming them into horrific undead creatures like shadows, wraiths, or specters. Other times, their sorrow is so great at their deaths that their souls linger, leaving them as ghosts.
Spirit: ?
More Malevolent Form of Undead: Occasionally, however, the reason a soul remains is mysterious; the soul themselves might not have had any overwhelming emotion, as in the cases above, and they might not have been the target of any sort of necromantic ritual. Indeed, in a few cases, the souls of the departed find themselves, simply, stuck here. The result is a spirit that find itself remaining on the material plane with no specific purpose. These are phantasms.
Some such beings slowly transform into a more malevolent form of undead, as their resentment and being stuck in the world grows.
The Preserved: The preserved are humans who have undergone a powerful ritual of mummification upon their deaths, one which allows them to return to a semblance of life. The occult practice returns the deceased to life, preventing their soul from passing on and their bodies from decaying. The process itself renders their flesh leathery and desiccated. It also involves the removal of several vital organs, replacing their life-preserving role with packets of herbs and powerful magic.
Preserved are ritually preserved, re-animated bodies similar to mummies.
Mummy: ?
The Risen: The risen are humans that have died, usually tragically, yet have been brought back from death by incredibly powerful emotions. Sometimes the emotion is the desire for revenge, but at other times, it is a timeless love that transcends death itself.
Unlike awakened undead, the risen cannot be created by magic. Instead, a supernatural psychopomp – often, a deity of death or justice – senses the intensity of their emotions and returns their soul to their repaired, yet still lifeless, bodies. Those who have witnessed this event report a crow tapping upon the gravestone of the deceased, followed by the emergence of the risen from the grave. The risen retain the appearance they had before they died, though they are pale and cold, and bear scars where their fatal wounds were inflicted. The divine power that animates the risen keeps them in existence until their business in the living world is complete.
Risen are revived corpses that retain a semblance of life and conscious self-awareness.
The risen have been brought back to complete some unfinished business with fearful and furious purpose.
Revived Corpse: ?
Macabre Steed, Deathly Steed: The macabre steed is an undead horse possessed by a spirit of necrotic energy from the Lower Planes.
Undead Horse: ?
Gothic Heroes (5E)
Undead: ?
Undead Slave: ?
Undead Servant: The birth of Agrimar Vaskel (AG-ruh-MAHR VAZZ-kuhl) came as the product of his mother’s abduction by a depraved orc necromancer. Unfortunately, he never got to know her as she died during childbirth and his orc father reanimated her body as yet another undead servant.
Theodric Vorsaife, Ghostly Ally, Vengeful Armor-Clad Guardian Spirit, Angelic Spirit: Some of Dominnia’s normal siblings have already left to join the templars in their crusade to hold back the demon hordes of the north. Everyone expected her to follow suit, but she actually feared that calling, certain it would lead to a violent, meaningless death far away from home. Raised in the faith of the Goddess of Valor, she fervently prayed for another path or a sign from the goddess that she should accomplish something different in the inheritor’s name. That very night, the angelic spirit of Theodric Vorsaife—a former family patriarch and knight—came to her as a guardian spirit. Whether formed from Dominnia’s subconscious mind after studying the annals of their family history, or a real guardian angel, she never knew. Theodric had no more understanding of why the Inheritor might have sent him than Dominnia herself. In fact, he recalled very little from his former life, but, together, they researched his accomplishments and discovered the real Theodric fell hundreds of years ago against the armies of the lich-king.
Walking Dead: ?
Lich-King: ?
Vampire: ?
Vampire Spawn: ?
Spirit: ?
Spook: ?
Haunting: ?
Undead Slave: ?
Undead Servant: The birth of Agrimar Vaskel (AG-ruh-MAHR VAZZ-kuhl) came as the product of his mother’s abduction by a depraved orc necromancer. Unfortunately, he never got to know her as she died during childbirth and his orc father reanimated her body as yet another undead servant.
Theodric Vorsaife, Ghostly Ally, Vengeful Armor-Clad Guardian Spirit, Angelic Spirit: Some of Dominnia’s normal siblings have already left to join the templars in their crusade to hold back the demon hordes of the north. Everyone expected her to follow suit, but she actually feared that calling, certain it would lead to a violent, meaningless death far away from home. Raised in the faith of the Goddess of Valor, she fervently prayed for another path or a sign from the goddess that she should accomplish something different in the inheritor’s name. That very night, the angelic spirit of Theodric Vorsaife—a former family patriarch and knight—came to her as a guardian spirit. Whether formed from Dominnia’s subconscious mind after studying the annals of their family history, or a real guardian angel, she never knew. Theodric had no more understanding of why the Inheritor might have sent him than Dominnia herself. In fact, he recalled very little from his former life, but, together, they researched his accomplishments and discovered the real Theodric fell hundreds of years ago against the armies of the lich-king.
Walking Dead: ?
Lich-King: ?
Vampire: ?
Vampire Spawn: ?
Spirit: ?
Spook: ?
Haunting: ?
Governing Body: The Allip
Allip, Spectral Remains of Someone Driven to Suicide by a Madness That Afflicted it in Life: A target that dies from an allip's life drain rises as an allip after 1d4 days.
An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.
An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.
Grand Duchy of Reme Sourcebook (5e)
Undead: ?
Shadow: ?
Wraith: ?
Zombie: ?
Shadow: ?
Wraith: ?
Zombie: ?
Greyhawk Player Options
Vecna, Arch-Lich, Terrible Undead Tyrant: ?
Greyhawk Rebooted A Gazetteer of Oerik Draft
Undead: ?
Vile Undead: ?
Ghoul: ?
Lich: ?
Lich-Lord: ?
Vile Undead: ?
Ghoul: ?
Lich: ?
Lich-Lord: ?
Greyhawk Rebooted A Player's Guide to Oerik Draft 1.0
Undead, Actual Undead: Conquering tribe after tribe, Vecna began to experiment with his new subjects for the “Ultimate Solution to Death.” Many undead were created in his experimentations.
Vecna marched against Haradaragh and after six long years of siege, the first Flan city fell. Those unfortunate residents who survived the siege were transformed into undead creatures to a man.
So it is that magic is generally viewed in a very dark light across most of Oerik. It is seen primarily as a tool to animate undead, a way to destroy things, and a means to summon fiends.
Undead Horror: ?
Undead Overlord: ?
Foul Undead: ?
Undead Abomination: The ancient Ur sorcerers of the Flan, most notable among them Vecna, mastered necromancy and used it to create undead abominations to conquer and control vast populations. Those who did not succumb to the will of the Ur were often slain with magic spells then animated as undead to serve dutifully.
Most Horrific Undead: Meanwhile in the Underoerth, the drow utilized the same necromantic magic to craft some of the most horrific undead ever known. Though the means to create these horrors was lost in devastating drow wars, the creations remained, some of them self-propagating, their victims joining them in unlife.
Ghost: ?
Ghoul: ?
Arianin, Lich Imperator: Arianin was killed, but Tilorop used arcane energy to transform him into the first lich on Oerth.
Vecna, The Whispered One, Once Supreme Lich, Arch Lich, Lich-Lord: In -719 BCY Vecna finally perfected the technique required for lichdom and transformed himself.
Elder Lich: ?
Lerrek of the Vesve, Elder Lich: ?
Brooding Lich: ?
Lich: ?
Acererak, Lich: ?
Shadow: ?
Skeleton: After rebuilding their army by raising the dead of their previous failed coup to serve as zombie and skeletons troops, Tilorop and Arianin mounted an final attack in the Third Regents War and this time succeeded in overthrowing the Regency Council.
Specter: ?
Vampire: ?
Wraith: ?
Zombie: After rebuilding their army by raising the dead of their previous failed coup to serve as zombie and skeletons troops, Tilorop and Arianin mounted an final attack in the Third Regents War and this time succeeded in overthrowing the Regency Council.
Vecna marched against Haradaragh and after six long years of siege, the first Flan city fell. Those unfortunate residents who survived the siege were transformed into undead creatures to a man.
So it is that magic is generally viewed in a very dark light across most of Oerik. It is seen primarily as a tool to animate undead, a way to destroy things, and a means to summon fiends.
Undead Horror: ?
Undead Overlord: ?
Foul Undead: ?
Undead Abomination: The ancient Ur sorcerers of the Flan, most notable among them Vecna, mastered necromancy and used it to create undead abominations to conquer and control vast populations. Those who did not succumb to the will of the Ur were often slain with magic spells then animated as undead to serve dutifully.
Most Horrific Undead: Meanwhile in the Underoerth, the drow utilized the same necromantic magic to craft some of the most horrific undead ever known. Though the means to create these horrors was lost in devastating drow wars, the creations remained, some of them self-propagating, their victims joining them in unlife.
Ghost: ?
Ghoul: ?
Arianin, Lich Imperator: Arianin was killed, but Tilorop used arcane energy to transform him into the first lich on Oerth.
Vecna, The Whispered One, Once Supreme Lich, Arch Lich, Lich-Lord: In -719 BCY Vecna finally perfected the technique required for lichdom and transformed himself.
Elder Lich: ?
Lerrek of the Vesve, Elder Lich: ?
Brooding Lich: ?
Lich: ?
Acererak, Lich: ?
Shadow: ?
Skeleton: After rebuilding their army by raising the dead of their previous failed coup to serve as zombie and skeletons troops, Tilorop and Arianin mounted an final attack in the Third Regents War and this time succeeded in overthrowing the Regency Council.
Specter: ?
Vampire: ?
Wraith: ?
Zombie: After rebuilding their army by raising the dead of their previous failed coup to serve as zombie and skeletons troops, Tilorop and Arianin mounted an final attack in the Third Regents War and this time succeeded in overthrowing the Regency Council.
Greyhawk Rebooted The Baklunish West
Foul Undead: ?
Undead Horror ?
Undead: ?
Undead Horror ?
Undead: ?
Grimalkin for Fifth Edition
Sister Withering, Catfolk Mummy, Sacred Mummy: ?
Ghast: ?
The Hobbled One, Ghast, Disgusting Guardian, Pitiful Creature: The linking corridor is protected by a disgusting guardian forged long ago by perverted magic. It is a ghast, but its limbs have been dislocated, broken, and reformed so that it now walks on four limbs instead of two.
Sister Feline, Catfolk Mummy: ?
Sister Leonine, Catfolk Mummy: ?
Edimmu: ?
Sand Silhouette: ?
Undead: ?
Undead Remains of Catfolk Who Were Faithful to a Wicked Aspect of Bastet: ?
Undead Protector: ?
Undead Thing: ?
Bound Undead: ?
Ghast Follower of Bastet: ?
Ghast Consort: ?
Ghast Follower: ?
Normal Mummy: ?
Guardian: ?
Ghast: ?
The Hobbled One, Ghast, Disgusting Guardian, Pitiful Creature: The linking corridor is protected by a disgusting guardian forged long ago by perverted magic. It is a ghast, but its limbs have been dislocated, broken, and reformed so that it now walks on four limbs instead of two.
Sister Feline, Catfolk Mummy: ?
Sister Leonine, Catfolk Mummy: ?
Edimmu: ?
Sand Silhouette: ?
Undead: ?
Undead Remains of Catfolk Who Were Faithful to a Wicked Aspect of Bastet: ?
Undead Protector: ?
Undead Thing: ?
Bound Undead: ?
Ghast Follower of Bastet: ?
Ghast Consort: ?
Ghast Follower: ?
Normal Mummy: ?
Guardian: ?
Grimmsgate (2019) (5e)
Undead: ?
Guardian, Ghostly Figure: ?
Ghost: ?
Skeleton Guardian: If the characters attempt to loot this tomb under the very eyes of the Tomb Guardian, the guardian will raise its arms and each of the skeletons in the sarcophagi will rise as extremely powerful (compared to the party) undead – guardian skeletons.
Extremely Powerful Undead: ?
Guardian, Ghostly Figure: ?
Ghost: ?
Skeleton Guardian: If the characters attempt to loot this tomb under the very eyes of the Tomb Guardian, the guardian will raise its arms and each of the skeletons in the sarcophagi will rise as extremely powerful (compared to the party) undead – guardian skeletons.
Extremely Powerful Undead: ?
Hardcore AD&D Monster Manual v0.1
Undead: ?
Huge-Sized Skeleton: Besides the types of undead that can be typically be created by [a create undead] spell, the [frost giant wrathbringer] can change the corpses of Huge humanoids into Huge-sized skeletons.
Ghast Barrow Giant: ?
Ghoul: ?
Ghast: ?
Huge-Sized Skeleton: Besides the types of undead that can be typically be created by [a create undead] spell, the [frost giant wrathbringer] can change the corpses of Huge humanoids into Huge-sized skeletons.
Ghast Barrow Giant: ?
Ghoul: ?
Ghast: ?
Handimonsters Annual 2022
Skeleton Clatterbones: ?
Flame Bones: Arising from a conflagration that destroys many people at once, flame bones seek vengeance for their fate, but their communal nature causes them to lose focus and attack almost anyone that they find.
Legions of Autumn Chained Reaper: Chained reapers are the stolen servants of Death, taken by the Lord of Autumn and twisted into a trapped and broken form. Their spectral chains hold them in thrall to their Lord, and make them vulnerable in several ways.
Legions of Autumn Lord of Autumn, The Ruler of the Gloom-Mire: ?
Legions of Autumn Soulseeker: ?
Ghost Lord of Ambition: When a being of great focus and desire for both knowledge and power crosses over into the realm of death they sometimes break free of the restraints bound upon them, becoming a wanderer of the multiverse, unstuck in time and space. Their drive brings them into contact with unearthly knowledge but their incorporeal form can no longer affect the material world in the same way as in life.
The drive to know that lasted beyond death is twisted into a desire to explain.
In a mocking twist of fate, the process of becoming a Lord of Ambition means receiving a series of medals and other awards for each of their achievements in life.
Efficient Undead Guardian: ?
Undead: ?
Zombie-Like Undead: ?
Ghostly Creature: ?
Shadow: A creature that dies this way [from a chained reaper's life drain] rises in 24 hours as a Shadow.
Undead Skeleton: ?
Floating Ball of Fire From Which Skulls Clawed Hands and Other Bones Emerge Haphazardly: ?
Stolen Servant of Death: ?
Trapped and Broken Form: ?
Servant and Ally of the Lord of Autumn: ?
Servant: ?
Foot-Soldier of the Legions: ?
Curator of Legends: ?
Creature: ?
Flame Bones: Arising from a conflagration that destroys many people at once, flame bones seek vengeance for their fate, but their communal nature causes them to lose focus and attack almost anyone that they find.
Legions of Autumn Chained Reaper: Chained reapers are the stolen servants of Death, taken by the Lord of Autumn and twisted into a trapped and broken form. Their spectral chains hold them in thrall to their Lord, and make them vulnerable in several ways.
Legions of Autumn Lord of Autumn, The Ruler of the Gloom-Mire: ?
Legions of Autumn Soulseeker: ?
Ghost Lord of Ambition: When a being of great focus and desire for both knowledge and power crosses over into the realm of death they sometimes break free of the restraints bound upon them, becoming a wanderer of the multiverse, unstuck in time and space. Their drive brings them into contact with unearthly knowledge but their incorporeal form can no longer affect the material world in the same way as in life.
The drive to know that lasted beyond death is twisted into a desire to explain.
In a mocking twist of fate, the process of becoming a Lord of Ambition means receiving a series of medals and other awards for each of their achievements in life.
Efficient Undead Guardian: ?
Undead: ?
Zombie-Like Undead: ?
Ghostly Creature: ?
Shadow: A creature that dies this way [from a chained reaper's life drain] rises in 24 hours as a Shadow.
Undead Skeleton: ?
Floating Ball of Fire From Which Skulls Clawed Hands and Other Bones Emerge Haphazardly: ?
Stolen Servant of Death: ?
Trapped and Broken Form: ?
Servant and Ally of the Lord of Autumn: ?
Servant: ?
Foot-Soldier of the Legions: ?
Curator of Legends: ?
Creature: ?
Haunted - A 5th Edition Sourcebook of Horrific Haunts (5E)
Ghost: ?
Ghostly Resonance: ?
Ghostly Apparition: ?
Angry Ghost: ?
Dimwitted Ghost: ?
Ghostly Carpenter: ?
Ghostly Woman: ?
Unquiet Ghost: ?
Ghostly Duelist: ?
Ghostly Brute of a Man, Phantom Pugilist: ?
Ghoul: A creature that drops to 0 hit points while within the cloud [from a devouring mists haunt] dies after failing two death saving throws. One minute after the creature dies, it rises as a ghoul.
Ephemeral Horror: ?
Phantom Noise: ?
Phantom: ?
Phantom Wasp: ?
Phantom Voice: ?
Phantom Crowd: ?
Potergeist: ?
Shadowy Apparition of an Elegantly Clothed Dandy: ?
Screaming Apparition: ?
Shadowy Figure: ?
Shadowy Shape: ?
Mischievous Spirit: ?
Spirit: ?
Old Man's Spirit: ?
Frightful Spirit: ?
Angry Spirit: ?
Panicked Spirit: ?
Spirit of Donovan's Kiln: ?
Spiritual Vestige of a Wrathful Custodian: ?
Judge Agar Wargrave, Spirit: ?
Mugglesant, Spirit, Spirit of the Dead Thief: ?
Lesser Spirit: ?
Master Swordsman Spirit: ?
Thirsty Spirit of the Wasteland: ?
Merchant's Spirit, Possessing Spirit: ?
Malign Spirit: ?
Haunt, Haunting, True Haunt, Typical Haunt: A haunt is a ghostly resonance that can affect a creature that triggers it. Such haunts are very likely to occur in places of death and psychic distress, such as torture chambers, mass graveyards, and battlefields.
There are many reasons why a haunt comes into existence. Most of these reasons, sadly, involve tragedy, pain, suffering, and horror. Deep, overwhelming emotions are most likely to create a haunt, especially when accompanied by death and tragedy.
Typically, a haunt begins when a creature dies in a painful or unusual way—especially a lingering death. If the creature perished alone, forgotten, or unmourned, the haunting may well involve feelings of sorrow and a need for closure, such as proper burial or being memorialized. If, however, the creature died because someone stood by and refused to help or took pleasure in the death, then the haunting often carries with it a desire for revenge and justice.
A haunting usually requires a focus. This focus may be an object important to the person in life, like a child’s favorite doll, a family heirloom, or a gift from a loved one. The focus could revolve around a specific place, such as where the person died. A weak haunting can often be cleansed by burning or otherwise destroying the focal object, or purifying the locale. A more powerful haunting, on the other hand, may require more unusual methods.
Other circumstances at the time of death may play a role in the formation of a haunt. The time of day the person died, the means of their death (e.g., a murder weapon, an accidental fall), and the reason for their death all can contribute. Did the deceased have unfinished business, such as family left behind, a need for justice, or an oath they failed to keep? These elements, once known, can provide vital clues to cleansing a haunt.
Not all hauntings involve death or murder. A haunting can come about due to a mischievous spirit (e.g., a poltergeist) or strange energies suffusing a place. A haunting can develop simply because a deceased person refuses to accept the truth about their death. These hauntings are usually more of a creepy nuisance than a threat to life or limb.
Weak Haunting: ?
More Powerful Haunting: ?
Setback Haunt, Setback Haunting: ?
Dangerous Haunt, Dangerous Haunting: ?
Deadly Haunt, Deadly Haunting: ?
Faster More Violent Haunt: ?
Slower Haunt: ?
Haunting Left By a Person's Murder: ?
Elusive Haunt: ?
Latent Haunt: ?
Tenacious Haunt: ?
Haunted Building: ?
Proximity-Triggered Haunt: ?
Haunt Triggered by Touch: ?
Minor Haunt: ?
Strange Pungent Haunt: ?
Persistent Haunt: ?
Haunt Baron Culver's Balcony: Baron Archimedes Culver was a pathetic and lonely man towards the end of his long life. His vast fortune long since squandered, his political capital equally reduced, Baron Culver found himself banished from the royal court and the intrigue he so loved. The old Baron died, halfway senile, in a tattered silk bathrobe after falling from the balcony of his equally ragged country home. Today, Baron Culver’s lands lie mostly fallow, as the solicitors struggle to untangle the old man’s will. The home he died in was emptied by his heirs and shuttered, but occasionally a burglar makes the mistake of slipping inside. Weak willed tomb-raiders find themselves singing the praises of the small mansion’s last master before leaping from the same balcony where he died.
Haunt Bell Tower: A bell-ringer fell down in this tower. Before he died he wished that the fall hadn’t happened…
Haunt Bigot's Spire: In life, the half-elven wizard Comas Delesas was defined by his bigotry. The arrogant mage despised regular humanity as barely civilized idiots and openly called for the extinction of what he called the “underfolk”: dwarves, gnomes, goblins and kobolds among many other burrowing species. His adventuring days long past and his fortune assured, Comas eventually murdered those who helped him gain his wealth and retired to a library-tower he built for himself on the edge of a major human freehold. The local folk saw his servants occasionally when they went into town for provisions, but Comas himself refused to associate with the common herd.
When a blast of lightning as brilliant as the sun struck the tower one rainy night, most of the townsfolk said good riddance. The matter would have rested there, if not for the fact something of Comas Delesas’ hatred remains, and occasionally, the broken tower belches lethal black smoke that emits the faint scent of burning ink and almonds. Depending on the wind, this lethal mist might roll down the blasted hillside and into the city Comas shunned, or it may drift into the now shockingly depopulated and quiet forest.
Haunt Black Taskmaster: The Black Taskmaster is an old ironshod whip taken from an infamous slaver and displayed in the library of the Sandoval College of Necromancy. Senior students and prefects alike know to avoid the display case bearing the bloody old weapon, though a common hazing ritual forces underclassmen to endure the frightful spirits surrounding the whip.
Haunt Bloody Handprints: A murder or other violent death left behind a permanent stain on a wall or similar surface.
Haunt Boartooth's Righteous Rampage: When Brom Boartooth’s sons died of a disease that 10 gp worth of medicine would’ve cured, he finally became the monster that his fully human neighbors feared all his life. Previously a simple rancher, the half-orc found depths of hatred and violence in himself he never knew existed. He slaughtered his home town’s hedge wizard and the alchemist who refused to treat his sons, the town’s sheriff and three of the settlement’s wealthiest merchants before an angry mob finally ended his rampage. That was a year and a day ago. Now, the townsfolk of Boartooth’s small farming community are plagued with hideous visions. Before the horrified eyes of their friends and family, the afflicted become the species they once shunned. Half Orcs that were once humans hide within their homes, wrapped in shawls and blankets to cover their shame, and Boartooth’s community has become, literally, a ghost town.
Haunt Butcher's Hill: The Butcher’s Hill had another name before the war between two neighboring fiefdoms ended there. By the time the day long battle was over, more than 3,000 men and women lie dead atop the hill, and the ground was literally stained red with their blood. Even though priests from a dozen temples sanctified the ground, that much anger and pain never truly goes away.
Haunt Camel's Graveyard: There is a point of no return in the Gronnel Desert, a place almost exactly between two oasis cities, where supplies are far more than half exhausted and the only way to survive is to press forward. Over the years, hundreds of caravans have ended somewhere near this mythical point of no return, and the bleached and sandblasted bones of hundreds of camels lie half-buried by the dunes. Animals fear and hate this place, and so they often turn on their masters, leading to their death and the deaths of those whom depended on them for survival.
Haunt Cast Upon the Rocks: The merchant galleon Escarda Din went down in a sudden squall and its sunken frame now rests on an undersea plateau. So clear is the water that the wreck can almost be seen through three hundred feet of warm water Though the Escarda Din went down in a common shipping lane, no brave soul has attempted to salvage the wreck, and common sailors avoid its last known position. The ocean near the wreck site has ‘gone bad’ and regularly kills sailors with impossible weather.
Haunt Creeping Ectoplasm: ?
Haunt Dead Tree: The Dead Tree is a haunted leftover of a garden, orchard, or the last patch of a forest and includes a lone dead tree standing amid a barren landscape.
Haunt Devil's Anvil: This black iron anvil sits in a back corner of the ruined remnants of a smithy, half-buried in rubble. According to local legend, the blacksmith, a fat and ignorant man named Hodge hammered swords for pit-fiends on his anvil. Eventually, doing hell’s work caught up with him, and Hodge and his three idiot sons died in an unexplainable blaze. Whatever the truth of Hodge’s life, in death his small shop has been uniformly shunned.
Haunt Devouring Mists: A pack of ghouls ambushed and devoured a group of people as they were passing this bridge on a foggy night. Memory of this event still lingers and hungers for flesh of the living.
Haunt Doors to Damnation: A soldier guarded this door against overwhelming forces and cursed the invaders with his dying breath when he finally fell.
Haunt Donovan's Kiln: Ten years ago, this ruin was a busy potter’s shop. In better days, Bria Donovan was a fat and cheerful woman who, with her two nephews, ran a profitable business out of a small, neat cottage at the edge of town. The center of Bria’s business was the enormous wood burning kiln that took up most of the cottage, and which she kept stoked day and night. She died along with her youngest nephew Micah when the kiln exploded. Bria’s surviving nephew rushed to help, but was badly scarred by the blaze. Not wanting anything to do with his ruined inheritance, Andrew Donovan let the ground lie fallow. Over time his aunt’s pottery shop fell into memory and then into local legend, while Andrew grew into the town’s premier drunkard. The matter would have rested there, if not for the fact that on days when the temperature rises during the worst part of summer, the kiln burns again with ghostly white fires.
Haunt Fatfinger's Last Dance: Terkin Fatfinger, brigand, rapist, counterfeiter, and cattle-rustler, was the last thief to hang justly on the old oak gallows outside Fort Nails. When asked for last words, the bastard laid down curses so vile, so profane and so tarrying that the garrison’s master-at-arms didn’t wait for him to finish and kicked the stool out from under him. Three days later the master-at-arms was dead from a broken neck after falling from his horse. Three days after that, his grieving wife slipped in the privy and cracked her skull open. A few weeks later, the judge who sentenced Fatfinger jerked his hand while shaving and sliced open his jugular. After that, the law of Fort Nails gave up on hanging folks, and instead sent their criminals to their graves courtesy of a heavy axe and a block of wood. The disused gallows still stands, mostly because nobody is brave enough to break it down or burn it, but the locals shun it.
Haunt Forbidden Library: Some books are not meant to be read, and some people dedicate their lives to prevent others from reading such forbidden books. Sometimes such dedication extends beyond life.
Haunt Foreboding Mist: Foreboding mists lurk in ill-kept graveyards, drawing their substance from the unrest of all who are buried below.
Haunt Gremlin's Hovel: ?
Haunt Grigori Chair: The Grigori Chair is a massive oak throne once used by the nation’s royalty. The entirety of the chair was originally carved with scenes from a great battle- heroic knights battling back barbaric foreign armies. When the last rightful scion of the bloodline was murdered- on the chair itself- the crimson oak cracked and blackened. The heroic carvings became something horrible. The chair was locked away in a forgotten storeroom, and even after the dynasty was restored, the original throne was forgotten and left to darkness.
Haunt Guts' Revenge: When the ancient slime the tavern-folk called simply “Guts” was finally ended, a fragment of the ooze’s simple hunger-based consciousness survived extermination. Guts’ ghostly presence still lingers along the treacherous and rocky shoreline where its vast amoeboid bulk eventually washed up.
Haunt Hangman's Jig: A desperate prisoner was incompetently hanged in this small cell. An echo of his painful death lingers and haunts anyone visiting the room.
Haunt Heart of Embers: ?
Haunt Hungry Grave: A petty villain was punished by being buried alive in this grave. Now his soul desires to share his misery with others.
Haunt Judge Wargrave's Bench: Judge Agar Wargrave was a peevish old man but had an uncanny knack for ferreting out the truth about defendants brought before him. He died of a stroke before passing sentence in the case of a man who murdered his family, and by virtue of a legal oversight the murderer went free. Now, the old judge haunts the courtroom he once ruled, a shadowy figure in robes and wig, and forces all who see the haunt to speak nothing but the truth.
Haunt Last Dance: A mad aristocrat was isolated in this lavish chamber. The inhabitant’s spirit still haunts the room, yearning to dance, an obsession which was denied to him during his many years of isolation.
Haunt Laughter Freezes: Nestled against the side of a forested mountain, the noble estate “Laughter and Gold” has been a hunting lodge of excellent reputation for generations. Owned by one of the kingdom’s most prominent families, the 23-room mansion is best known for its massive grand ballroom, where the trophies of a hundred hunts or more are proudly displayed. The heads of great beasts, taxidermic recreations of impossible monsters, and the captured arms of noble-born humanoid foes line the walls—all lit by a chandelier made from the bones of a juvenile green dragon. The newest trophy to be displayed though, is one the owners of the house wish would simply go away. On an expedition to the far north, one of the lodge’s greatest hunters brought back the dorsal ganglia of a polar worm. Since the dramatic trophy was hung on one wall, the temperature within Laughter and Gold has dropped by a few degrees each night. Already bitterly cold, occasionally the ballroom is sheathed in a carapace of killing ice and the roaring of the great northern worms can be heard.
Haunt Lessons of the Past: This was a place of teaching, a place where a respected sage told didactic stories to children and youngsters.
Haunt Master's Admonition: A cruel and petty teacher of wizardry left a painful imprint on his long-abandoned study, still lashing out against anyone who messes with his things.
Haunt Memory of the Late Mistress: A woman died, choked to death by her jealous lover on this bed, forever tainting it with ghostly malice toward the living.
Haunt Might Over Magic: A magician was killed here by brute force, leaving a spiteful vestige driven by hatred of the magic that failed him.
Haunt Mugglesant's Endless Anger: The goblin Mugglesant was a good thief but eventually her luck caught up with her. While burgling a mansion in the city of Ulstar, a spider bite ended the tiny thief’s life. She choked to death in the space between the house’s walls, and all the inhabitants knew was that some vermin died in the walls. They hired a local hedge wizard to purify the air with a few cantrips, and forgot about the whole matter. That indignity, more than her accidental death, enraged Mugglesant’s spirit. Now, the house is plagued with gigantic spiders that seemingly come from out of nowhere.
Haunt Old Jonas' Critique: Old Jonas the woodcarver had a reputation as one of the finest craftsmen in his small village. He made tools, toys for the settlement’s wealthiest children, shelves, fence posts, and a dozen other useful things, earning a tidy living in the process. After his death, Jonas’ nephew took over the business, but his lack of skill angered the ghostly carpenter. Now, the haunt of Old Jonas has its fun by twisting his successor’s work into uselessness and playing other ghostly pranks.
Haunt Purple Pig Tavern: The Purple Pig used to be a decent tavern, until a payment dispute between the barkeep and a wandering gnome troubadour ended in the little minstrel’s murder. The barkeep stuffed the gnome and his rat familiar feet first into a keg of rot gut and rolled it into the cellar. The barkeep thought that solved the problem, but in the last few weeks, horrors have killed three of his patrons and driven most of the other drunks off.
Haunt Quarry of the Endless Toil: This old quarry was a place of misery and death for numerous prisoners and slaves. Even now their spirits are bound to suffer, sharing their weariness with the living who disturb their endless toil.
Haunt Rapist's Mile: This stretch of forest marks the place where a gang of brigands brought down a peasant girl or boy, violated and eventually killed them. The peasant’s bones still lie half-buried under the leaf mould beneath one of the towering pine trees. Their angry spirit, coupled with the psychic echoes of their murderers’ lust have cursed this place: those venturing through this stretch of forest become as slow and exhausted as they were when the thugs finally ran them to ground.
Haunt Scribe du Rayneil's Odd Bequest: The scribe Claudette Du Rayneil died in the library she had tended her entire adult life. Her death wasn’t murder or tragedy; she was simply found one early morning fallen amid the stacks, her 90-year-old heart having finally given out. She was buried with minor honors, her private collection of more than 30 texts donated to the library she so loved and life went on. And a few months after her death, strange things began happening in the library. Quiet little curses that smelled like old dust would freeze patrons as they browsed and scribes as they worked.
Haunt Screams of a Forlorn Mother: The screams of a forlorn mother formed because of a woman that died a sudden death while mourning her child.
Haunt Spectral Screams: Some spirits take joy in terrifying the living. Spectral screams are collections of lesser spirits who have banded together to increase the amount of terror they can spread.
Haunt Stores of Goodwatch Keep: Three summers ago, an earthquake transformed a limestone quarry into tomb for a dozen human and dwarven miners. Since then, the mine has been reopened, the dead recovered and buried, and life in the mining town nearby slowly and painfully returned to normal. Limestone harvested from the quarry has been shipped across the realms to make mortar, but structures built with mortar from the Winter Fall Mine have been plagued by bad luck. The mine’s current generation of workers hear the tales from travelers, and among themselves, whisper that the unquiet ghosts of their former colleagues are having their revenge.
No structure built by from the cursed mortar has suffered worse luck than the remote Goodwatch Keep. The small fortress has an ill air, and twice now servants have disappeared, only to be found suffocated or starved behind walls that should not have been there. The folk of the keep never go anywhere alone anymore. Most flee the keep if their duties allow it. Meanwhile, the provisions store beneath the keep is shunned by all…
Haunt Surbicah The Apostate's Stone Pyre: Long ago, the druidess Surbicah [renounced] her faith and accepted the teachings of a passing cleric, even allowing some of her circle’s most sacred mysteries to be transcribed into the common tongue. The druid grove she betrayed took its vengeance on Surbicah, lashing her between the stones of their great stone menhir, where she was cruelly tortured for a day and a night before a bolt of lightning ended her misery.
Haunt Swordsman Betrayed: Here a master swordsman fought and won many duels until he was betrayed and stabbed in the back by an ally. A trace of his spirit still lingers here, mistaking anyone entering the courtyard for a challenger.
Haunt Thirsting Gorge: Years and years ago, a prospector and his mule fell into a desert gorge. Miles from any assistance, they died alone and unremembered from thirst and starvation. Those familiar with the desert avoid a certain out-of-the-way gorge, claiming that it is haunted. Nomads and prospectors tell dark stories of unprepared travelers possessed by the thirsty spirit of the wasteland, who abandon their supplies and die themselves.
Haunt Touch of Hunger: The denizens of this dwelling starved to death, their last thoughts focused on the empty pantry, which to their deluded minds appeared filled with supplies.
Haunt Unsolved Murder: After a merchant was murdered at a party being held to celebrate his latest venture, his spirit became obsessed with finding his killer and exacting vengeance. It has clung to his body for years, hoping for a hapless grave robber to inadvertently become the pawn of his unfinished business.
Haunt Warlock's Doom: This haunt is the lingering residue of a powerful magician’s final stand—slivers of his spirit and the last spell he ever cast bound together in a volley of destruction unleashed against the world.
Haunt Wyngarde Manor: Over sixty years ago, Baron Wyngarde and his wealthy family dominated both the social scene and politics in the region. Known for their opulent, even decadent, balls and celebrations, the Wyngarde family did what they wanted, when they wanted, and how they wanted—no one dared speak against the man who owned their land, their labor, and even their very tools.
Attitudes changed, however, when Wyngarde’s three sons came of age. They became infamous for rounding up local men and women to fight in their cruel pit fights. Those who performed well in the games were given coin and accolades, while the losers were never seen again. When the Wyngarde boys kidnapped the teenage son of the local vicar, the people of the region marched on the mansion, broke down the doors, and proceeded to execute every last member of the Wyngarde brood where they found them, including a number of children.
The elder Wyngarde, his blood pouring out to the floor, called out to his fiendish patron for vengeance against all those who dared enter his home. The dark powers listened and cursed the home and all those foolish enough to pass through its doors.
Since that night, the mansion has been haunted with a malignant, malevolent host of spirits. For a time, treasure-seekers and looters entered the house in search of gold. Some of these poor fools escaped alive but insane, but most of their ilk vanished.
While most people in the nearby town do their best to avoid the manor, the haunting has proven more pernicious than that. Three times a year—once for each of Wyngarde’s slain sons—the mansion calls out for a new victim. Someone in the vicinity hears this summons and, compelled to obey, travels to the mansion and enters through its accursed doors. This sacrifice has continued for two decades now, but no one knows how to put a stop to it. The locals have set fire to the mansion five times, but it reappears undamaged at midnight the next day, angrier than before.
Ghostly Resonance: ?
Ghostly Apparition: ?
Angry Ghost: ?
Dimwitted Ghost: ?
Ghostly Carpenter: ?
Ghostly Woman: ?
Unquiet Ghost: ?
Ghostly Duelist: ?
Ghostly Brute of a Man, Phantom Pugilist: ?
Ghoul: A creature that drops to 0 hit points while within the cloud [from a devouring mists haunt] dies after failing two death saving throws. One minute after the creature dies, it rises as a ghoul.
Ephemeral Horror: ?
Phantom Noise: ?
Phantom: ?
Phantom Wasp: ?
Phantom Voice: ?
Phantom Crowd: ?
Potergeist: ?
Shadowy Apparition of an Elegantly Clothed Dandy: ?
Screaming Apparition: ?
Shadowy Figure: ?
Shadowy Shape: ?
Mischievous Spirit: ?
Spirit: ?
Old Man's Spirit: ?
Frightful Spirit: ?
Angry Spirit: ?
Panicked Spirit: ?
Spirit of Donovan's Kiln: ?
Spiritual Vestige of a Wrathful Custodian: ?
Judge Agar Wargrave, Spirit: ?
Mugglesant, Spirit, Spirit of the Dead Thief: ?
Lesser Spirit: ?
Master Swordsman Spirit: ?
Thirsty Spirit of the Wasteland: ?
Merchant's Spirit, Possessing Spirit: ?
Malign Spirit: ?
Haunt, Haunting, True Haunt, Typical Haunt: A haunt is a ghostly resonance that can affect a creature that triggers it. Such haunts are very likely to occur in places of death and psychic distress, such as torture chambers, mass graveyards, and battlefields.
There are many reasons why a haunt comes into existence. Most of these reasons, sadly, involve tragedy, pain, suffering, and horror. Deep, overwhelming emotions are most likely to create a haunt, especially when accompanied by death and tragedy.
Typically, a haunt begins when a creature dies in a painful or unusual way—especially a lingering death. If the creature perished alone, forgotten, or unmourned, the haunting may well involve feelings of sorrow and a need for closure, such as proper burial or being memorialized. If, however, the creature died because someone stood by and refused to help or took pleasure in the death, then the haunting often carries with it a desire for revenge and justice.
A haunting usually requires a focus. This focus may be an object important to the person in life, like a child’s favorite doll, a family heirloom, or a gift from a loved one. The focus could revolve around a specific place, such as where the person died. A weak haunting can often be cleansed by burning or otherwise destroying the focal object, or purifying the locale. A more powerful haunting, on the other hand, may require more unusual methods.
Other circumstances at the time of death may play a role in the formation of a haunt. The time of day the person died, the means of their death (e.g., a murder weapon, an accidental fall), and the reason for their death all can contribute. Did the deceased have unfinished business, such as family left behind, a need for justice, or an oath they failed to keep? These elements, once known, can provide vital clues to cleansing a haunt.
Not all hauntings involve death or murder. A haunting can come about due to a mischievous spirit (e.g., a poltergeist) or strange energies suffusing a place. A haunting can develop simply because a deceased person refuses to accept the truth about their death. These hauntings are usually more of a creepy nuisance than a threat to life or limb.
Weak Haunting: ?
More Powerful Haunting: ?
Setback Haunt, Setback Haunting: ?
Dangerous Haunt, Dangerous Haunting: ?
Deadly Haunt, Deadly Haunting: ?
Faster More Violent Haunt: ?
Slower Haunt: ?
Haunting Left By a Person's Murder: ?
Elusive Haunt: ?
Latent Haunt: ?
Tenacious Haunt: ?
Haunted Building: ?
Proximity-Triggered Haunt: ?
Haunt Triggered by Touch: ?
Minor Haunt: ?
Strange Pungent Haunt: ?
Persistent Haunt: ?
Haunt Baron Culver's Balcony: Baron Archimedes Culver was a pathetic and lonely man towards the end of his long life. His vast fortune long since squandered, his political capital equally reduced, Baron Culver found himself banished from the royal court and the intrigue he so loved. The old Baron died, halfway senile, in a tattered silk bathrobe after falling from the balcony of his equally ragged country home. Today, Baron Culver’s lands lie mostly fallow, as the solicitors struggle to untangle the old man’s will. The home he died in was emptied by his heirs and shuttered, but occasionally a burglar makes the mistake of slipping inside. Weak willed tomb-raiders find themselves singing the praises of the small mansion’s last master before leaping from the same balcony where he died.
Haunt Bell Tower: A bell-ringer fell down in this tower. Before he died he wished that the fall hadn’t happened…
Haunt Bigot's Spire: In life, the half-elven wizard Comas Delesas was defined by his bigotry. The arrogant mage despised regular humanity as barely civilized idiots and openly called for the extinction of what he called the “underfolk”: dwarves, gnomes, goblins and kobolds among many other burrowing species. His adventuring days long past and his fortune assured, Comas eventually murdered those who helped him gain his wealth and retired to a library-tower he built for himself on the edge of a major human freehold. The local folk saw his servants occasionally when they went into town for provisions, but Comas himself refused to associate with the common herd.
When a blast of lightning as brilliant as the sun struck the tower one rainy night, most of the townsfolk said good riddance. The matter would have rested there, if not for the fact something of Comas Delesas’ hatred remains, and occasionally, the broken tower belches lethal black smoke that emits the faint scent of burning ink and almonds. Depending on the wind, this lethal mist might roll down the blasted hillside and into the city Comas shunned, or it may drift into the now shockingly depopulated and quiet forest.
Haunt Black Taskmaster: The Black Taskmaster is an old ironshod whip taken from an infamous slaver and displayed in the library of the Sandoval College of Necromancy. Senior students and prefects alike know to avoid the display case bearing the bloody old weapon, though a common hazing ritual forces underclassmen to endure the frightful spirits surrounding the whip.
Haunt Bloody Handprints: A murder or other violent death left behind a permanent stain on a wall or similar surface.
Haunt Boartooth's Righteous Rampage: When Brom Boartooth’s sons died of a disease that 10 gp worth of medicine would’ve cured, he finally became the monster that his fully human neighbors feared all his life. Previously a simple rancher, the half-orc found depths of hatred and violence in himself he never knew existed. He slaughtered his home town’s hedge wizard and the alchemist who refused to treat his sons, the town’s sheriff and three of the settlement’s wealthiest merchants before an angry mob finally ended his rampage. That was a year and a day ago. Now, the townsfolk of Boartooth’s small farming community are plagued with hideous visions. Before the horrified eyes of their friends and family, the afflicted become the species they once shunned. Half Orcs that were once humans hide within their homes, wrapped in shawls and blankets to cover their shame, and Boartooth’s community has become, literally, a ghost town.
Haunt Butcher's Hill: The Butcher’s Hill had another name before the war between two neighboring fiefdoms ended there. By the time the day long battle was over, more than 3,000 men and women lie dead atop the hill, and the ground was literally stained red with their blood. Even though priests from a dozen temples sanctified the ground, that much anger and pain never truly goes away.
Haunt Camel's Graveyard: There is a point of no return in the Gronnel Desert, a place almost exactly between two oasis cities, where supplies are far more than half exhausted and the only way to survive is to press forward. Over the years, hundreds of caravans have ended somewhere near this mythical point of no return, and the bleached and sandblasted bones of hundreds of camels lie half-buried by the dunes. Animals fear and hate this place, and so they often turn on their masters, leading to their death and the deaths of those whom depended on them for survival.
Haunt Cast Upon the Rocks: The merchant galleon Escarda Din went down in a sudden squall and its sunken frame now rests on an undersea plateau. So clear is the water that the wreck can almost be seen through three hundred feet of warm water Though the Escarda Din went down in a common shipping lane, no brave soul has attempted to salvage the wreck, and common sailors avoid its last known position. The ocean near the wreck site has ‘gone bad’ and regularly kills sailors with impossible weather.
Haunt Creeping Ectoplasm: ?
Haunt Dead Tree: The Dead Tree is a haunted leftover of a garden, orchard, or the last patch of a forest and includes a lone dead tree standing amid a barren landscape.
Haunt Devil's Anvil: This black iron anvil sits in a back corner of the ruined remnants of a smithy, half-buried in rubble. According to local legend, the blacksmith, a fat and ignorant man named Hodge hammered swords for pit-fiends on his anvil. Eventually, doing hell’s work caught up with him, and Hodge and his three idiot sons died in an unexplainable blaze. Whatever the truth of Hodge’s life, in death his small shop has been uniformly shunned.
Haunt Devouring Mists: A pack of ghouls ambushed and devoured a group of people as they were passing this bridge on a foggy night. Memory of this event still lingers and hungers for flesh of the living.
Haunt Doors to Damnation: A soldier guarded this door against overwhelming forces and cursed the invaders with his dying breath when he finally fell.
Haunt Donovan's Kiln: Ten years ago, this ruin was a busy potter’s shop. In better days, Bria Donovan was a fat and cheerful woman who, with her two nephews, ran a profitable business out of a small, neat cottage at the edge of town. The center of Bria’s business was the enormous wood burning kiln that took up most of the cottage, and which she kept stoked day and night. She died along with her youngest nephew Micah when the kiln exploded. Bria’s surviving nephew rushed to help, but was badly scarred by the blaze. Not wanting anything to do with his ruined inheritance, Andrew Donovan let the ground lie fallow. Over time his aunt’s pottery shop fell into memory and then into local legend, while Andrew grew into the town’s premier drunkard. The matter would have rested there, if not for the fact that on days when the temperature rises during the worst part of summer, the kiln burns again with ghostly white fires.
Haunt Fatfinger's Last Dance: Terkin Fatfinger, brigand, rapist, counterfeiter, and cattle-rustler, was the last thief to hang justly on the old oak gallows outside Fort Nails. When asked for last words, the bastard laid down curses so vile, so profane and so tarrying that the garrison’s master-at-arms didn’t wait for him to finish and kicked the stool out from under him. Three days later the master-at-arms was dead from a broken neck after falling from his horse. Three days after that, his grieving wife slipped in the privy and cracked her skull open. A few weeks later, the judge who sentenced Fatfinger jerked his hand while shaving and sliced open his jugular. After that, the law of Fort Nails gave up on hanging folks, and instead sent their criminals to their graves courtesy of a heavy axe and a block of wood. The disused gallows still stands, mostly because nobody is brave enough to break it down or burn it, but the locals shun it.
Haunt Forbidden Library: Some books are not meant to be read, and some people dedicate their lives to prevent others from reading such forbidden books. Sometimes such dedication extends beyond life.
Haunt Foreboding Mist: Foreboding mists lurk in ill-kept graveyards, drawing their substance from the unrest of all who are buried below.
Haunt Gremlin's Hovel: ?
Haunt Grigori Chair: The Grigori Chair is a massive oak throne once used by the nation’s royalty. The entirety of the chair was originally carved with scenes from a great battle- heroic knights battling back barbaric foreign armies. When the last rightful scion of the bloodline was murdered- on the chair itself- the crimson oak cracked and blackened. The heroic carvings became something horrible. The chair was locked away in a forgotten storeroom, and even after the dynasty was restored, the original throne was forgotten and left to darkness.
Haunt Guts' Revenge: When the ancient slime the tavern-folk called simply “Guts” was finally ended, a fragment of the ooze’s simple hunger-based consciousness survived extermination. Guts’ ghostly presence still lingers along the treacherous and rocky shoreline where its vast amoeboid bulk eventually washed up.
Haunt Hangman's Jig: A desperate prisoner was incompetently hanged in this small cell. An echo of his painful death lingers and haunts anyone visiting the room.
Haunt Heart of Embers: ?
Haunt Hungry Grave: A petty villain was punished by being buried alive in this grave. Now his soul desires to share his misery with others.
Haunt Judge Wargrave's Bench: Judge Agar Wargrave was a peevish old man but had an uncanny knack for ferreting out the truth about defendants brought before him. He died of a stroke before passing sentence in the case of a man who murdered his family, and by virtue of a legal oversight the murderer went free. Now, the old judge haunts the courtroom he once ruled, a shadowy figure in robes and wig, and forces all who see the haunt to speak nothing but the truth.
Haunt Last Dance: A mad aristocrat was isolated in this lavish chamber. The inhabitant’s spirit still haunts the room, yearning to dance, an obsession which was denied to him during his many years of isolation.
Haunt Laughter Freezes: Nestled against the side of a forested mountain, the noble estate “Laughter and Gold” has been a hunting lodge of excellent reputation for generations. Owned by one of the kingdom’s most prominent families, the 23-room mansion is best known for its massive grand ballroom, where the trophies of a hundred hunts or more are proudly displayed. The heads of great beasts, taxidermic recreations of impossible monsters, and the captured arms of noble-born humanoid foes line the walls—all lit by a chandelier made from the bones of a juvenile green dragon. The newest trophy to be displayed though, is one the owners of the house wish would simply go away. On an expedition to the far north, one of the lodge’s greatest hunters brought back the dorsal ganglia of a polar worm. Since the dramatic trophy was hung on one wall, the temperature within Laughter and Gold has dropped by a few degrees each night. Already bitterly cold, occasionally the ballroom is sheathed in a carapace of killing ice and the roaring of the great northern worms can be heard.
Haunt Lessons of the Past: This was a place of teaching, a place where a respected sage told didactic stories to children and youngsters.
Haunt Master's Admonition: A cruel and petty teacher of wizardry left a painful imprint on his long-abandoned study, still lashing out against anyone who messes with his things.
Haunt Memory of the Late Mistress: A woman died, choked to death by her jealous lover on this bed, forever tainting it with ghostly malice toward the living.
Haunt Might Over Magic: A magician was killed here by brute force, leaving a spiteful vestige driven by hatred of the magic that failed him.
Haunt Mugglesant's Endless Anger: The goblin Mugglesant was a good thief but eventually her luck caught up with her. While burgling a mansion in the city of Ulstar, a spider bite ended the tiny thief’s life. She choked to death in the space between the house’s walls, and all the inhabitants knew was that some vermin died in the walls. They hired a local hedge wizard to purify the air with a few cantrips, and forgot about the whole matter. That indignity, more than her accidental death, enraged Mugglesant’s spirit. Now, the house is plagued with gigantic spiders that seemingly come from out of nowhere.
Haunt Old Jonas' Critique: Old Jonas the woodcarver had a reputation as one of the finest craftsmen in his small village. He made tools, toys for the settlement’s wealthiest children, shelves, fence posts, and a dozen other useful things, earning a tidy living in the process. After his death, Jonas’ nephew took over the business, but his lack of skill angered the ghostly carpenter. Now, the haunt of Old Jonas has its fun by twisting his successor’s work into uselessness and playing other ghostly pranks.
Haunt Purple Pig Tavern: The Purple Pig used to be a decent tavern, until a payment dispute between the barkeep and a wandering gnome troubadour ended in the little minstrel’s murder. The barkeep stuffed the gnome and his rat familiar feet first into a keg of rot gut and rolled it into the cellar. The barkeep thought that solved the problem, but in the last few weeks, horrors have killed three of his patrons and driven most of the other drunks off.
Haunt Quarry of the Endless Toil: This old quarry was a place of misery and death for numerous prisoners and slaves. Even now their spirits are bound to suffer, sharing their weariness with the living who disturb their endless toil.
Haunt Rapist's Mile: This stretch of forest marks the place where a gang of brigands brought down a peasant girl or boy, violated and eventually killed them. The peasant’s bones still lie half-buried under the leaf mould beneath one of the towering pine trees. Their angry spirit, coupled with the psychic echoes of their murderers’ lust have cursed this place: those venturing through this stretch of forest become as slow and exhausted as they were when the thugs finally ran them to ground.
Haunt Scribe du Rayneil's Odd Bequest: The scribe Claudette Du Rayneil died in the library she had tended her entire adult life. Her death wasn’t murder or tragedy; she was simply found one early morning fallen amid the stacks, her 90-year-old heart having finally given out. She was buried with minor honors, her private collection of more than 30 texts donated to the library she so loved and life went on. And a few months after her death, strange things began happening in the library. Quiet little curses that smelled like old dust would freeze patrons as they browsed and scribes as they worked.
Haunt Screams of a Forlorn Mother: The screams of a forlorn mother formed because of a woman that died a sudden death while mourning her child.
Haunt Spectral Screams: Some spirits take joy in terrifying the living. Spectral screams are collections of lesser spirits who have banded together to increase the amount of terror they can spread.
Haunt Stores of Goodwatch Keep: Three summers ago, an earthquake transformed a limestone quarry into tomb for a dozen human and dwarven miners. Since then, the mine has been reopened, the dead recovered and buried, and life in the mining town nearby slowly and painfully returned to normal. Limestone harvested from the quarry has been shipped across the realms to make mortar, but structures built with mortar from the Winter Fall Mine have been plagued by bad luck. The mine’s current generation of workers hear the tales from travelers, and among themselves, whisper that the unquiet ghosts of their former colleagues are having their revenge.
No structure built by from the cursed mortar has suffered worse luck than the remote Goodwatch Keep. The small fortress has an ill air, and twice now servants have disappeared, only to be found suffocated or starved behind walls that should not have been there. The folk of the keep never go anywhere alone anymore. Most flee the keep if their duties allow it. Meanwhile, the provisions store beneath the keep is shunned by all…
Haunt Surbicah The Apostate's Stone Pyre: Long ago, the druidess Surbicah [renounced] her faith and accepted the teachings of a passing cleric, even allowing some of her circle’s most sacred mysteries to be transcribed into the common tongue. The druid grove she betrayed took its vengeance on Surbicah, lashing her between the stones of their great stone menhir, where she was cruelly tortured for a day and a night before a bolt of lightning ended her misery.
Haunt Swordsman Betrayed: Here a master swordsman fought and won many duels until he was betrayed and stabbed in the back by an ally. A trace of his spirit still lingers here, mistaking anyone entering the courtyard for a challenger.
Haunt Thirsting Gorge: Years and years ago, a prospector and his mule fell into a desert gorge. Miles from any assistance, they died alone and unremembered from thirst and starvation. Those familiar with the desert avoid a certain out-of-the-way gorge, claiming that it is haunted. Nomads and prospectors tell dark stories of unprepared travelers possessed by the thirsty spirit of the wasteland, who abandon their supplies and die themselves.
Haunt Touch of Hunger: The denizens of this dwelling starved to death, their last thoughts focused on the empty pantry, which to their deluded minds appeared filled with supplies.
Haunt Unsolved Murder: After a merchant was murdered at a party being held to celebrate his latest venture, his spirit became obsessed with finding his killer and exacting vengeance. It has clung to his body for years, hoping for a hapless grave robber to inadvertently become the pawn of his unfinished business.
Haunt Warlock's Doom: This haunt is the lingering residue of a powerful magician’s final stand—slivers of his spirit and the last spell he ever cast bound together in a volley of destruction unleashed against the world.
Haunt Wyngarde Manor: Over sixty years ago, Baron Wyngarde and his wealthy family dominated both the social scene and politics in the region. Known for their opulent, even decadent, balls and celebrations, the Wyngarde family did what they wanted, when they wanted, and how they wanted—no one dared speak against the man who owned their land, their labor, and even their very tools.
Attitudes changed, however, when Wyngarde’s three sons came of age. They became infamous for rounding up local men and women to fight in their cruel pit fights. Those who performed well in the games were given coin and accolades, while the losers were never seen again. When the Wyngarde boys kidnapped the teenage son of the local vicar, the people of the region marched on the mansion, broke down the doors, and proceeded to execute every last member of the Wyngarde brood where they found them, including a number of children.
The elder Wyngarde, his blood pouring out to the floor, called out to his fiendish patron for vengeance against all those who dared enter his home. The dark powers listened and cursed the home and all those foolish enough to pass through its doors.
Since that night, the mansion has been haunted with a malignant, malevolent host of spirits. For a time, treasure-seekers and looters entered the house in search of gold. Some of these poor fools escaped alive but insane, but most of their ilk vanished.
While most people in the nearby town do their best to avoid the manor, the haunting has proven more pernicious than that. Three times a year—once for each of Wyngarde’s slain sons—the mansion calls out for a new victim. Someone in the vicinity hears this summons and, compelled to obey, travels to the mansion and enters through its accursed doors. This sacrifice has continued for two decades now, but no one knows how to put a stop to it. The locals have set fire to the mansion five times, but it reappears undamaged at midnight the next day, angrier than before.
Haunted Locales
Shadow: If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later.
Ghost: This tortured soul was murdered before he could finish his last will and testament. While the impacts of these requests have long since faded into obscurity, the fact that this pushy man's desires were not made known is too much to bear.
Translucent Seemingly Middle-Aged Man: ?
Purplish Apparition: ?
Specter: Wraith's Create Specter power.
Orc Skeleton: ?
Minotaur Skeleton: ?
Skeleton: ?
Incorporeal Being of Darkness: ?
Wraith: ?
Lazius the Alchemist, Ancient Lich, Being of Vast Power, Skeletal Man: ?
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.
Ghost: This tortured soul was murdered before he could finish his last will and testament. While the impacts of these requests have long since faded into obscurity, the fact that this pushy man's desires were not made known is too much to bear.
Translucent Seemingly Middle-Aged Man: ?
Purplish Apparition: ?
Specter: Wraith's Create Specter power.
Orc Skeleton: ?
Minotaur Skeleton: ?
Skeleton: ?
Incorporeal Being of Darkness: ?
Wraith: ?
Lazius the Alchemist, Ancient Lich, Being of Vast Power, Skeletal Man: ?
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.
Hazardous Habitats: Grasslands
Undead: ?
Ghostly Presence: ?
Ghost: ?
Ghoul: ?
Lich: ?
Mummy: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?
Ghostly Presence: ?
Ghost: ?
Ghoul: ?
Lich: ?
Mummy: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?
Hazardous Habitats: Icebound
Undead Abomination: ?
Undead: ?
Ghost: ?
Ghoul: ?
Lich: ?
Mummy: ?
Shadow: ?
Skeleton: ?
Immolated Skeleton: ?
Specter: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?
Undead: ?
Ghost: ?
Ghoul: ?
Lich: ?
Mummy: ?
Shadow: ?
Skeleton: ?
Immolated Skeleton: ?
Specter: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?
Hazardous Habitats: Mountains
Undead: ?
Ghost: ?
Ghoul: ?
Lich: ?
Mummy: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?
Ghost: ?
Ghoul: ?
Lich: ?
Mummy: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?
Hazardous Habitats: Wetlands
Incorporeal Hound, Ghostly Animal: When the fog rolls across the wetland, its arrival also heralds the appearance of an incorporeal hound who haunts the desolate moor. The beast’s origins remain steeped in mystery, but legends claim the ghostly animal seeks its missing owner who vanished centuries ago without a trace.
Vengeful Corpse: In the minds of these primitive folk, they share the bogs with the spirits dwelling beneath their murky depths. To appease these temperamental beings, nomads ritualistically sacrifice vanquished enemies to the bog’s resident deity. They usually strangle their victim before hurling the lifeless body into the stagnant water. During exceptionally hard times, some superstitious people even murder one of their own and offer the mutilated carcass to the hungry bog in a futile effort to assuage the god’s anger. Just like dead vegetation, corpses decompose at an exceedingly slow rate. The bog’s unique environment tans and mummifies the skin and organs. In many instances, the degree of preservation is such that scholars examining an ancient corpse pulled from a bog mistake it for someone who recently died here. Oddly, the bog’s acidic water leaves the skin and internal organs largely intact other than its unique discoloration, but it destroys the bones. Still, the lack of internal structure does not prevent the vengeful corpses of past victims from rising out of the cloudy waters to avenge their untimely deaths.
Ghost: ?
Ghoul: ?
Lich: ?
Mummy: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: ?
Vengeful Corpse: In the minds of these primitive folk, they share the bogs with the spirits dwelling beneath their murky depths. To appease these temperamental beings, nomads ritualistically sacrifice vanquished enemies to the bog’s resident deity. They usually strangle their victim before hurling the lifeless body into the stagnant water. During exceptionally hard times, some superstitious people even murder one of their own and offer the mutilated carcass to the hungry bog in a futile effort to assuage the god’s anger. Just like dead vegetation, corpses decompose at an exceedingly slow rate. The bog’s unique environment tans and mummifies the skin and organs. In many instances, the degree of preservation is such that scholars examining an ancient corpse pulled from a bog mistake it for someone who recently died here. Oddly, the bog’s acidic water leaves the skin and internal organs largely intact other than its unique discoloration, but it destroys the bones. Still, the lack of internal structure does not prevent the vengeful corpses of past victims from rising out of the cloudy waters to avenge their untimely deaths.
Ghost: ?
Ghoul: ?
Lich: ?
Mummy: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: ?
Haunted Prison Codex (6 Halloween NPCs)
Faeryl, Dark Elf Vampire Legend: Adventuring led her to an alternate timeline battle to save the world. Normally Dark Elves cannot become vampires, but the time travel and altered vampire made it possible. She was bitten, but because of her magical blood, the vampire had no sway over her (although she and the main-timeline version of the vampire were an item for a time).
Zombie: ?
Bruhdin, Elder Vampire, Lord: ?
The Warden, Ghost Human Cryomancer, Spirit: Her parents were in one of the Kithaern crime families, and when she was assassinated by being frozen, that should have been the end. But instead, she clung to life and internalized the cold magic, making it her own.
The Warden is a spirit with unfinished business, but because she is the spirit of an untethered psychopath, her unfinished business is revenge against an unjust system of adventurers doling out justice to whoever they want with no ramifications.
Zombie: ?
Bruhdin, Elder Vampire, Lord: ?
The Warden, Ghost Human Cryomancer, Spirit: Her parents were in one of the Kithaern crime families, and when she was assassinated by being frozen, that should have been the end. But instead, she clung to life and internalized the cold magic, making it her own.
The Warden is a spirit with unfinished business, but because she is the spirit of an untethered psychopath, her unfinished business is revenge against an unjust system of adventurers doling out justice to whoever they want with no ramifications.
Haunting of Hastur - 5e
Undead: ?
Mindless Undead Laborer: ?
Mindless Undead Soldier: ?
Ghost of a Miner Who Died in a Cave-In: ?
Ghost: ?
Ghoul: ?
Lich: ?
Mummy: ?
Vampire: ?
Vampire Spawn: ?
Will-o'-Wisp: ?
Wraith: ?
Duergar Zombie: ?
Ogre Zombie: ?
Mindless Undead Laborer: ?
Mindless Undead Soldier: ?
Ghost of a Miner Who Died in a Cave-In: ?
Ghost: ?
Ghoul: ?
Lich: ?
Mummy: ?
Vampire: ?
Vampire Spawn: ?
Will-o'-Wisp: ?
Wraith: ?
Duergar Zombie: ?
Ogre Zombie: ?
Hellboy: Legendary Foes - The Witches
Zombie: ?
Koschei the Deathless: Koshchei was a great warrior, a captain who led troops into endless battles, all of which he was victorious in. He was handsome, powerful, but terrified of death. So terrified that, he bound his soul within an egg, within a duck, within a rabbit, within a goat.
Skeleton: ?
Skeleton, Lesser Minion: ?
Undead, Undead Creature: Hecate Arise! Power.
Undead Cyborg: ?
Ghost: ?
Vladimir Giurescu, Vampire: ?
Computer-Controlled Zombie Automaton: ?
Cyberzombie: Kroenen is an excellent cyberneticist and augments his zombies with all manner of technological improvements.
Arise! 3 uses per day. Hecate touches a collection of bones or a corpse and animates it to an undead creature of her choice (up to CR 5). The undead is under her control and obeys her without question. She can as a bonus action on her turn command any number of undead under her control. An effect that removes a 5th level effect or curse ends the power that animates the undead.
Koschei the Deathless: Koshchei was a great warrior, a captain who led troops into endless battles, all of which he was victorious in. He was handsome, powerful, but terrified of death. So terrified that, he bound his soul within an egg, within a duck, within a rabbit, within a goat.
Skeleton: ?
Skeleton, Lesser Minion: ?
Undead, Undead Creature: Hecate Arise! Power.
Undead Cyborg: ?
Ghost: ?
Vladimir Giurescu, Vampire: ?
Computer-Controlled Zombie Automaton: ?
Cyberzombie: Kroenen is an excellent cyberneticist and augments his zombies with all manner of technological improvements.
Arise! 3 uses per day. Hecate touches a collection of bones or a corpse and animates it to an undead creature of her choice (up to CR 5). The undead is under her control and obeys her without question. She can as a bonus action on her turn command any number of undead under her control. An effect that removes a 5th level effect or curse ends the power that animates the undead.
Hellboy: The Roleplaying Game
Undead, Undead Creature: Why can’t things stay dead? It’s a perennial question in the B.P.R.D., but one without an answer, at least so far. Things go into the ground. Magic always seems to want to raise them up. Or some ancient grudge means they can’t lie peacefully in the grave. Or their own arrogance and fear ensures they refuse to accept the limits of a mortal life. Whichever it is, the undead are one of the most common of the B.P.R.D.’s problems.
Ghost: Spirits don’t always go where they’re meant to go. Sometimes they stay this side of the veil. Just staying put. Sometimes they repeat past events. Other times, they stay here to inflict pain on the living.
It is possible to unlock these in game as part of play, such as becoming replaced by a Fae creature or, if circumstances warrant, becoming a ghost after you die.
What causes a ghost to remain after the body dies is determined by a number of factors, or rather those that are known. In some cases, the psychic potential or ability of the individual is a contributing factor. In others, the level of supernatural activity that perhaps was the cause of the individual’s demise is the cause, or they were slain across the road from the site of supernatural activity. The universal factor with all ghost-like entitles is motivation, often referred to as unresolved business. This can include revenge against those that killed them or stopping the same fate befalling others at the same location. That being said though, this provides an explanation of why many ghosts remain.
Vampire: They might occasionally look elegant, with fancy accents and fancier clothes, but ultimately they’re just lions who learned to shave and ate a book on etiquette. Forgetting that will get you killed, made into one of them, or worse.
A humanoid slain in this way [by a vampire's bite attack] and then buried in the ground rises the following night as a vampire under the original vampire's control.
Undead Student: ?
Supernatural Creature: ?
Frankenstein-Like Undead Soldier: ?
Irritating Ghost: ?
Lobster Johnson, Ghost: In reality, the Lobster was a vigilante and occult investigator who was at the forefront of the occult war between the Allies and the Occult Reich. While he died at Hunte Castle, his ghost haunts the B.P.R.D and has since been sighted at numerous locations where justice remains undone.
Trapped Ghost: Some supernatural creatures can cause a ghost to linger even against their will.
The minority that occur outside of these incidents are usually unable to move on due to emotion, unfulfilled desire, or becoming trapped via magical means such wards or glyphs.
Bound Ghost: Whether through a containment suit, being bound via ritual to an object, or any other method, you are still able to manifest in the mundane world and move about relatively freely.
Wandering Ghost: ?
Once-Human Spiritual Apparition: ?
Hostile Ghost: ?
Passive Ghost: ?
Ghost Banshee: ?
Ghost Black Dog: ?
Angry Ghost: ?
Ghostly Soldier: ?
Belligerent Ghost: ?
Belligerent Poltergeist: ?
Poltergeist: ?
Ghost From Ancient Past: ?
Ghost, Non-Physical Entity: ?
Rasputin, Ghost: When Rasputin “dies”, the GM unlocks a special Grand Conspiracy Sheet called “Rasputin’s Ghost”. Doom towards this is removed from the Case File’s sheet and placed on this new spend. When 100 points of Doom is reached, Rasputin’s ghost is summoned by his servants or is able to manifest as part of a Case File at the GM’s discretion.
Johann, Bound Ghost: ?
Albert Mayhew, Ghost: ?
Vampire, Demonic Creature, Undead Fiend: ?
Lucius Hayer, Hunter-Turned Vampire: ?
Wild Vampire: ?
Vampire, Lion Who Learned to Shave and Ate a Book on Etiquette: ?
Baron Konig, Vampire: ?
Mexican Vampire: ?
Zombie: ?
Zombie Cyborg: ?
Ghost: Spirits don’t always go where they’re meant to go. Sometimes they stay this side of the veil. Just staying put. Sometimes they repeat past events. Other times, they stay here to inflict pain on the living.
It is possible to unlock these in game as part of play, such as becoming replaced by a Fae creature or, if circumstances warrant, becoming a ghost after you die.
What causes a ghost to remain after the body dies is determined by a number of factors, or rather those that are known. In some cases, the psychic potential or ability of the individual is a contributing factor. In others, the level of supernatural activity that perhaps was the cause of the individual’s demise is the cause, or they were slain across the road from the site of supernatural activity. The universal factor with all ghost-like entitles is motivation, often referred to as unresolved business. This can include revenge against those that killed them or stopping the same fate befalling others at the same location. That being said though, this provides an explanation of why many ghosts remain.
Vampire: They might occasionally look elegant, with fancy accents and fancier clothes, but ultimately they’re just lions who learned to shave and ate a book on etiquette. Forgetting that will get you killed, made into one of them, or worse.
A humanoid slain in this way [by a vampire's bite attack] and then buried in the ground rises the following night as a vampire under the original vampire's control.
Undead Student: ?
Supernatural Creature: ?
Frankenstein-Like Undead Soldier: ?
Irritating Ghost: ?
Lobster Johnson, Ghost: In reality, the Lobster was a vigilante and occult investigator who was at the forefront of the occult war between the Allies and the Occult Reich. While he died at Hunte Castle, his ghost haunts the B.P.R.D and has since been sighted at numerous locations where justice remains undone.
Trapped Ghost: Some supernatural creatures can cause a ghost to linger even against their will.
The minority that occur outside of these incidents are usually unable to move on due to emotion, unfulfilled desire, or becoming trapped via magical means such wards or glyphs.
Bound Ghost: Whether through a containment suit, being bound via ritual to an object, or any other method, you are still able to manifest in the mundane world and move about relatively freely.
Wandering Ghost: ?
Once-Human Spiritual Apparition: ?
Hostile Ghost: ?
Passive Ghost: ?
Ghost Banshee: ?
Ghost Black Dog: ?
Angry Ghost: ?
Ghostly Soldier: ?
Belligerent Ghost: ?
Belligerent Poltergeist: ?
Poltergeist: ?
Ghost From Ancient Past: ?
Ghost, Non-Physical Entity: ?
Rasputin, Ghost: When Rasputin “dies”, the GM unlocks a special Grand Conspiracy Sheet called “Rasputin’s Ghost”. Doom towards this is removed from the Case File’s sheet and placed on this new spend. When 100 points of Doom is reached, Rasputin’s ghost is summoned by his servants or is able to manifest as part of a Case File at the GM’s discretion.
Johann, Bound Ghost: ?
Albert Mayhew, Ghost: ?
Vampire, Demonic Creature, Undead Fiend: ?
Lucius Hayer, Hunter-Turned Vampire: ?
Wild Vampire: ?
Vampire, Lion Who Learned to Shave and Ate a Book on Etiquette: ?
Baron Konig, Vampire: ?
Mexican Vampire: ?
Zombie: ?
Zombie Cyborg: ?
Hellboy: The Roleplaying Game Quickstart
Ghost: ?
Undead Student: ?
Poltergeist: ?
Mary Pym, Poltergeist, Sad Ghost, Spirit: Arthur Uxley and Reginald Pennyworth grew up together. While Reginald’s father knew nothing of it, Reginald and Arthur were both inducted into the worship of Sadul-em, a mispronunciation of Sadu-Hem. Arthur eventually married Mary Pym, who uncovered the secret temple in the basement shortly after the birth of baby Arthur. Horrified, Mary threatened to tell her father, Guy Pym, a local conservative parliamentarian. Reginald counselled Arthur to fix the matter on hearing the threats.
Arthur was unwilling at first, but several brandies and some hard truths steeled his resolve. A plot was hatched; Arthur would reconcile with Mary, wait a month, and fake her suicide. Though Mary continued to haunt the room she was killed in, Arthur and Reginald evaded capture for this crime.
Mary tells her tale, including finding the secret door, seeing something horrifically indescribable, and getting killed.
Edward Pennyworth, Poltergeist, Angry and Desperate Ghost, Spirit: Edward never made his deathbed confession and now haunts the house where he committed his misdeeds.
Vampire: ?
Undead Student: ?
Poltergeist: ?
Mary Pym, Poltergeist, Sad Ghost, Spirit: Arthur Uxley and Reginald Pennyworth grew up together. While Reginald’s father knew nothing of it, Reginald and Arthur were both inducted into the worship of Sadul-em, a mispronunciation of Sadu-Hem. Arthur eventually married Mary Pym, who uncovered the secret temple in the basement shortly after the birth of baby Arthur. Horrified, Mary threatened to tell her father, Guy Pym, a local conservative parliamentarian. Reginald counselled Arthur to fix the matter on hearing the threats.
Arthur was unwilling at first, but several brandies and some hard truths steeled his resolve. A plot was hatched; Arthur would reconcile with Mary, wait a month, and fake her suicide. Though Mary continued to haunt the room she was killed in, Arthur and Reginald evaded capture for this crime.
Mary tells her tale, including finding the secret door, seeing something horrifically indescribable, and getting killed.
Edward Pennyworth, Poltergeist, Angry and Desperate Ghost, Spirit: Edward never made his deathbed confession and now haunts the house where he committed his misdeeds.
Vampire: ?
Hemocraft & Bloodmagic: a 5e compatible supplement
Shadowless Body: When life leaves a body, sometimes there is determination still left in the husk. With dark intent and unresolved promises, that intent can keep the corpse on its feet and coalesce the proverbial darkness inside as real darkness outside. A blade is summoned on the empty form, and the Shadowless Body proceeds to try and gain revenge on who killed it, or it will try to find its soul and reinsert it, or it will simply continue to stalk the area it died.
Bridled Ego spell.
Bloater: Bloaters are what result when someone dies in a bog or swamp, then after a number of weeks a necromancer or hag moves into the area and raises an army of undead.
Though often accidental creations, bloaters are desirable undead to have in a necromancer's arsenal.
Iris, The Mad Countess, Vampire, Mad Vampire Countess: Iris was once a simple woman in a small farming village, until one day it was beset by a roving band of cultists seeking to feed their vampiric lord. Iris was one of many who were simply turned to become his thralls, instead of be his dinner.
Iris's Thrall: If a humanoid is slain in this way [by Iris's bite attack], they rise and following night as one of Iris' thralls.
Living Dead Undead: Living Dead blood ritual.
Undeath blood ritual.
Undeath Undead: Undeath blood ritual.
Vampyrism Undead: Vampyrism blood ritual.
Bloater, Now Swollen Zombie: ?
Undead, Undead Creature: ?
Vampire: Vampires, werewolves, and eldritch horrors are all the creations from the use of magic from the blood of humans.
The origins of vampires are believed to be individuals who sought eternal life. But since those days, many who become vampiric themselves... don't have a say in the matter.
Vampiric Lord: ?
Novice Vampire: ?
Bridled Ego
5th-level Necromancy
Casting Time: 1 reaction
Range: 90 feet
Components: V, S, M (sealed erlenmeyer flask worth 250gp)
Duration: 1 hour
When a creature within range that you can see dies, you can use your reaction to capture the creatures soul in a flask. When the soul is captured in this way, you can raise the creatures body and have it act under your command, using the Shadowless Body statblock. The Shadowless Body, gains temporary hit points equal to your level and uses your spell attack modifier for attacks that it makes. The Shadowless Body acts on your turn before you.
While under your control, you can speak with the trapped soul. The soul has the same personality as it did when alive but you have disadvantage on Charisma (Intimidation) checks you may make while interacting with them.
The spell ends early if you are knocked unconscious, or if the flask is broken and the soul is release.
Living Dead
Sometimes the good die young, and their loved ones can’t handle the burden. Those with little access to wealth and power must make do with less, even if that means the dead won’t come back quite the same as before. By laying the corpse, no more than 24 hours old, in a ritual circle drawn of blood runes, made of a number of hit points of blood as the individuals had in life and performing a prayer from the Book of Blood the corpse will rise again. Though not entirely themselves, they are effectively alive with the following conditions:
Their creature type is now Undead, any magics that would divine their alignment will return Evil regardless of their actual alignment.
They lose a large portion of physical sensation granting them a reduction in all bludgeoning, piercing, and slashing damage by their proficiency bonus, and an additional +1 to their Constitution score.
Additionally, they cannot regain hit points by spells or potions unless those spells and potions are specifically designed to heal Undead creatures.
Undeath
A cult leader cannot always allow his best fighters to simply lay down on the job, regardless of how much blood they have lost. Other times a determined warrior might have unfinished business, and refuse to relent. The ritual is performed on a corpse, dead no longer than 10 days, at a sanctuary dedicated to Astrum and soaking in a pool of blood equal to 3 times their hit point maximum for 3 days. At the end of the 3 days they roll a d100, if they roll greater than 5 times their level they are revived with the effects of the Living Dead ritual, otherwise the following effects occur:
Their creature type is now Undead, any magics that would divine their alignment will return Evil regardless of their actual alignment
They gain a +2 to their Constitution ability score and become resistant to poison damage and immune to the poisoned condition, and their long rest only requires 4 hours.
Additionally, they have advantage on all death saving throws.
Vampyrism
Many fear death and wish to escape it entirely, others may have passed on but have been influential enough for a cult to bring them back. This ritual may be performed on either a living being or on a corpse, dead no longer than 50 years. On a full moon with a number of individuals equal to the characters hit die maximum, either willing or not, surrounding the target they begin letting their blood and fall into a catalytic state. The sacrifices will bleed for 7 days, and if uninterrupted, at the end of the 7 days the target rolls 1d100 adding their character level. If the target is dead and rolls less than 80 they rise with their stats in life, replacing their Intelligence with a 3, Wisdom with a 6, and a Charisma of 5, these cannot be increased in any way. If the target is alive they remain unchanged. If the target rolls greater than 80, either alive or dead, they gain the following effects:
Their creature type is now Undead, any magics that would divine their alignment will return Evil regardless of their actual alignment, they can move their full movement without provoking attacks of opportunity once per turn for free, becomes resistant to necrotic damage and Bludgeoning, piercing, and slashing damage from non magical sources, gain The Vampire Bite attack, The Vampire Thrall action, and Vampire Vitality.
Vampire Bite: While grappling a target, you may make a melee weapon attack (STR + Prof) dealing 1d6 + Str piercing damage plus 10 (3d6) necrotic damage. Regaining hit points equal to the amount of necrotic damage dealt. If a creature is reduced to 0 hit points by this attack, they die immediately. You may then use your reaction to cast Bridled Ego for free, with the duration extended until you choose to release the target or use this feature again.
Vampire Thrall: You force one creature you can see within 30ft of you to make a Wisdom saving throw (DC 8+prof+Con), on a failed save the target is charmed by you and regards you as a trusted ally and willing to do most verbal commands as long as it is in the interest of protecting you. If the target has an intelligence of 10 or less the duration is 24, otherwise the target may remake the saving throw every hour. Regardless the target may remake the saving throw if they take damage from you or your allies.
Vampire Vitality: At the beginning of each of your turns, you head 1d8 + Con. Unless you are in direct sunlight or standing in running water, in which case you take 1d8 radiant damage at the beginning of your turn.
Bridled Ego spell.
Bloater: Bloaters are what result when someone dies in a bog or swamp, then after a number of weeks a necromancer or hag moves into the area and raises an army of undead.
Though often accidental creations, bloaters are desirable undead to have in a necromancer's arsenal.
Iris, The Mad Countess, Vampire, Mad Vampire Countess: Iris was once a simple woman in a small farming village, until one day it was beset by a roving band of cultists seeking to feed their vampiric lord. Iris was one of many who were simply turned to become his thralls, instead of be his dinner.
Iris's Thrall: If a humanoid is slain in this way [by Iris's bite attack], they rise and following night as one of Iris' thralls.
Living Dead Undead: Living Dead blood ritual.
Undeath blood ritual.
Undeath Undead: Undeath blood ritual.
Vampyrism Undead: Vampyrism blood ritual.
Bloater, Now Swollen Zombie: ?
Undead, Undead Creature: ?
Vampire: Vampires, werewolves, and eldritch horrors are all the creations from the use of magic from the blood of humans.
The origins of vampires are believed to be individuals who sought eternal life. But since those days, many who become vampiric themselves... don't have a say in the matter.
Vampiric Lord: ?
Novice Vampire: ?
Bridled Ego
5th-level Necromancy
Casting Time: 1 reaction
Range: 90 feet
Components: V, S, M (sealed erlenmeyer flask worth 250gp)
Duration: 1 hour
When a creature within range that you can see dies, you can use your reaction to capture the creatures soul in a flask. When the soul is captured in this way, you can raise the creatures body and have it act under your command, using the Shadowless Body statblock. The Shadowless Body, gains temporary hit points equal to your level and uses your spell attack modifier for attacks that it makes. The Shadowless Body acts on your turn before you.
While under your control, you can speak with the trapped soul. The soul has the same personality as it did when alive but you have disadvantage on Charisma (Intimidation) checks you may make while interacting with them.
The spell ends early if you are knocked unconscious, or if the flask is broken and the soul is release.
Living Dead
Sometimes the good die young, and their loved ones can’t handle the burden. Those with little access to wealth and power must make do with less, even if that means the dead won’t come back quite the same as before. By laying the corpse, no more than 24 hours old, in a ritual circle drawn of blood runes, made of a number of hit points of blood as the individuals had in life and performing a prayer from the Book of Blood the corpse will rise again. Though not entirely themselves, they are effectively alive with the following conditions:
Their creature type is now Undead, any magics that would divine their alignment will return Evil regardless of their actual alignment.
They lose a large portion of physical sensation granting them a reduction in all bludgeoning, piercing, and slashing damage by their proficiency bonus, and an additional +1 to their Constitution score.
Additionally, they cannot regain hit points by spells or potions unless those spells and potions are specifically designed to heal Undead creatures.
Undeath
A cult leader cannot always allow his best fighters to simply lay down on the job, regardless of how much blood they have lost. Other times a determined warrior might have unfinished business, and refuse to relent. The ritual is performed on a corpse, dead no longer than 10 days, at a sanctuary dedicated to Astrum and soaking in a pool of blood equal to 3 times their hit point maximum for 3 days. At the end of the 3 days they roll a d100, if they roll greater than 5 times their level they are revived with the effects of the Living Dead ritual, otherwise the following effects occur:
Their creature type is now Undead, any magics that would divine their alignment will return Evil regardless of their actual alignment
They gain a +2 to their Constitution ability score and become resistant to poison damage and immune to the poisoned condition, and their long rest only requires 4 hours.
Additionally, they have advantage on all death saving throws.
Vampyrism
Many fear death and wish to escape it entirely, others may have passed on but have been influential enough for a cult to bring them back. This ritual may be performed on either a living being or on a corpse, dead no longer than 50 years. On a full moon with a number of individuals equal to the characters hit die maximum, either willing or not, surrounding the target they begin letting their blood and fall into a catalytic state. The sacrifices will bleed for 7 days, and if uninterrupted, at the end of the 7 days the target rolls 1d100 adding their character level. If the target is dead and rolls less than 80 they rise with their stats in life, replacing their Intelligence with a 3, Wisdom with a 6, and a Charisma of 5, these cannot be increased in any way. If the target is alive they remain unchanged. If the target rolls greater than 80, either alive or dead, they gain the following effects:
Their creature type is now Undead, any magics that would divine their alignment will return Evil regardless of their actual alignment, they can move their full movement without provoking attacks of opportunity once per turn for free, becomes resistant to necrotic damage and Bludgeoning, piercing, and slashing damage from non magical sources, gain The Vampire Bite attack, The Vampire Thrall action, and Vampire Vitality.
Vampire Bite: While grappling a target, you may make a melee weapon attack (STR + Prof) dealing 1d6 + Str piercing damage plus 10 (3d6) necrotic damage. Regaining hit points equal to the amount of necrotic damage dealt. If a creature is reduced to 0 hit points by this attack, they die immediately. You may then use your reaction to cast Bridled Ego for free, with the duration extended until you choose to release the target or use this feature again.
Vampire Thrall: You force one creature you can see within 30ft of you to make a Wisdom saving throw (DC 8+prof+Con), on a failed save the target is charmed by you and regards you as a trusted ally and willing to do most verbal commands as long as it is in the interest of protecting you. If the target has an intelligence of 10 or less the duration is 24, otherwise the target may remake the saving throw every hour. Regardless the target may remake the saving throw if they take damage from you or your allies.
Vampire Vitality: At the beginning of each of your turns, you head 1d8 + Con. Unless you are in direct sunlight or standing in running water, in which case you take 1d8 radiant damage at the beginning of your turn.
Heresy of Rot (5e)
Rot Zombie: ?
Rot Zombie, Amorphous Shape, Rotting Corpse: ?
Pumpkinhead Creeeper: If the Rot King kills a creature with its tendril, it may use a bonus action to bury the creature. A buried creature rises as a pumpkinhead creeper in 1d3 days if the Rot King lives.
The cult quietly staked its claim in the nearby woods after the final harvest of Blotmund, then quickly moved to abducting lone travelers and locals. These unfortunate souls were taken into the Void Between for the Rot King to consume so it could slowly but steadily grow stronger. The remains of these victims transformed into monstrous beings under the Rot King’s control. Some became powerful agents such as the Horseman and Whistling Jack, while others transformed into pumpkinhead creepers.
Former travelers or residents of the town who were taken by the Heresy of Rot and fed to the Rot King, these creatures wandered astray and crossed over into the lands of the living from the Void Between.
The Rot King’s tendrils are planted in the ground so it can feed off the remains of Fetterwald’s citizens, who are slowly being transformed into pumpkinhead creepers.
Pumpkinhead Creeper, Monstrous Being, Monstrosity: ?
Mold Zombie: ?
Undead Creature: ?
Ghostly Child: ?
Ghostly Child, Child Robed in a White Gown, Bony Blackened Abomination: ?
Mol Hatchett, Ghostly Hitchhiker, Ghostly Figure, Lost Daughter: A former resident of the town who departed on a wagon train in search of a bigger, better life outside of Fetterwald, Mol Hatchett was slain by bandits on the road south.
Ghostly Figure: ?
Death Waltz, Potent and Unusual Haunting: ?
Ghostly Imprint of Isaac Cross, Tall Shadowy Figure: ?
Shadow: ?
Rot Zombie, Amorphous Shape, Rotting Corpse: ?
Pumpkinhead Creeeper: If the Rot King kills a creature with its tendril, it may use a bonus action to bury the creature. A buried creature rises as a pumpkinhead creeper in 1d3 days if the Rot King lives.
The cult quietly staked its claim in the nearby woods after the final harvest of Blotmund, then quickly moved to abducting lone travelers and locals. These unfortunate souls were taken into the Void Between for the Rot King to consume so it could slowly but steadily grow stronger. The remains of these victims transformed into monstrous beings under the Rot King’s control. Some became powerful agents such as the Horseman and Whistling Jack, while others transformed into pumpkinhead creepers.
Former travelers or residents of the town who were taken by the Heresy of Rot and fed to the Rot King, these creatures wandered astray and crossed over into the lands of the living from the Void Between.
The Rot King’s tendrils are planted in the ground so it can feed off the remains of Fetterwald’s citizens, who are slowly being transformed into pumpkinhead creepers.
Pumpkinhead Creeper, Monstrous Being, Monstrosity: ?
Mold Zombie: ?
Undead Creature: ?
Ghostly Child: ?
Ghostly Child, Child Robed in a White Gown, Bony Blackened Abomination: ?
Mol Hatchett, Ghostly Hitchhiker, Ghostly Figure, Lost Daughter: A former resident of the town who departed on a wagon train in search of a bigger, better life outside of Fetterwald, Mol Hatchett was slain by bandits on the road south.
Ghostly Figure: ?
Death Waltz, Potent and Unusual Haunting: ?
Ghostly Imprint of Isaac Cross, Tall Shadowy Figure: ?
Shadow: ?
Heroes of High Fantasy: Witch of the Wilderlands (5E) Adventure
Rot Blight: Among Jaycelin Marieve’s final spells was an attempt to summon aid in the form of a wood golem. Having been set in stone, and twisted by the wraith, the spell spread through the forest, animating piles of rotting material into rot blights, which are attempting to propagate themselves (and so better ‘protect’ Jaycelin) by hunting down and killing any creatures they can find, to increase the amount of rotting material they can raise.
Among Jaycelin Marieve’s final spells was an attempt to summon aid in the form of a wood golem. Having been set in stone, and twisted by the wraith, the spell spread through the forest, animating piles of rotting material into rot blights, which reproduce by releasing magical spores into decomposing material. Most rot blights are an amalgam of rotting wood and moss-covered animal bones.
This is Borgan Khrazdak’s cart, whose crew became lost in the forest. They lost hope and glumly accepted their fate, having used all of their supplies (and, reluctantly, eaten their horses), and were killed by rot blights. They have been dead long enough that the latent magic of the forest has begun to convert their corpses into rot blights themselves. If disturbed, they animate and attack, alerting nearby rot blights to join the fray.
The ‘statue’ is the petrified body of Jaycelin Marieve who, though mortally wounded by Rodion’s wraith, nearly managed to escape the tomb before succumbing. Her final spells were to summon a guardian in the form of a wood golem, and to send for help using animal messenger. These spells, now having been set in stone by the tomb’s magic, has spread throughout the forest, animating all manner of decaying material into smaller versions of the wood golem - rot blights - as well as causing wildlife to act strangely.
Rot Mite: ?
Wood Golem: ?
Wraith: ?
Zombie: ?
Rot Blight, Twisted Being of Rotten Wood: ?
Rot Blight, Amalgam of Rotting Wood and Moss-Covered Animal Bones, Smaller Version of the Wood Golem: ?
Rot Blight, Pile of Rotting Detritus Roughly the Shape of a Man: ?
Rot Mite, Roughly Humanoid Shape Composed of Fungus-Wracked Wood and Pitted Bone: ?
Wood Golem, Woodland Guardian, Guardian: ?
Rodion, Wraith, Powerful Wraith: The crypt contains a powerful wraith who, in life, was one of four rulers (by the names of Bezhena, Pridbor, Yaromil, and Rodion). Rodion betrayed his fellows in an attempt to seize eternal power for himself and take the form of a being known as ‘The Everking’, but was interrupted part way through his ritual, and arose as a wraith.
This individual, Rodion, killed the other three in an apparent ‘accident’, and built a grand tomb for their burial. Rodion had a secret suite of chambers excavated alongside, in order to enact a ritual (utilising the symbols of power borne by the four rulers) granting him eternal life and power, but was interrupted before the ritual could be completed and, instead, became a wraith.
Zombie, Shriveled Corpse: ?
Among Jaycelin Marieve’s final spells was an attempt to summon aid in the form of a wood golem. Having been set in stone, and twisted by the wraith, the spell spread through the forest, animating piles of rotting material into rot blights, which reproduce by releasing magical spores into decomposing material. Most rot blights are an amalgam of rotting wood and moss-covered animal bones.
This is Borgan Khrazdak’s cart, whose crew became lost in the forest. They lost hope and glumly accepted their fate, having used all of their supplies (and, reluctantly, eaten their horses), and were killed by rot blights. They have been dead long enough that the latent magic of the forest has begun to convert their corpses into rot blights themselves. If disturbed, they animate and attack, alerting nearby rot blights to join the fray.
The ‘statue’ is the petrified body of Jaycelin Marieve who, though mortally wounded by Rodion’s wraith, nearly managed to escape the tomb before succumbing. Her final spells were to summon a guardian in the form of a wood golem, and to send for help using animal messenger. These spells, now having been set in stone by the tomb’s magic, has spread throughout the forest, animating all manner of decaying material into smaller versions of the wood golem - rot blights - as well as causing wildlife to act strangely.
Rot Mite: ?
Wood Golem: ?
Wraith: ?
Zombie: ?
Rot Blight, Twisted Being of Rotten Wood: ?
Rot Blight, Amalgam of Rotting Wood and Moss-Covered Animal Bones, Smaller Version of the Wood Golem: ?
Rot Blight, Pile of Rotting Detritus Roughly the Shape of a Man: ?
Rot Mite, Roughly Humanoid Shape Composed of Fungus-Wracked Wood and Pitted Bone: ?
Wood Golem, Woodland Guardian, Guardian: ?
Rodion, Wraith, Powerful Wraith: The crypt contains a powerful wraith who, in life, was one of four rulers (by the names of Bezhena, Pridbor, Yaromil, and Rodion). Rodion betrayed his fellows in an attempt to seize eternal power for himself and take the form of a being known as ‘The Everking’, but was interrupted part way through his ritual, and arose as a wraith.
This individual, Rodion, killed the other three in an apparent ‘accident’, and built a grand tomb for their burial. Rodion had a secret suite of chambers excavated alongside, in order to enact a ritual (utilising the symbols of power borne by the four rulers) granting him eternal life and power, but was interrupted before the ritual could be completed and, instead, became a wraith.
Zombie, Shriveled Corpse: ?
Heroes of Drakonheim (5e)
Undead: The Gray Society is animating a host of undead to combat an even greater threat: a mighty force of hobgoblins and their allies marching towards Drakonheim.
Lady Nalyka Saldor, leader of the Gray Society and a member of the mayor’s ruling council, decided to counter the hobgoblin threat with an army of her own: an army of undead.
To create this army, the society needs corpses.
Ghoul: ?
Skeleton, Magical Skeleton: The Gray Society declined until eventually only one branch remained. Housed in Drakonheim, they operated in secret for over a thousand years, poring through ancient texts and performing dark rituals on the night of the new moon. They have mastered animating skeletons and zombies, and constantly strive for higher necromantic arts.
Zombie: The Gray Society declined until eventually only one branch remained. Housed in Drakonheim, they operated in secret for over a thousand years, poring through ancient texts and performing dark rituals on the night of the new moon. They have mastered animating skeletons and zombies, and constantly strive for higher necromantic arts.
The Gray Society took all of the skeletons that should have been here, animated them, and moved them to other locations.
Lich: ?
Something Akin to Lichdom: Kalynn was first attracted to the Gray Society by the rumors of powerful citizens within its ranks, and she initially believed it was just a secret society where the powerful met for their mutual benefit. However, as she slowly learned more, she realized the society’s true nature, and saw it as a way to escape her greatest fear. Kalynn knows that death cares nothing for riches, and one day will claim even her. But what is dead cannot die, and Kalynn hopes that through the Gray Society she will transcend death and achieve something akin to lichdom.
Undead Servitor: ?
Weaker Undead: ?
Lady Nalyka Saldor, leader of the Gray Society and a member of the mayor’s ruling council, decided to counter the hobgoblin threat with an army of her own: an army of undead.
To create this army, the society needs corpses.
Ghoul: ?
Skeleton, Magical Skeleton: The Gray Society declined until eventually only one branch remained. Housed in Drakonheim, they operated in secret for over a thousand years, poring through ancient texts and performing dark rituals on the night of the new moon. They have mastered animating skeletons and zombies, and constantly strive for higher necromantic arts.
Zombie: The Gray Society declined until eventually only one branch remained. Housed in Drakonheim, they operated in secret for over a thousand years, poring through ancient texts and performing dark rituals on the night of the new moon. They have mastered animating skeletons and zombies, and constantly strive for higher necromantic arts.
The Gray Society took all of the skeletons that should have been here, animated them, and moved them to other locations.
Lich: ?
Something Akin to Lichdom: Kalynn was first attracted to the Gray Society by the rumors of powerful citizens within its ranks, and she initially believed it was just a secret society where the powerful met for their mutual benefit. However, as she slowly learned more, she realized the society’s true nature, and saw it as a way to escape her greatest fear. Kalynn knows that death cares nothing for riches, and one day will claim even her. But what is dead cannot die, and Kalynn hopes that through the Gray Society she will transcend death and achieve something akin to lichdom.
Undead Servitor: ?
Weaker Undead: ?
Heroes of High Fantasy: Artifices of Quartztoil Tower 5e Adventure
Undead: ?
Shiny Undead Construct: Quartztoil was commissioned to build an army of constructs and, over time, developed an effective, if gruesome, manner of speeding up the process, using necromancy (and his own unfortunate workers) to power his creations rather than the costly and time-consuming enchantments used elsewhere.
"Ah, the old methods of constructing golems is really rather outdated. You see, the only really efficient way is to bond a body with necrotic energies. It is the future of construct technology, every artificer worth his alchemical burner knows that. You are getting a far superior product, produced faster, produced better, and produced cheaper than anywhere else in the land. I dance the waltz with each and every one of them after they are assembled."
Crawling Gauntlet: Quartztoil was commissioned to build an army of constructs and, over time, developed an effective, if gruesome, manner of speeding up the process, using necromancy (and his own unfortunate workers) to power his creations rather than the costly and time-consuming enchantments used elsewhere.
"Ah, the old methods of constructing golems is really rather outdated. You see, the only really efficient way is to bond a body with necrotic energies. It is the future of construct technology, every artificer worth his alchemical burner knows that. You are getting a far superior product, produced faster, produced better, and produced cheaper than anywhere else in the land. I dance the waltz with each and every one of them after they are assembled."
Ghastruct: Quartztoil was commissioned to build an army of constructs and, over time, developed an effective, if gruesome, manner of speeding up the process, using necromancy (and his own unfortunate workers) to power his creations rather than the costly and time-consuming enchantments used elsewhere.
"Ah, the old methods of constructing golems is really rather outdated. You see, the only really efficient way is to bond a body with necrotic energies. It is the future of construct technology, every artificer worth his alchemical burner knows that. You are getting a far superior product, produced faster, produced better, and produced cheaper than anywhere else in the land. I dance the waltz with each and every one of them after they are assembled."
Incomplete Quartztoil Construct: Quartztoil was commissioned to build an army of constructs and, over time, developed an effective, if gruesome, manner of speeding up the process, using necromancy (and his own unfortunate workers) to power his creations rather than the costly and time-consuming enchantments used elsewhere.
"Ah, the old methods of constructing golems is really rather outdated. You see, the only really efficient way is to bond a body with necrotic energies. It is the future of construct technology, every artificer worth his alchemical burner knows that. You are getting a far superior product, produced faster, produced better, and produced cheaper than anywhere else in the land. I dance the waltz with each and every one of them after they are assembled."
Quartztoil Construct: Quartztoil was commissioned to build an army of constructs and, over time, developed an effective, if gruesome, manner of speeding up the process, using necromancy (and his own unfortunate workers) to power his creations rather than the costly and time-consuming enchantments used elsewhere.
"Ah, the old methods of constructing golems is really rather outdated. You see, the only really efficient way is to bond a body with necrotic energies. It is the future of construct technology, every artificer worth his alchemical burner knows that. You are getting a far superior product, produced faster, produced better, and produced cheaper than anywhere else in the land. I dance the waltz with each and every one of them after they are assembled."
Penaral Quartztoil, Withered Lich, Small Shriveled Undead Gnome: Quartztoil dabbled in ‘improvements’ on his own body using similar magic, eventually becoming a lich, though an imperfect one; his soul split between a (now lost) clockwork phylactery and the very stones of the tower itself.
As the artificer drove deeper and deeper into combining the necromantic arts with the construction of golems, he went insane. Eventually this led him to attempt the experiment on himself, in which he hoped to become a lich inside a golem body. This, however, went awry, and now his soul is trapped within the tower and has only been able to interact with the constructs within.
Shiny Undead Construct: Quartztoil was commissioned to build an army of constructs and, over time, developed an effective, if gruesome, manner of speeding up the process, using necromancy (and his own unfortunate workers) to power his creations rather than the costly and time-consuming enchantments used elsewhere.
"Ah, the old methods of constructing golems is really rather outdated. You see, the only really efficient way is to bond a body with necrotic energies. It is the future of construct technology, every artificer worth his alchemical burner knows that. You are getting a far superior product, produced faster, produced better, and produced cheaper than anywhere else in the land. I dance the waltz with each and every one of them after they are assembled."
Crawling Gauntlet: Quartztoil was commissioned to build an army of constructs and, over time, developed an effective, if gruesome, manner of speeding up the process, using necromancy (and his own unfortunate workers) to power his creations rather than the costly and time-consuming enchantments used elsewhere.
"Ah, the old methods of constructing golems is really rather outdated. You see, the only really efficient way is to bond a body with necrotic energies. It is the future of construct technology, every artificer worth his alchemical burner knows that. You are getting a far superior product, produced faster, produced better, and produced cheaper than anywhere else in the land. I dance the waltz with each and every one of them after they are assembled."
Ghastruct: Quartztoil was commissioned to build an army of constructs and, over time, developed an effective, if gruesome, manner of speeding up the process, using necromancy (and his own unfortunate workers) to power his creations rather than the costly and time-consuming enchantments used elsewhere.
"Ah, the old methods of constructing golems is really rather outdated. You see, the only really efficient way is to bond a body with necrotic energies. It is the future of construct technology, every artificer worth his alchemical burner knows that. You are getting a far superior product, produced faster, produced better, and produced cheaper than anywhere else in the land. I dance the waltz with each and every one of them after they are assembled."
Incomplete Quartztoil Construct: Quartztoil was commissioned to build an army of constructs and, over time, developed an effective, if gruesome, manner of speeding up the process, using necromancy (and his own unfortunate workers) to power his creations rather than the costly and time-consuming enchantments used elsewhere.
"Ah, the old methods of constructing golems is really rather outdated. You see, the only really efficient way is to bond a body with necrotic energies. It is the future of construct technology, every artificer worth his alchemical burner knows that. You are getting a far superior product, produced faster, produced better, and produced cheaper than anywhere else in the land. I dance the waltz with each and every one of them after they are assembled."
Quartztoil Construct: Quartztoil was commissioned to build an army of constructs and, over time, developed an effective, if gruesome, manner of speeding up the process, using necromancy (and his own unfortunate workers) to power his creations rather than the costly and time-consuming enchantments used elsewhere.
"Ah, the old methods of constructing golems is really rather outdated. You see, the only really efficient way is to bond a body with necrotic energies. It is the future of construct technology, every artificer worth his alchemical burner knows that. You are getting a far superior product, produced faster, produced better, and produced cheaper than anywhere else in the land. I dance the waltz with each and every one of them after they are assembled."
Penaral Quartztoil, Withered Lich, Small Shriveled Undead Gnome: Quartztoil dabbled in ‘improvements’ on his own body using similar magic, eventually becoming a lich, though an imperfect one; his soul split between a (now lost) clockwork phylactery and the very stones of the tower itself.
As the artificer drove deeper and deeper into combining the necromantic arts with the construction of golems, he went insane. Eventually this led him to attempt the experiment on himself, in which he hoped to become a lich inside a golem body. This, however, went awry, and now his soul is trapped within the tower and has only been able to interact with the constructs within.
Heroes of High Fantasy: Crypt of the Crimson King (5E) Adventure
The Crimson King, Ghast, Ravenous Being, Dark Presence, Desperate Pitiable Manifestation of Insatiable Hunger, Gaunt Creature With Waxy Skin and Deep-Set Crimson Eyes, Enthroned Creature, Ghast Whose Intellect is Far Superior to Others of its Kind, Extraplanar Entity, Twisted Patron, Malignant Ghast Overlord: ?
Ghoul: One by one, your corpses are animated by a powerful necrotic power, drawn from the plane of insatiable hunger.
Ghast: ?
Ghoul, Subject, Animated Cadaver: ?
Crypt Ghoul: ?
Undead: ?
Ghoul: One by one, your corpses are animated by a powerful necrotic power, drawn from the plane of insatiable hunger.
Ghast: ?
Ghoul, Subject, Animated Cadaver: ?
Crypt Ghoul: ?
Undead: ?
Heroes of High Fantasy: Rule of Three (5E) Adventure
Brennan, Ghost, Unstable Violent Ghost, Ghosty Man, Spectral Figure, Male Human in His Mid 60s With the Build of an Old Warrior Gone to Seed: The party find themselves at the house of Brennan, a recently-deceased adventurer. He died consumed with the guilt of his greatest failure - he abandoned his friend and fellow adventurer, Cadmus, to die at the hands of the rest of his party. The killers, Zama, Kiara, and Lanius, used Cadmus’ death to attain lichdom, and their continued existence is an eternal reminder of Brennan’s failure. Until he has hope that his mistakes may be rectified - that the liches might be killed - Brennan will remain an unstable presence in the house and, until all three liches are destroyed for good, he will never know peace.
Kiara, Blight Lich, Spellcaster, Druid, Killer, Hermit: The killers, Zama, Kiara, and Lanius, used Cadmus’ death to attain lichdom, and their continued existence is an eternal reminder of Brennan’s failure.
40 years ago, I was part of an adventuring band, much like yourselves. We made a bit of a name for ourselves, and maybe it went to our heads. It was all going so well, until we found the ruins. Heard there was some kind of power there we could tap into. Think of all the good we could do with that. There was power there alright, but you know what they say about power... A voice spoke in our heads, promised us eternal life, for a price. For a sacrifice. Zama led the way, and where Zama led, Kiara followed. Lanius, well, I think he was just more scared of them than he was of me, and I suppose he was right. That just left me and Cadmus, and… I ran. Maybe I told myself Cadmus was running with me, but the truth is I was more concerned with my own skin. Zama might have held the knife, Kiara and Lanius might have said the words, but I killed Cadmus as much as they did. I abandoned my friends, and now all of them are lost.
What was the ritual? ”Near as I could tell, they each gave up a bit of their souls to keep sealed in that place. They didn’t exactly keep me around for my knowledge of the arcane.”
Lanius, Apocryphal Lich, Spellcaster, Wizard, Killer, Magician: The killers, Zama, Kiara, and Lanius, used Cadmus’ death to attain lichdom, and their continued existence is an eternal reminder of Brennan’s failure.
40 years ago, I was part of an adventuring band, much like yourselves. We made a bit of a name for ourselves, and maybe it went to our heads. It was all going so well, until we found the ruins. Heard there was some kind of power there we could tap into. Think of all the good we could do with that. There was power there alright, but you know what they say about power... A voice spoke in our heads, promised us eternal life, for a price. For a sacrifice. Zama led the way, and where Zama led, Kiara followed. Lanius, well, I think he was just more scared of them than he was of me, and I suppose he was right. That just left me and Cadmus, and… I ran. Maybe I told myself Cadmus was running with me, but the truth is I was more concerned with my own skin. Zama might have held the knife, Kiara and Lanius might have said the words, but I killed Cadmus as much as they did. I abandoned my friends, and now all of them are lost.
What was the ritual? ”Near as I could tell, they each gave up a bit of their souls to keep sealed in that place. They didn’t exactly keep me around for my knowledge of the arcane.”
Zama, Profane Lich, Spellcaster, Cleric, Killer, High Priestess: The killers, Zama, Kiara, and Lanius, used Cadmus’ death to attain lichdom, and their continued existence is an eternal reminder of Brennan’s failure.
40 years ago, I was part of an adventuring band, much like yourselves. We made a bit of a name for ourselves, and maybe it went to our heads. It was all going so well, until we found the ruins. Heard there was some kind of power there we could tap into. Think of all the good we could do with that. There was power there alright, but you know what they say about power... A voice spoke in our heads, promised us eternal life, for a price. For a sacrifice. Zama led the way, and where Zama led, Kiara followed. Lanius, well, I think he was just more scared of them than he was of me, and I suppose he was right. That just left me and Cadmus, and… I ran. Maybe I told myself Cadmus was running with me, but the truth is I was more concerned with my own skin. Zama might have held the knife, Kiara and Lanius might have said the words, but I killed Cadmus as much as they did. I abandoned my friends, and now all of them are lost.
What was the ritual? ”Near as I could tell, they each gave up a bit of their souls to keep sealed in that place. They didn’t exactly keep me around for my knowledge of the arcane.”
Cadmus, Wraith, Hazy Figure of a Corpse Surrounded by Twisting Darkness: Once all three keystones are assembled, the party can enter the ruins where, after making their way through traps laid by the three liches, they discover the shared phylactery - the still-living body of Cadmus, writhing in perpetual torment for the last 50 years. When the ritual is disrupted, Cadmus’ broken spirit arises as a wraith.
When the dagger is removed, read the following:
The dagger moves with some resistance, the darkness seeming to grasp at Cadmus’ writhing form before giving up its grip. For a split second, Cadmus’ face relaxes, almost returning to an easy smile, before they spasm once more. A torrent of inky black shadow pours from them, billowing out to form the hazy figure of a corpse surrounded by twisting darkness.
Cadmus stops writhing and looks momentarily at peace, before their tormented spirit takes the form of a wraith and attacks the party.
Ghoul: ?
Ghoul, Hunched Spindly Form: ?
Skeleton: ?
Specter: If a creature is slain by [Cadmus' life drain] attack, its spirit rises on the next turn as a specter in the space of its corpse, or in the nearest unoccupied space.
Cadmus' Create Specter power.
Zombie: The swamp was the site of a battle around a century ago, and bodies of the slain are easy to find under the muck - some areas of boggy ground preserve them disturbingly well, while others reduce corpses to greening skeletons. Kiara is in the process of raising all the reasonably well-preserved bodies as zombies, setting them to work digging out and expanding the swamp in order to reclaim the land taken up by nearby settlements, to return it to a state of natural decay.
Undead, Undead Creature: ?
Zama Possessed Creature, Possessed Skeleton: A skeleton can become a vessel for Zama to inhabit. Zama controls the skeleton’s actions and can perceive through its senses, as well as speak through the skeleton using her voice.
Shambling Corpse Made of Thick Black Smoke: ?
Zombie, Rotting Zombie: ?
Undead Servant: Zama has returned to the monastery where she trained in her youth. The driving force behind her decision to become a lich was to eternally serve her god and, having made such an enormous sacrifice for her faith, was disappointed by the lack of similar fervor in her fellows. She has since restructured, purging any of her faith who fell short of her exacting standards, which is to say all of them, and raising their corpses as undead servants to help her carry out the necessary functions of worship.
Create Specter. Cadmus targets a corpse within 10 feet of them that has been dead for no longer than an hour, 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 Cadmus’ control.
Kiara, Blight Lich, Spellcaster, Druid, Killer, Hermit: The killers, Zama, Kiara, and Lanius, used Cadmus’ death to attain lichdom, and their continued existence is an eternal reminder of Brennan’s failure.
40 years ago, I was part of an adventuring band, much like yourselves. We made a bit of a name for ourselves, and maybe it went to our heads. It was all going so well, until we found the ruins. Heard there was some kind of power there we could tap into. Think of all the good we could do with that. There was power there alright, but you know what they say about power... A voice spoke in our heads, promised us eternal life, for a price. For a sacrifice. Zama led the way, and where Zama led, Kiara followed. Lanius, well, I think he was just more scared of them than he was of me, and I suppose he was right. That just left me and Cadmus, and… I ran. Maybe I told myself Cadmus was running with me, but the truth is I was more concerned with my own skin. Zama might have held the knife, Kiara and Lanius might have said the words, but I killed Cadmus as much as they did. I abandoned my friends, and now all of them are lost.
What was the ritual? ”Near as I could tell, they each gave up a bit of their souls to keep sealed in that place. They didn’t exactly keep me around for my knowledge of the arcane.”
Lanius, Apocryphal Lich, Spellcaster, Wizard, Killer, Magician: The killers, Zama, Kiara, and Lanius, used Cadmus’ death to attain lichdom, and their continued existence is an eternal reminder of Brennan’s failure.
40 years ago, I was part of an adventuring band, much like yourselves. We made a bit of a name for ourselves, and maybe it went to our heads. It was all going so well, until we found the ruins. Heard there was some kind of power there we could tap into. Think of all the good we could do with that. There was power there alright, but you know what they say about power... A voice spoke in our heads, promised us eternal life, for a price. For a sacrifice. Zama led the way, and where Zama led, Kiara followed. Lanius, well, I think he was just more scared of them than he was of me, and I suppose he was right. That just left me and Cadmus, and… I ran. Maybe I told myself Cadmus was running with me, but the truth is I was more concerned with my own skin. Zama might have held the knife, Kiara and Lanius might have said the words, but I killed Cadmus as much as they did. I abandoned my friends, and now all of them are lost.
What was the ritual? ”Near as I could tell, they each gave up a bit of their souls to keep sealed in that place. They didn’t exactly keep me around for my knowledge of the arcane.”
Zama, Profane Lich, Spellcaster, Cleric, Killer, High Priestess: The killers, Zama, Kiara, and Lanius, used Cadmus’ death to attain lichdom, and their continued existence is an eternal reminder of Brennan’s failure.
40 years ago, I was part of an adventuring band, much like yourselves. We made a bit of a name for ourselves, and maybe it went to our heads. It was all going so well, until we found the ruins. Heard there was some kind of power there we could tap into. Think of all the good we could do with that. There was power there alright, but you know what they say about power... A voice spoke in our heads, promised us eternal life, for a price. For a sacrifice. Zama led the way, and where Zama led, Kiara followed. Lanius, well, I think he was just more scared of them than he was of me, and I suppose he was right. That just left me and Cadmus, and… I ran. Maybe I told myself Cadmus was running with me, but the truth is I was more concerned with my own skin. Zama might have held the knife, Kiara and Lanius might have said the words, but I killed Cadmus as much as they did. I abandoned my friends, and now all of them are lost.
What was the ritual? ”Near as I could tell, they each gave up a bit of their souls to keep sealed in that place. They didn’t exactly keep me around for my knowledge of the arcane.”
Cadmus, Wraith, Hazy Figure of a Corpse Surrounded by Twisting Darkness: Once all three keystones are assembled, the party can enter the ruins where, after making their way through traps laid by the three liches, they discover the shared phylactery - the still-living body of Cadmus, writhing in perpetual torment for the last 50 years. When the ritual is disrupted, Cadmus’ broken spirit arises as a wraith.
When the dagger is removed, read the following:
The dagger moves with some resistance, the darkness seeming to grasp at Cadmus’ writhing form before giving up its grip. For a split second, Cadmus’ face relaxes, almost returning to an easy smile, before they spasm once more. A torrent of inky black shadow pours from them, billowing out to form the hazy figure of a corpse surrounded by twisting darkness.
Cadmus stops writhing and looks momentarily at peace, before their tormented spirit takes the form of a wraith and attacks the party.
Ghoul: ?
Ghoul, Hunched Spindly Form: ?
Skeleton: ?
Specter: If a creature is slain by [Cadmus' life drain] attack, its spirit rises on the next turn as a specter in the space of its corpse, or in the nearest unoccupied space.
Cadmus' Create Specter power.
Zombie: The swamp was the site of a battle around a century ago, and bodies of the slain are easy to find under the muck - some areas of boggy ground preserve them disturbingly well, while others reduce corpses to greening skeletons. Kiara is in the process of raising all the reasonably well-preserved bodies as zombies, setting them to work digging out and expanding the swamp in order to reclaim the land taken up by nearby settlements, to return it to a state of natural decay.
Undead, Undead Creature: ?
Zama Possessed Creature, Possessed Skeleton: A skeleton can become a vessel for Zama to inhabit. Zama controls the skeleton’s actions and can perceive through its senses, as well as speak through the skeleton using her voice.
Shambling Corpse Made of Thick Black Smoke: ?
Zombie, Rotting Zombie: ?
Undead Servant: Zama has returned to the monastery where she trained in her youth. The driving force behind her decision to become a lich was to eternally serve her god and, having made such an enormous sacrifice for her faith, was disappointed by the lack of similar fervor in her fellows. She has since restructured, purging any of her faith who fell short of her exacting standards, which is to say all of them, and raising their corpses as undead servants to help her carry out the necessary functions of worship.
Create Specter. Cadmus targets a corpse within 10 feet of them that has been dead for no longer than an hour, 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 Cadmus’ control.
Heroes of Skyfall
Undead: Without delving too far into the insanity (though we really must talk about it at some time, because it is a ridiculous story in every sense) the Necromancer’s guild has for nearly the entire life of the city been charged with the protection of Skyfall from the dangers of the Lightless Depths. In return, they are given the bodies of all dead Skyfallians, which of course they animate to man their undead army.
Zombie: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Here these dark mages practice their trade disposing of the city’s dead and animating zombies to defend against the dark elf armies from the lightless depths.
Abrupt Animation spell.
Skeleton Shock Trooper: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Shadow: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Specter: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Mummy: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Ghast: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Ephemeral Scout: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Undead Servant: ?
Skeleton: ?
ABRUPT ANIMATION
2nd-level necromancy
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small piece of dried humanoid
skin)
Duration: 1 minute
This spell temporarily forces undeath upon a recently deceased corpse. Choose a corpse within range that died within the past minute. For the duration of the spell, the corpse acts as a zombie under your control. When the spell ends the corpse is no longer animated and collapses in its current space.
On each of your turns, you can mentally command the creature as a bonus action as long as it is within 60 feet of you. You can also issue one command as part of casting the spell. You decide the creature’s action and movement during its next turn, or issue a general command such as guarding a specific area. If you don’t give it a command, the creature only defends itself against hostile creatures. Your GM will have the statistics for zombies.
At Higher Levels. Whenever you cast this spell using a spell slot higher than 2nd level, you can increase the zombie’s Strength, Dexterity, or Constitution score by 4 points for each level of the spell slot above 2nd. You can choose a different ability score for each spell level. For instance, if you cast this spell using a 5th level spell slot, you could increase the zombie’s Strength score by 12, or increase its Strength by 4 and its Constitution by 8, or increase all three scores by 4, etc.
Zombie: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Here these dark mages practice their trade disposing of the city’s dead and animating zombies to defend against the dark elf armies from the lightless depths.
Abrupt Animation spell.
Skeleton Shock Trooper: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Shadow: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Specter: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Mummy: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Ghast: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Ephemeral Scout: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Undead Servant: ?
Skeleton: ?
ABRUPT ANIMATION
2nd-level necromancy
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small piece of dried humanoid
skin)
Duration: 1 minute
This spell temporarily forces undeath upon a recently deceased corpse. Choose a corpse within range that died within the past minute. For the duration of the spell, the corpse acts as a zombie under your control. When the spell ends the corpse is no longer animated and collapses in its current space.
On each of your turns, you can mentally command the creature as a bonus action as long as it is within 60 feet of you. You can also issue one command as part of casting the spell. You decide the creature’s action and movement during its next turn, or issue a general command such as guarding a specific area. If you don’t give it a command, the creature only defends itself against hostile creatures. Your GM will have the statistics for zombies.
At Higher Levels. Whenever you cast this spell using a spell slot higher than 2nd level, you can increase the zombie’s Strength, Dexterity, or Constitution score by 4 points for each level of the spell slot above 2nd. You can choose a different ability score for each spell level. For instance, if you cast this spell using a 5th level spell slot, you could increase the zombie’s Strength score by 12, or increase its Strength by 4 and its Constitution by 8, or increase all three scores by 4, etc.
Historica Arcanum City of Crescent
Gulyabani: The ones with unfinished business… These undead creatures are the remains of the people who died with hatred besieging their souls.
Tall Spirit, Aychura: Not all undead are vile creatures. Some are the results of rebound transmutation or alteration magic cast on the corpses of the pure. Aychura is one such undead, filled with the will to punish the sinners who hurt innocent animals and children.
Ya'is: You must have heard those soul crushing screams the mothers let out when their children die. Or the pain that comes out of a man who has lost his beloved. Sometimes, when the pain is too much and the agony is too powerful, the mourner will let loose an ominous energy. From that dark and swirling energy Ya’is are born.
Vlad the Impaler, Vlad Tepes III, The Impaler, The Dracula, The Dark Voivoda, Blackened Mist, Threat, Jailee: The earthquake of the 1700’s changed everything: the priests were all dead and seals weakened, people living close to the church started to see horrible nightmares, and Vlad’s evil aura transformed most of the dead buried in the graveyard into undead. It is about this time that the skull started to not only affect the dead around it, but to resurrect Vlad, inch by inch.
Undead, Undead Creature, Undead Being, Na-Meftun: When some people perish with an unfinished business, when they are in the pursuit of everlasting life and meddle with the dark arcane art of bending time & space, or if someone’s life meets an gruesome end at the behest of magic, they return as undead.
The earthquake of the 1700’s changed everything: the priests were all dead and seals weakened, people living close to the church started to see horrible nightmares, and Vlad’s evil aura transformed most of the dead buried in the graveyard into undead.
Not all undead are vile creatures. Some are the results of rebound transmutation or alteration magic cast on the corpses of the pure.
Hollow Undead: Those puny enough to be engulfed by the spells that they perform become hollow undead, animated with only one basic goal and only possessing small to little personality.
Undeadification Terrestrial Repercussion.
Incorporeal Undead: ?
Progenitus: ?
Potent Dead, Most Dreaded Most Feared Potentially Most Powerful Kind of Undead, Primogenitus, Horror: ?
Lingering Spectral Undead: ?
Vile Creature: ?
Undead Avenger: In real history there are countless soldiers, those who lost their lives in wars, cities raised down to ash and dirt, people who were exiled, tortured, drowned, hanged, electrocuted, impaled, or slain in plenty of other creative ways. They could be used as undead avengers, plot hooks, spirits.
Gulyabani, One With Unfinished Business, Remains of One Who Died With Hatred Beseiging Their Soul, Very Common Threat: ?
Brother Nicolei, Gulyabani: ?
Tall Spirit, Slender Tall Humanoid Undead Creature: ?
Ever-Hungry Ghast, Hollow Undead: ?
Ghost, Incorporeal Undead: ?
Ghost: ?
Porphyros, Ghost, Peaceful Very Much Loved Dweller of the Undercity: ?
Sir Joseph, Ghost: ?
Bartholomew, Ghost: ?
Ghostly Spectator: ?
Radu the Handsome, Ghost, Spirit: ?
Yakup Agha, Ghost: After being defeated, the ghost of Yakup Agha will rise from the residue of the fallen specter and ask what happened to the Janissary Hearth and his daughter after his death.
Ghost Jannisary Fighter, Guardian: ?
Mahmoud II, Regent of the Eye, Unyielding Spirit, Ghost, Spirit: ?
Faceless Ghost: ?
Ghostly Draconic Figure: ?
Ghost of a Historically Important Figure: ?
Emperor Constantine, Ghost: ?
Ever-Hungry Ghoul, Hollow Undead: ?
Ghoul: Undeadification Terrestrial Repercussion.
Ghoul, Hollow Undead: ?
Lich, Most Dreaded Most Feared Potentially Most Powerful Kind of Undead, Primogenitus, Horror: ?
Ancient Lich: ?
Mummy Lord: ?
Hacivat, Shadow: ?
Karagoz, Shadow: ?
Shadow: ?
Mindless Skeleton, Hollow Undead: ?
Skeleton: Undeadification Terrestrial Repercussion.
Skeletal Undead Shaman: ?
Skeletal Undead Warrior: ?
Specter: ?
Yakup Agha, Undead Specter: ?
Abu Ayyub, Specter, Ghost: ?
Lingering Spectral Undead: ?
Spectral Horse, Spectral Undead: ?
Spectral Rider, Spectral Undead: ?
Spectral Librarian: ?
Spirit, Incorporeal Undead: ?
Princess Helena, Spirit, Withered Tired Spirit: Princess Helena was the daughter of Basileos Constantine. She was imprisoned in this tower for ages by an entity she calls “The Serpent,” and the creature’s sick vengeance against Constantine for reasons Helena isn’t privy to.
Spirit: In real history there are countless soldiers, those who lost their lives in wars, cities raised down to ash and dirt, people who were exiled, tortured, drowned, hanged, electrocuted, impaled, or slain in plenty of other creative ways. They could be used as undead avengers, plot hooks, spirits.
Spirit of the Dead, Spectral Form: ?
Restless Spirit: ?
Vampire, Most Dreaded Most Feared Potentially Most Powerful Kind of Undead, Primogenitus, Horror: ?
Elder Vampire: ?
Vampire: ?
Evil Enemy: ?
Will-o'-Wisp: ?
Vicious Zombie, Hollow Undead: ?
Zombie: Undeadification Terrestrial Repercussion.
Njal the Tepegoz, Zombie-Like Undead, Undead Guardian, Varangian Viking Berserker: Years after his death, his spirit was summoned to St. Benoit Church to strengthen the seal of Vlad Tepes.
Buraq the Jannisary, Zombie-Like Undead, Undead Guardian, Deadeye Sharpshooter: Years after his death, his spirit was summoned to St. Benoit Church to strengthen the seal of Vlad Tepes.
Donovan the Armorclad, Zombie-Like Undead, Undead Guardian, Mercenary Cataphract: Years after his death, his spirit was summoned to St. Benoit Church to strengthen the seal of Vlad Tepes.
Homayun the Arsonist, Zombie-Like Undead, Undead Guardian, Pyromaniac Persian Immortal: Years after his death, his spirit was summoned to St. Benoit Church to strengthen the seal of Vlad Tepes.
Terrestrial Repercussion: A grand curse of animating the dead in a 10-mile diameter is cast upon the fallen. All the dead creatures, whether they are humanoids or some other creatures, are animated as hollow undead. The GM can choose any number of skeletons, zombies, and/or ghouls according to the needs of the game being run.
Tall Spirit, Aychura: Not all undead are vile creatures. Some are the results of rebound transmutation or alteration magic cast on the corpses of the pure. Aychura is one such undead, filled with the will to punish the sinners who hurt innocent animals and children.
Ya'is: You must have heard those soul crushing screams the mothers let out when their children die. Or the pain that comes out of a man who has lost his beloved. Sometimes, when the pain is too much and the agony is too powerful, the mourner will let loose an ominous energy. From that dark and swirling energy Ya’is are born.
Vlad the Impaler, Vlad Tepes III, The Impaler, The Dracula, The Dark Voivoda, Blackened Mist, Threat, Jailee: The earthquake of the 1700’s changed everything: the priests were all dead and seals weakened, people living close to the church started to see horrible nightmares, and Vlad’s evil aura transformed most of the dead buried in the graveyard into undead. It is about this time that the skull started to not only affect the dead around it, but to resurrect Vlad, inch by inch.
Undead, Undead Creature, Undead Being, Na-Meftun: When some people perish with an unfinished business, when they are in the pursuit of everlasting life and meddle with the dark arcane art of bending time & space, or if someone’s life meets an gruesome end at the behest of magic, they return as undead.
The earthquake of the 1700’s changed everything: the priests were all dead and seals weakened, people living close to the church started to see horrible nightmares, and Vlad’s evil aura transformed most of the dead buried in the graveyard into undead.
Not all undead are vile creatures. Some are the results of rebound transmutation or alteration magic cast on the corpses of the pure.
Hollow Undead: Those puny enough to be engulfed by the spells that they perform become hollow undead, animated with only one basic goal and only possessing small to little personality.
Undeadification Terrestrial Repercussion.
Incorporeal Undead: ?
Progenitus: ?
Potent Dead, Most Dreaded Most Feared Potentially Most Powerful Kind of Undead, Primogenitus, Horror: ?
Lingering Spectral Undead: ?
Vile Creature: ?
Undead Avenger: In real history there are countless soldiers, those who lost their lives in wars, cities raised down to ash and dirt, people who were exiled, tortured, drowned, hanged, electrocuted, impaled, or slain in plenty of other creative ways. They could be used as undead avengers, plot hooks, spirits.
Gulyabani, One With Unfinished Business, Remains of One Who Died With Hatred Beseiging Their Soul, Very Common Threat: ?
Brother Nicolei, Gulyabani: ?
Tall Spirit, Slender Tall Humanoid Undead Creature: ?
Ever-Hungry Ghast, Hollow Undead: ?
Ghost, Incorporeal Undead: ?
Ghost: ?
Porphyros, Ghost, Peaceful Very Much Loved Dweller of the Undercity: ?
Sir Joseph, Ghost: ?
Bartholomew, Ghost: ?
Ghostly Spectator: ?
Radu the Handsome, Ghost, Spirit: ?
Yakup Agha, Ghost: After being defeated, the ghost of Yakup Agha will rise from the residue of the fallen specter and ask what happened to the Janissary Hearth and his daughter after his death.
Ghost Jannisary Fighter, Guardian: ?
Mahmoud II, Regent of the Eye, Unyielding Spirit, Ghost, Spirit: ?
Faceless Ghost: ?
Ghostly Draconic Figure: ?
Ghost of a Historically Important Figure: ?
Emperor Constantine, Ghost: ?
Ever-Hungry Ghoul, Hollow Undead: ?
Ghoul: Undeadification Terrestrial Repercussion.
Ghoul, Hollow Undead: ?
Lich, Most Dreaded Most Feared Potentially Most Powerful Kind of Undead, Primogenitus, Horror: ?
Ancient Lich: ?
Mummy Lord: ?
Hacivat, Shadow: ?
Karagoz, Shadow: ?
Shadow: ?
Mindless Skeleton, Hollow Undead: ?
Skeleton: Undeadification Terrestrial Repercussion.
Skeletal Undead Shaman: ?
Skeletal Undead Warrior: ?
Specter: ?
Yakup Agha, Undead Specter: ?
Abu Ayyub, Specter, Ghost: ?
Lingering Spectral Undead: ?
Spectral Horse, Spectral Undead: ?
Spectral Rider, Spectral Undead: ?
Spectral Librarian: ?
Spirit, Incorporeal Undead: ?
Princess Helena, Spirit, Withered Tired Spirit: Princess Helena was the daughter of Basileos Constantine. She was imprisoned in this tower for ages by an entity she calls “The Serpent,” and the creature’s sick vengeance against Constantine for reasons Helena isn’t privy to.
Spirit: In real history there are countless soldiers, those who lost their lives in wars, cities raised down to ash and dirt, people who were exiled, tortured, drowned, hanged, electrocuted, impaled, or slain in plenty of other creative ways. They could be used as undead avengers, plot hooks, spirits.
Spirit of the Dead, Spectral Form: ?
Restless Spirit: ?
Vampire, Most Dreaded Most Feared Potentially Most Powerful Kind of Undead, Primogenitus, Horror: ?
Elder Vampire: ?
Vampire: ?
Evil Enemy: ?
Will-o'-Wisp: ?
Vicious Zombie, Hollow Undead: ?
Zombie: Undeadification Terrestrial Repercussion.
Njal the Tepegoz, Zombie-Like Undead, Undead Guardian, Varangian Viking Berserker: Years after his death, his spirit was summoned to St. Benoit Church to strengthen the seal of Vlad Tepes.
Buraq the Jannisary, Zombie-Like Undead, Undead Guardian, Deadeye Sharpshooter: Years after his death, his spirit was summoned to St. Benoit Church to strengthen the seal of Vlad Tepes.
Donovan the Armorclad, Zombie-Like Undead, Undead Guardian, Mercenary Cataphract: Years after his death, his spirit was summoned to St. Benoit Church to strengthen the seal of Vlad Tepes.
Homayun the Arsonist, Zombie-Like Undead, Undead Guardian, Pyromaniac Persian Immortal: Years after his death, his spirit was summoned to St. Benoit Church to strengthen the seal of Vlad Tepes.
Terrestrial Repercussion: A grand curse of animating the dead in a 10-mile diameter is cast upon the fallen. All the dead creatures, whether they are humanoids or some other creatures, are animated as hollow undead. The GM can choose any number of skeletons, zombies, and/or ghouls according to the needs of the game being run.
Historica Arcanum Empires of the Silk Road
Ahengar: In ancient times, a group of bards, minstrels, and singers were banished unjustly by a king and left to wither away in a swamp located in the heart of a silent grove. As they struggled to survive amidst the unspeakable horrors that plagued them at night, their talent for music and singing became their only solace. As the nights grew longer and the horrors of the swamp consumed their minds, their once-beautiful voices turned into something twisted and malevolent.
Over time, they learned to mimic every sound they heard, and this skill soon turned into a curse that transformed them into hideous monsters known as Ahengar.
Atshan, The Drought One: Legend has it that the atshan, a creature of great dread, is born from the souls of those who perish from dehydration in the unforgiving heat of the desert.
Fravashi Ethereal: As the flames of the sacred fire engulf an aging Zoroastrian priest, their mortal body is consumed, and their soul is reborn as a ghostly, ethereal being. Empowered by the ancient flames, they are transformed into protectors of the sacred tomes, tombs, scrolls, and secrets of the Zoroastrian faith.
Their duty is to guard these holy artifacts, even in death, and to ensure that their secrets are not profaned by unworthy hands.
Fravashi Risen: According to ancient beliefs, the souls of unborn children of Zoroastrian followers were spared from the clutches of darkness after their physical demise. To ensure their protection, these souls were infused with the Zoroastrian flame and bound to the bodies of executed prisoners. Their divine purpose was to guard the sanctity of Zoroastrian temples.
Gravekeeper: They are usually the souls that gave up on life when their time has come and embraced death as an old friend.
Revenant Steed: ?
Bitig Kul, The Remain of the Ash, The Remains, The Written Part of the Ash: ?
Ahengar, Hideous Monster: ?
Atshan. Creature of Great Dread, Spectral Being, Malevolent Spirit: ?
Fravashi Ethereal, Ghostly Ethereal Being, Protector of the Tomes Scrolls and Secrets of the Zoroastrian Faith, Deceased Priest: ?
Fravashi Risen, Mystical Guardian: ?
Gravekeeper, Fearsome Entity, Eerie Being: ?
Bitig Kul, Keeper of Knowledge, Ghost, Phantom, Dead Scholar With Unfinished Business, Spirit: ?
Isidorus, Notable Bitig Kul, Last Headmaster of the Library, Old Man: ?
Hypatia, Notable Bitig Kul, Teacher of Mathematics, Expert in Magic, Beautiful Woman: ?
Vitruvia, Notable Bitig Kul, Diviner, Theologian: ?
Gaia, Notable Bitig Kul, Beautiful Woman: ?
Gregorius, Notable Bitig Kul: ?
Varus, Notable Bitig Kul, Linguist: ?
Undead, Undead Creature: Lingering Death disease magical symptom.
March of the Dead destructive spell rebound effect.
Dreaded Undead: ?
Incorporeal Undead: ?
Poltergeist: ?
Ghost: ?
Angry Ghost: ?
Ghoul: ?
Lich: ?
Dreaded Lich: ?
Shadow: If a creature dies by this process [a baku's rotting mind power], it turns into a shadow after 24 hours.
Skeleton: Lingering Death disease magical symptom.
Specter: ?
Ghastly Specter: ?
Wight: ?
Zombie: Lingering Death disease magical symptom.
Lingering Death
Each power level requires another saving throw. When you finish a long rest with this disease and fail the Constitution saving throw, you take 1d6 necrotic damage.
During the course of life, if you ever receive necrotic damage from a source, you are vulnerable to it even if you have resistance from another source.
If you die while having this symptom, you rise during the next midnight as an undead. Either a zombie or a skeleton, depending on the way you die. The GM may also choose another undead.
Treatment Holy Ritual
March of the Dead. A loud heartbeat fills the caster’s mind and creates an aura within 300 ft. of it. Dead creatures within the aura become undead creatures proper to their state and body. The creatures in the aura take 1d6 necrotic damage at the start of each of their turns or when they enter the first time; the undead are immune to this. The undead created by this aura are relentless and attack everyone on sight. If no creature has become undead, a blast within the area deals each creature 2d6 necrotic damage.
A touch of a believer immediately destroys the undead if it is CR ¼ or lower.
Over time, they learned to mimic every sound they heard, and this skill soon turned into a curse that transformed them into hideous monsters known as Ahengar.
Atshan, The Drought One: Legend has it that the atshan, a creature of great dread, is born from the souls of those who perish from dehydration in the unforgiving heat of the desert.
Fravashi Ethereal: As the flames of the sacred fire engulf an aging Zoroastrian priest, their mortal body is consumed, and their soul is reborn as a ghostly, ethereal being. Empowered by the ancient flames, they are transformed into protectors of the sacred tomes, tombs, scrolls, and secrets of the Zoroastrian faith.
Their duty is to guard these holy artifacts, even in death, and to ensure that their secrets are not profaned by unworthy hands.
Fravashi Risen: According to ancient beliefs, the souls of unborn children of Zoroastrian followers were spared from the clutches of darkness after their physical demise. To ensure their protection, these souls were infused with the Zoroastrian flame and bound to the bodies of executed prisoners. Their divine purpose was to guard the sanctity of Zoroastrian temples.
Gravekeeper: They are usually the souls that gave up on life when their time has come and embraced death as an old friend.
Revenant Steed: ?
Bitig Kul, The Remain of the Ash, The Remains, The Written Part of the Ash: ?
Ahengar, Hideous Monster: ?
Atshan. Creature of Great Dread, Spectral Being, Malevolent Spirit: ?
Fravashi Ethereal, Ghostly Ethereal Being, Protector of the Tomes Scrolls and Secrets of the Zoroastrian Faith, Deceased Priest: ?
Fravashi Risen, Mystical Guardian: ?
Gravekeeper, Fearsome Entity, Eerie Being: ?
Bitig Kul, Keeper of Knowledge, Ghost, Phantom, Dead Scholar With Unfinished Business, Spirit: ?
Isidorus, Notable Bitig Kul, Last Headmaster of the Library, Old Man: ?
Hypatia, Notable Bitig Kul, Teacher of Mathematics, Expert in Magic, Beautiful Woman: ?
Vitruvia, Notable Bitig Kul, Diviner, Theologian: ?
Gaia, Notable Bitig Kul, Beautiful Woman: ?
Gregorius, Notable Bitig Kul: ?
Varus, Notable Bitig Kul, Linguist: ?
Undead, Undead Creature: Lingering Death disease magical symptom.
March of the Dead destructive spell rebound effect.
Dreaded Undead: ?
Incorporeal Undead: ?
Poltergeist: ?
Ghost: ?
Angry Ghost: ?
Ghoul: ?
Lich: ?
Dreaded Lich: ?
Shadow: If a creature dies by this process [a baku's rotting mind power], it turns into a shadow after 24 hours.
Skeleton: Lingering Death disease magical symptom.
Specter: ?
Ghastly Specter: ?
Wight: ?
Zombie: Lingering Death disease magical symptom.
Lingering Death
Each power level requires another saving throw. When you finish a long rest with this disease and fail the Constitution saving throw, you take 1d6 necrotic damage.
During the course of life, if you ever receive necrotic damage from a source, you are vulnerable to it even if you have resistance from another source.
If you die while having this symptom, you rise during the next midnight as an undead. Either a zombie or a skeleton, depending on the way you die. The GM may also choose another undead.
Treatment Holy Ritual
March of the Dead. A loud heartbeat fills the caster’s mind and creates an aura within 300 ft. of it. Dead creatures within the aura become undead creatures proper to their state and body. The creatures in the aura take 1d6 necrotic damage at the start of each of their turns or when they enter the first time; the undead are immune to this. The undead created by this aura are relentless and attack everyone on sight. If no creature has become undead, a blast within the area deals each creature 2d6 necrotic damage.
A touch of a believer immediately destroys the undead if it is CR ¼ or lower.
Historica Arcanum Empires of the Silk Road Encounters Deck
Gravekeeper: ?
Gravekeeper, Man: ?
Undead: ?
Undead Horse: They have become undead horses and were revived by the aura of the tomb. Detect magic shows a little trace of some very old necromantic magic.
Ghoul: Your ears hear the deep and melancholic voice of a woman. A lament touches your heart and soul. You feel like someone you love has been lost to you.
The song is in an ancient language that is rumored to have been used by fairies. The group notices the woman sitting on a rock with tears falling from her dow eyes. There’s a body of a man near her, and its stench makes the group cover up their noses. The body is torn apart, and spellcasters immediately notice necromancy is at play here. The woman notices the group unless they roll for Stealth (DC 12). The song doesn’t stop even when she sees the group. Only her face changes from sad to anxious. A DC 10 WIS (Insight) reveals that she desperately wants to continue her song.
A necromancer (a mage) has cursed and killed the man. The curse will raise him as a ghoul unless the song continues.
The group can burn the remains or bury them in a ceremony to prevent the body from rising as an undead.
Mummy: ?
Skeleton With 10 Int and the Ability to Speak: If the group asks them what they will do now, they will say, “Find an oasis and wait for this necrotic magic to end.”
Skeleton: ?
Skeleton Horse: ?
Vampire, Bloodsucking Monster: ?
Will-o'-Wisp: The group notices four trees ahead, which is odd in a desert. They are big healthy trees that normally belong in an old forest or a jungle. When they get close, they realize there are long dead people hanging from the trees. Four people for each tree, sixteen bodies in total. There is a sign between the trees: “Betrayers of the forest, sent to hell, beware!”
If the group hangs out for more than 10 minutes, they notice some of the bodies open their eyes, they are not dead. If you cast detect magic, the group realizes the bodies are cursed to be alive in the scorching lands of the desert. They can’t speak or move. They beg the group with their eyes to kill them. If the group kills any of them out of mercy, a will-o’- wisp spawns and attacks the group.
Zombie With 10 Int and the Ability to Speak: ?
Zombie With 10 Int and the Ability to Speak, Man: ?
Gravekeeper, Man: ?
Undead: ?
Undead Horse: They have become undead horses and were revived by the aura of the tomb. Detect magic shows a little trace of some very old necromantic magic.
Ghoul: Your ears hear the deep and melancholic voice of a woman. A lament touches your heart and soul. You feel like someone you love has been lost to you.
The song is in an ancient language that is rumored to have been used by fairies. The group notices the woman sitting on a rock with tears falling from her dow eyes. There’s a body of a man near her, and its stench makes the group cover up their noses. The body is torn apart, and spellcasters immediately notice necromancy is at play here. The woman notices the group unless they roll for Stealth (DC 12). The song doesn’t stop even when she sees the group. Only her face changes from sad to anxious. A DC 10 WIS (Insight) reveals that she desperately wants to continue her song.
A necromancer (a mage) has cursed and killed the man. The curse will raise him as a ghoul unless the song continues.
The group can burn the remains or bury them in a ceremony to prevent the body from rising as an undead.
Mummy: ?
Skeleton With 10 Int and the Ability to Speak: If the group asks them what they will do now, they will say, “Find an oasis and wait for this necrotic magic to end.”
Skeleton: ?
Skeleton Horse: ?
Vampire, Bloodsucking Monster: ?
Will-o'-Wisp: The group notices four trees ahead, which is odd in a desert. They are big healthy trees that normally belong in an old forest or a jungle. When they get close, they realize there are long dead people hanging from the trees. Four people for each tree, sixteen bodies in total. There is a sign between the trees: “Betrayers of the forest, sent to hell, beware!”
If the group hangs out for more than 10 minutes, they notice some of the bodies open their eyes, they are not dead. If you cast detect magic, the group realizes the bodies are cursed to be alive in the scorching lands of the desert. They can’t speak or move. They beg the group with their eyes to kill them. If the group kills any of them out of mercy, a will-o’- wisp spawns and attacks the group.
Zombie With 10 Int and the Ability to Speak: ?
Zombie With 10 Int and the Ability to Speak, Man: ?
Historica Arcanum Empires of the Silk Road Herald of Rain
Fravashi Risen: ?
Atshan, The Drought One: ?
Sir Alistair of Granada, Aegis of Alamut, First Harbinger of the Order, Vampire, Guardian, Wretched Creature, Master of Appearing Only When it is Crucial, Formidable Opponent, Cruel Dangerous Foe: Centuries ago, at the head of an order of knights I set foot in this cursed castle, little did I know that I condemned myself to eternal suffering. A devious trap collapsed the castle around us, and I was trapped with my comrades in a courtyard buried under rubble. I was tested with hunger and darkness, and I failed. I ate my own, and for this sin, I was cursed with what I wanted the most, not dying in the darkness of this castle.
Sir Alistair, accompanied by his faithful band of twelve, found themselves in a living nightmare at Castle Alamut. Hounded by Anatolian cavalry, they were soon chased to an old castle, where a death trap was waiting for them. Their foes crushed the castle onto them and the knights were stuck under an impregnable wall. As their provisions dwindled, they were forced to resort to desperate measures, devouring their noble steeds and other hapless creatures. Though Sir Alistair was loath to harm any living being, the pangs of hunger left him with little choice.
When all else failed, the cursed knight succumbed to the ultimate taboo: he turned on his own. In the dead dark, he bound his comrades, one by one, and fed on their flesh, consumed by a hunger that knew no bounds. As he devoured each one slowly, he felt the last vestiges of his humanity slip away and an unforgivable sin take hold of him.
Little did he know that this vile act would transform him into a wretched creature, shunned by the light of day. The whispers of the stones began to haunt him, and he realized too late that he was bound to this cursed castle for eternity.
Ya'is: ?
Gravekeeper: ?
Atshan, Sage: ?
Undead, Undead Creature: ?
Ghost: ?
The Undying Ghost of Kilij Arslan I: ?
Cafer, Ghost: He came to deliver Ibn Sina some coins for a job but died inside the house. His wife died years ago, due to an illness, so he had not many things to live for; nevertheless, he got stuck here.
Poltergeist: ?
Shadow: Sir Alistair's Shadowtear power.
Specter: ?
Wraith: ?
Shadowtear (3 uses, Recharge 5-6). Sir Alistar can use his action to tear one’s shadow from the other creature and make it appear within 5 ft. of him in an unoccupied space. The ripped shadow becomes an undead creature named Shadow.
Atshan, The Drought One: ?
Sir Alistair of Granada, Aegis of Alamut, First Harbinger of the Order, Vampire, Guardian, Wretched Creature, Master of Appearing Only When it is Crucial, Formidable Opponent, Cruel Dangerous Foe: Centuries ago, at the head of an order of knights I set foot in this cursed castle, little did I know that I condemned myself to eternal suffering. A devious trap collapsed the castle around us, and I was trapped with my comrades in a courtyard buried under rubble. I was tested with hunger and darkness, and I failed. I ate my own, and for this sin, I was cursed with what I wanted the most, not dying in the darkness of this castle.
Sir Alistair, accompanied by his faithful band of twelve, found themselves in a living nightmare at Castle Alamut. Hounded by Anatolian cavalry, they were soon chased to an old castle, where a death trap was waiting for them. Their foes crushed the castle onto them and the knights were stuck under an impregnable wall. As their provisions dwindled, they were forced to resort to desperate measures, devouring their noble steeds and other hapless creatures. Though Sir Alistair was loath to harm any living being, the pangs of hunger left him with little choice.
When all else failed, the cursed knight succumbed to the ultimate taboo: he turned on his own. In the dead dark, he bound his comrades, one by one, and fed on their flesh, consumed by a hunger that knew no bounds. As he devoured each one slowly, he felt the last vestiges of his humanity slip away and an unforgivable sin take hold of him.
Little did he know that this vile act would transform him into a wretched creature, shunned by the light of day. The whispers of the stones began to haunt him, and he realized too late that he was bound to this cursed castle for eternity.
Ya'is: ?
Gravekeeper: ?
Atshan, Sage: ?
Undead, Undead Creature: ?
Ghost: ?
The Undying Ghost of Kilij Arslan I: ?
Cafer, Ghost: He came to deliver Ibn Sina some coins for a job but died inside the house. His wife died years ago, due to an illness, so he had not many things to live for; nevertheless, he got stuck here.
Poltergeist: ?
Shadow: Sir Alistair's Shadowtear power.
Specter: ?
Wraith: ?
Shadowtear (3 uses, Recharge 5-6). Sir Alistar can use his action to tear one’s shadow from the other creature and make it appear within 5 ft. of him in an unoccupied space. The ripped shadow becomes an undead creature named Shadow.
Horrors Unbound: Black Orc (5e)
Undead: ?
Shadow: If a non-evil humanoid dies from [a black orc high priest of Orcus's Caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
Shadow: If a non-evil humanoid dies from [a black orc high priest of Orcus's Caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
How Orcus Stole Christmas (5e)
Winter Bones, Merry Undead Creature, Skeletal Scarecrow: ?
Undead: ?
Zombie Horse: The Sleigh of Orcus magic item.
Zombie Draft Animal: The Sleigh of Orcus magic item.
The Sleigh
Painted red with blood, set upon rails of the coldest iron, and capable of holding countless corpses in rotting sacks, the sleigh of Orcus is a massive wooden sleigh measuring thirty feet long and twenty feet wide. The walls of its bed rise ten feet in the air. It is icy cold to the touch and radiates an unholy aura to any who are sensitive to the presence of the dark powers of the world.
The sleigh itself possesses several strange magical properties. It only needs to be pulled by a single horse (who moves at its normal speed when pulling the sleigh), though the poor beast of burden withers and sickens after a week of being tasked with pulling the horrid winter sled. In another week, the wretched creature is emaciated to the point of death. This damage is unrecoverable, save by divine intervention or the use of a wish spell. If left tied to the sleigh overnight, the horse (or other draft beast) rises as a zombie, bound forever to the service of the sleigh master.
The draft animal, regardless of its form, gains the following features when it reaches the point of becoming undead:
It becomes an undead, and gains immunity to poison damage and the poisoned condition.
It gains the following additional features:
Favored Terrain. Whenever the creature is moving through snow covered terrain or blood-soaked battlefields, its speed is doubled.
Undead Fortitude. If damage reduces the creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creature drops to 1 hit point instead.
In addition, the sleigh functions as a portable hole for any object placed in the bed. The item vanishes in an icy blast of brimstone when placed there and can be recalled by reaching back into the bed at any time. However, each time an item is retrieved there is a cumulative 1% chance that a demonic creature springs forth from this terrible abyssal portal to devour those who would dare deface the sleigh of their master.
The sleigh itself is impervious to all forms of damage and can only be removed from creation by having a bless spell cast upon it, and then wished out of existence.
Undead: ?
Zombie Horse: The Sleigh of Orcus magic item.
Zombie Draft Animal: The Sleigh of Orcus magic item.
The Sleigh
Painted red with blood, set upon rails of the coldest iron, and capable of holding countless corpses in rotting sacks, the sleigh of Orcus is a massive wooden sleigh measuring thirty feet long and twenty feet wide. The walls of its bed rise ten feet in the air. It is icy cold to the touch and radiates an unholy aura to any who are sensitive to the presence of the dark powers of the world.
The sleigh itself possesses several strange magical properties. It only needs to be pulled by a single horse (who moves at its normal speed when pulling the sleigh), though the poor beast of burden withers and sickens after a week of being tasked with pulling the horrid winter sled. In another week, the wretched creature is emaciated to the point of death. This damage is unrecoverable, save by divine intervention or the use of a wish spell. If left tied to the sleigh overnight, the horse (or other draft beast) rises as a zombie, bound forever to the service of the sleigh master.
The draft animal, regardless of its form, gains the following features when it reaches the point of becoming undead:
It becomes an undead, and gains immunity to poison damage and the poisoned condition.
It gains the following additional features:
Favored Terrain. Whenever the creature is moving through snow covered terrain or blood-soaked battlefields, its speed is doubled.
Undead Fortitude. If damage reduces the creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creature drops to 1 hit point instead.
In addition, the sleigh functions as a portable hole for any object placed in the bed. The item vanishes in an icy blast of brimstone when placed there and can be recalled by reaching back into the bed at any time. However, each time an item is retrieved there is a cumulative 1% chance that a demonic creature springs forth from this terrible abyssal portal to devour those who would dare deface the sleigh of their master.
The sleigh itself is impervious to all forms of damage and can only be removed from creation by having a bless spell cast upon it, and then wished out of existence.
Hythum Chapters 1 and 2
Undead Skeleton, Skeleton: ?
Undead: ?
Ghast: ?
Ghoul: ?
Wight: ?
Zombie: A humanoid slain by [a wight's life drain] attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Undead: ?
Ghast: ?
Ghoul: ?
Wight: ?
Zombie: A humanoid slain by [a wight's life drain] attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Hythum Chapters 3 and 4
Undead: ?
Skeleton: ?
Duke Varonus, Skeletal Guardian, Skeletal Tomb Guardian: ?
Ghoul: ?
Skeleton Armored: ?
Skeleton Decrepit: ?
Skeleton Minion: ?
Blazing Skeleton: ?
Wight: ?
Zombie: A humanoid slain by [a wight's Life Drain] attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Wraith: ?
Specter: Wraith Create Specter power.
Shadow: If a non-evil humanoid dies from [a shadow's Strength Drain] attack, a new shadow rises from the corpse 1d4 hours later.
General Karattas, Skeletal Guardian, Four Armed Skeleton, Animated Skeleton: ?
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
Skeleton: ?
Duke Varonus, Skeletal Guardian, Skeletal Tomb Guardian: ?
Ghoul: ?
Skeleton Armored: ?
Skeleton Decrepit: ?
Skeleton Minion: ?
Blazing Skeleton: ?
Wight: ?
Zombie: A humanoid slain by [a wight's Life Drain] attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Wraith: ?
Specter: Wraith Create Specter power.
Shadow: If a non-evil humanoid dies from [a shadow's Strength Drain] attack, a new shadow rises from the corpse 1d4 hours later.
General Karattas, Skeletal Guardian, Four Armed Skeleton, Animated Skeleton: ?
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
Hythum Chapter 5
Mummy: ?
Frozen Troll Zombie: In the chamber below is a Zombie, animated corpse of a troll, its skin is icy blue from cold and ice shards have grown out of its rotting flesh, chained to the wall.
Zombie Hulk: ?
Animated Corpse of a Troll: ?
Flameskull: ?
Frozen Troll Zombie: In the chamber below is a Zombie, animated corpse of a troll, its skin is icy blue from cold and ice shards have grown out of its rotting flesh, chained to the wall.
Zombie Hulk: ?
Animated Corpse of a Troll: ?
Flameskull: ?
In Vino Gigantus (5e)
Undead Cat Feral: ?
Patches, Undead Cat Feral: ?
Undead: ?
Patches, Undead Cat Feral: ?
Undead: ?
Insidious Experiments (Level 4 PCs)
Skeleton: He [Haedrin Lastlight]’s animated a few of the ogres he had killed, as well as a couple dozen of the remnant bodies brought to him from town. They now roam the halls of his keep as zombies and skeletons, thralls to his command.
Zombie: He [Haedrin Lastlight]’s animated a few of the ogres he had killed, as well as a couple dozen of the remnant bodies brought to him from town. They now roam the halls of his keep as zombies and skeletons, thralls to his command.
Ogre Zombie: He [Haedrin Lastlight]’s animated a few of the ogres he had killed, as well as a couple dozen of the remnant bodies brought to him from town. They now roam the halls of his keep as zombies and skeletons, thralls to his command.
Bone Naga: ?
Serpentine Skeleton: ?
Crawling Claw: ?
Undead: ?
Undead Guardian: ?
Animated Dead: ?
Mindless Undead: ?
Undead Thrall: ?
Monstrously Large Zombie: He [Haedrin Lastlight]’s animated a few of the ogres he had killed, as well as a couple dozen of the remnant bodies brought to him from town. They now roam the halls of his keep as zombies and skeletons, thralls to his command.
Zombie: He [Haedrin Lastlight]’s animated a few of the ogres he had killed, as well as a couple dozen of the remnant bodies brought to him from town. They now roam the halls of his keep as zombies and skeletons, thralls to his command.
Ogre Zombie: He [Haedrin Lastlight]’s animated a few of the ogres he had killed, as well as a couple dozen of the remnant bodies brought to him from town. They now roam the halls of his keep as zombies and skeletons, thralls to his command.
Bone Naga: ?
Serpentine Skeleton: ?
Crawling Claw: ?
Undead: ?
Undead Guardian: ?
Animated Dead: ?
Mindless Undead: ?
Undead Thrall: ?
Monstrously Large Zombie: He [Haedrin Lastlight]’s animated a few of the ogres he had killed, as well as a couple dozen of the remnant bodies brought to him from town. They now roam the halls of his keep as zombies and skeletons, thralls to his command.
Iron Kingdoms Requiem Campaign Setting
Undead, Undead Creature, The Dead, Unquiet Dead, The Living Dead, Restless Dead, Unquiet Spirit: Unearthed records tell tales of lords who summoned forth monsters from earth and sky to do their bidding and called forth the dead from their graves to take up arms against the dread kingdom’s enemies.
Undead Monstrosity: ?
Undead Soldier: ?
Gravel-Belching Undead: ?
Undead Servant: ?
Undead Inhabitant: ?
Undead Minion: ?
Powerful Undead Creature: ?
Enthralled Undead: ?
Ghost: ?
Ghost of a Slain Skorne: ?
Lich Lord: Toruk wasted no time in transforming the ruling pirate kings into the twelve beings known today as the lich lords, and they became the instruments by which the Dragonfather reshaped the islands into the seat of the Nightmare Empire of Cryx.
When the Dragonfather Toruk first arrived on the shores of the Scharde Islands, its people were ruled by thirteen pirate kings who were among the most cunning, vicious, and bloodthirsty mortals ever to ply the waters of the Meredius. The Dragonfather gave them a choice: kneel before his majesty or be consumed by it. All but one of the pirate kings bowed their heads and offered their crowns, and with a gust of his terrible breath, Toruk remade them all into the first of his lich lords, the most powerful and ruthless of all his many undead servants.
Lich Lord, Instrument, Most Powerful Ruthless Undead Servant, Right Hand, Terrifying Being: ?
Benign Shade: ?
Benign Specter: ?
Exalted Dead: Alexia had become the guardian of a powerful artifact known as the Witchfire, and she used this dread blade to summon the exalted dead of the Legion of Lost Souls, who repelled Vinter IV and his allies on the Longest Night.
Shambling Dead: ?
Undead Monstrosity: ?
Undead Soldier: ?
Gravel-Belching Undead: ?
Undead Servant: ?
Undead Inhabitant: ?
Undead Minion: ?
Powerful Undead Creature: ?
Enthralled Undead: ?
Ghost: ?
Ghost of a Slain Skorne: ?
Lich Lord: Toruk wasted no time in transforming the ruling pirate kings into the twelve beings known today as the lich lords, and they became the instruments by which the Dragonfather reshaped the islands into the seat of the Nightmare Empire of Cryx.
When the Dragonfather Toruk first arrived on the shores of the Scharde Islands, its people were ruled by thirteen pirate kings who were among the most cunning, vicious, and bloodthirsty mortals ever to ply the waters of the Meredius. The Dragonfather gave them a choice: kneel before his majesty or be consumed by it. All but one of the pirate kings bowed their heads and offered their crowns, and with a gust of his terrible breath, Toruk remade them all into the first of his lich lords, the most powerful and ruthless of all his many undead servants.
Lich Lord, Instrument, Most Powerful Ruthless Undead Servant, Right Hand, Terrifying Being: ?
Benign Shade: ?
Benign Specter: ?
Exalted Dead: Alexia had become the guardian of a powerful artifact known as the Witchfire, and she used this dread blade to summon the exalted dead of the Legion of Lost Souls, who repelled Vinter IV and his allies on the Longest Night.
Shambling Dead: ?
Iron Kingdoms Roleplaying Game – Game Master's Toolkit
Undead, Undead Creature: “So, are you wonderin’ why they call Corvis the ‘City of Ghosts’? There are as many stories about that as there are tavern keepers and old gossipmongers. They say the dead don’t rest well in Corvis, maybe on account of how the shifting soil makes it hard to sanctify graves. A lot of people died in bad ways in the early days of Old Corvis, and those ghosts linger on. Many folks believe anyone who drowns in the canals or the harbor is doomed to walk the city for eternity.”
Mechanithrall: ?
Ghost: “So, are you wonderin’ why they call Corvis the ‘City of Ghosts’? There are as many stories about that as there are tavern keepers and old gossipmongers. They say the dead don’t rest well in Corvis, maybe on account of how the shifting soil makes it hard to sanctify graves. A lot of people died in bad ways in the early days of Old Corvis, and those ghosts linger on. Many folks believe anyone who drowns in the canals or the harbor is doomed to walk the city for eternity.”
Errigan, Ghost: The Imprecator is a foul product of the Thamarite pistoleer Errigan, who once prowled the streets of Corvis in the late 400s AR. The pistol is rough and tarnished, its metal surfaces covered with pitting and stained a greasy greyish color. Its cracked grips are roughly carved from worm-chewed wood adorned by weathered Telgesh runes that are illegible yet still manage to suggest the profane rituals of the weapon’s creation.
Although Errigan created this fell weapon to exact final vengeance upon his enemies, he ironically became its last victim after he was cornered by the Corvis City Watch. Refusing to be taken alive, he turned the pistol on himself, and his ghost is now inextricably bound to the weapon.
Father Cappu, Hungry Ghost: This item once belonged to Father Cappus, a priest in Corvis who was murdered by the prelate Tommasen. Cappus became a hungry ghost that haunted the Undercity and fed on the spiritual energy of his victims.
Morbus, Lich Lord: ?
Lich Lord: ?
Iron Lich: ?
Tremulus, Iron Lich, Mad Iron Lich: ?
Shade: ?
Skeleton: ?
Shambler: ?
Boneswarm: ?
Deathbound Revenant: ?
Deathless: ?
Dread: ?
Goreshade, Eldritch: ?
Sythyss: ?
Entombed: ?
Excruciator: ?
Feralgeist: ?
Gatorman Husk: ?
Bile Thrall: ?
Bloat Thrall: ?
Brute Thrall: ?
Soulhunter: ?
Scylla Flock: ?
Sepulchral Lurker: ?
Risen Thrall: Unless shielded by divine rituals or contained within one inch of metal, the Witchfire radiates powerful necromantic energy that automatically raises the remains of dead humanoids as risen thralls within an area equal to 100 feet × your proficiency bonus.
Thrall Warrior: Unless shielded by divine rituals or contained within one inch of metal, the Witchfire radiates powerful necromantic energy that automatically raises the remains of dead humanoids as risen thralls within an area equal to 100 feet × your proficiency bonus. While you are attuned to the Witchfire, these thralls are under your control. Once per day, you can raise a humanoid corpse as a thrall warrior instead of a risen thrall.
Pistol Wraith: ?
Risen Thrall, Swamp Shambler: ?
Risen Dead: ?
The Burning Dead: ?
Walking Dead: ?
Mechanithrall: ?
Ghost: “So, are you wonderin’ why they call Corvis the ‘City of Ghosts’? There are as many stories about that as there are tavern keepers and old gossipmongers. They say the dead don’t rest well in Corvis, maybe on account of how the shifting soil makes it hard to sanctify graves. A lot of people died in bad ways in the early days of Old Corvis, and those ghosts linger on. Many folks believe anyone who drowns in the canals or the harbor is doomed to walk the city for eternity.”
Errigan, Ghost: The Imprecator is a foul product of the Thamarite pistoleer Errigan, who once prowled the streets of Corvis in the late 400s AR. The pistol is rough and tarnished, its metal surfaces covered with pitting and stained a greasy greyish color. Its cracked grips are roughly carved from worm-chewed wood adorned by weathered Telgesh runes that are illegible yet still manage to suggest the profane rituals of the weapon’s creation.
Although Errigan created this fell weapon to exact final vengeance upon his enemies, he ironically became its last victim after he was cornered by the Corvis City Watch. Refusing to be taken alive, he turned the pistol on himself, and his ghost is now inextricably bound to the weapon.
Father Cappu, Hungry Ghost: This item once belonged to Father Cappus, a priest in Corvis who was murdered by the prelate Tommasen. Cappus became a hungry ghost that haunted the Undercity and fed on the spiritual energy of his victims.
Morbus, Lich Lord: ?
Lich Lord: ?
Iron Lich: ?
Tremulus, Iron Lich, Mad Iron Lich: ?
Shade: ?
Skeleton: ?
Shambler: ?
Boneswarm: ?
Deathbound Revenant: ?
Deathless: ?
Dread: ?
Goreshade, Eldritch: ?
Sythyss: ?
Entombed: ?
Excruciator: ?
Feralgeist: ?
Gatorman Husk: ?
Bile Thrall: ?
Bloat Thrall: ?
Brute Thrall: ?
Soulhunter: ?
Scylla Flock: ?
Sepulchral Lurker: ?
Risen Thrall: Unless shielded by divine rituals or contained within one inch of metal, the Witchfire radiates powerful necromantic energy that automatically raises the remains of dead humanoids as risen thralls within an area equal to 100 feet × your proficiency bonus.
Thrall Warrior: Unless shielded by divine rituals or contained within one inch of metal, the Witchfire radiates powerful necromantic energy that automatically raises the remains of dead humanoids as risen thralls within an area equal to 100 feet × your proficiency bonus. While you are attuned to the Witchfire, these thralls are under your control. Once per day, you can raise a humanoid corpse as a thrall warrior instead of a risen thrall.
Pistol Wraith: ?
Risen Thrall, Swamp Shambler: ?
Risen Dead: ?
The Burning Dead: ?
Walking Dead: ?
Iron Kingdoms Roleplaying Game – Legend of the Witchfire
Dread Remnant: ?
Risen Gatorman: ?
Risen Thrall: Eight mangled bodies lie among the ritual detritus in the room. Any character who closely examines the bodies and succeeds on a DC 14 Intelligence (Arcana) check identifies the runes cut into the bodies as thrall runes, which allow a necromancer to animate corpses or skeletons as risen thralls.
Once the party has ascertained the location of the ritual, the corpses in the room spontaneously animate as eight risen thralls and lurch to attack the characters.
Alexia [the Wracked] can use her action to animate the corpse of one Medium or Small humanoid as a risen thrall.
Thrall Warrior: Alexia [the Wracked] can use a bonus action and expend a spell slot of 1st level or higher to animate the corpse of one Medium or Small humanoid as a thrall warrior.
Dread Remnant, Desiccated Corpse With Cruel Blades Instead of Hands and Plates Grafted Onto Its Leathery Flesh, Blade-Armed Dread, Implacable Dread: ?
Dread Remnant, Horrifying Guardian: ?
Dread Remnant, Shock Trooper: ?
Waterlogged Risen Thrall: ?
Risen Thrall, Restless Dead, Lesser Undead: ?
Thrall Warrior, Armored Thrall Warrior Wielding a Jagged Greatsword, Skeletal Undead Clad in a Rusting Chain Hauberk: ?
Undead: Unfortunately, by the time the characters arrive, the cultists have been slain by undead animated with the assistance of the very artifact they stole.
Corvis is known as the City of Ghosts for a reason, and even though full-fledged undead incursions are relatively rare, the dead do not rest easy within the city. Curses, hauntings, and spontaneous animations are distressingly common and often fall under the purview of either the Church of Morrow or the local chapter of the Strangelight Workshop, an eclectic collection of adventurers and investigators with a penchant for the weird and fantastical.
Undead Thrall: ?
Marauding Undead: ?
Undead Orgoth Deathless: ?
Specter: ?
Risen Gatorman: ?
Risen Thrall: Eight mangled bodies lie among the ritual detritus in the room. Any character who closely examines the bodies and succeeds on a DC 14 Intelligence (Arcana) check identifies the runes cut into the bodies as thrall runes, which allow a necromancer to animate corpses or skeletons as risen thralls.
Once the party has ascertained the location of the ritual, the corpses in the room spontaneously animate as eight risen thralls and lurch to attack the characters.
Alexia [the Wracked] can use her action to animate the corpse of one Medium or Small humanoid as a risen thrall.
Thrall Warrior: Alexia [the Wracked] can use a bonus action and expend a spell slot of 1st level or higher to animate the corpse of one Medium or Small humanoid as a thrall warrior.
Dread Remnant, Desiccated Corpse With Cruel Blades Instead of Hands and Plates Grafted Onto Its Leathery Flesh, Blade-Armed Dread, Implacable Dread: ?
Dread Remnant, Horrifying Guardian: ?
Dread Remnant, Shock Trooper: ?
Waterlogged Risen Thrall: ?
Risen Thrall, Restless Dead, Lesser Undead: ?
Thrall Warrior, Armored Thrall Warrior Wielding a Jagged Greatsword, Skeletal Undead Clad in a Rusting Chain Hauberk: ?
Undead: Unfortunately, by the time the characters arrive, the cultists have been slain by undead animated with the assistance of the very artifact they stole.
Corvis is known as the City of Ghosts for a reason, and even though full-fledged undead incursions are relatively rare, the dead do not rest easy within the city. Curses, hauntings, and spontaneous animations are distressingly common and often fall under the purview of either the Church of Morrow or the local chapter of the Strangelight Workshop, an eclectic collection of adventurers and investigators with a penchant for the weird and fantastical.
Undead Thrall: ?
Marauding Undead: ?
Undead Orgoth Deathless: ?
Specter: ?
Iron Kingdoms RPG: Borderlands and Beyond
Eldritch, Undead Eldritch, Immortal Eldritch: Unbeknownst to the Dawnguard, some of the cultists escaped punishment by transforming themselves into eldritch and going into hiding.
Knowing that action was needed to forestall the potential demise of the two deities, Ghyrrshyld proposed a perilous experiment. Using a modified sacral stone housed within a specially crafted arcanikal field generator fabricated from the Mantle of Lacyr, Ghyrrshyld would channel his own immense arcane power in an attempt to control a void archon, but the unique connection between himself and the mechanism would tether the archon to his own soul. Against Hexeris’ better judgment, and also over the protestations of the priests of Scyrah, the two of them took their final prototype into battle.
As it turned out, the device not only magnified Ghyrrshyld’s arcane power beyond anyone’s predictions but also granted him the ability to influence and even outright control the souls that circulated around him.
Elara was merely the first among many who fell in battle close to Ghyrrshyld to be brought back in this manner. Ghyrrshyld searched for a pattern to the fallen elves’ revival as eldritch but was unable to determine the cause.
In a single moment, every living Iosan and Nyss was touched by the absence of their gods. Some, perhaps resigned to their fate without the protection of Scyrah and Nyssor, died. Others—those with the iron spirit to persist despite any tribulation, unwilling to give up or surrender—were transformed into eldritch.
Many of the elves with souls who were within the borders of Ios at the time of Scyrah’s and Nyssor’s deaths were slain instantly and terribly, their spiritual death shriek warping the land and shaking the cosmos. The rest were irrevocably changed in both body and spirit, transformed into the twisted, hungry beings known as eldritch. Within Ios, not a single elf escaped the effects of their deities’ deaths. Every living ensouled elf within the elven nation’s borders was either changed or destroyed, and in the wake of this terrifying cataclysm, Ios became a haunted realm of silence and death.
In the end, neither Ghyrrshyld nor the other highest-ranking members of the Retribution set into motion the dark fate that now hangs over Ios. Instead, two of Ghyrrshyld’s disciples—the former Retribution assassin turned warcaster turned eldritch Elara, known as “Death’s Shadow,” and the soulless called Nayl—forced their way into the Fane of Scyrah and dealt the final blow to the remaining elven gods, using a combination of Iosan arcane knowledge and skorne mortitheurgy, along with the frozen blade of the god Nyssor himself.
The result was as instantaneous as it was devastating. With the exception of the soulless, whose existence was already devoid of passion, emotion, empathy, and ambition, none survived the death of Scyrah and Nyssor unchanged. Most of the elves within the borders of Ios were slain immediately, their souls departing in a vast wave of void energy that reshaped the very fabric of the forest nation, but those who did not perish suffered perhaps a worse fate: they were transformed into eldritch, twisted undead that preyed upon the essence of the living. Only the elves who were outside the elven nation border’s at the time remained as they once were.
Indeed, ritual murder was but one of the terrible prices an Iosan had to pay in order to transform into one of these immortal fiends.
For some time before the gods’ demise, the energies of Lord Ghyrrshyld had allowed several soldiers among the Retribution and other Iosan forces to rise as eldritch without the need for dark bargains and heinous acts. When Scyrah was slain, that same transformation spread throughout all the living, ensouled elves within Ios with the will to continue existing. Thus, whereas an elf once had to be willing to engage in unspeakable acts to become one of the undead eldritch, Ios today is populated by hundreds of eldritch who simply underwent the transformation suddenly and unexpectedly, bringing to their new state a slate of ambitions, temperaments, hopes, and fears as varied as any that ever occupied the minds of the living elves who once ruled this land.
Centuries ago, when the disappearance of the gods was still fresh in the minds of the inhabitants of Ios, the priests of Nyrro, Arsyr of Day, engaged in terrible blasphemies, claiming that their deity had returned. In truth, the priests delved into dark necromantic rituals, shedding their mortality to rise again as the first of the eldritch.
Beneath the Fane of Nyrro, the priests who survived the purge practiced dark rites and transformed themselves into some of the first eldritch. They lurked beneath the streets of Eversael for centuries, growing in number as some of those who found their way to the dark tunnels under the city learned how to join the ranks of the undead.
Among the high houses, none had more members survive as eldritch than House Vyre. Whether this was because they were better versed in the kinds of arcane theory that could have prepared them for such a transition or because Ghyrrshyld had already paved the way by example—or, as some of their detractors claim, because they were already tainted or corrupted in some way—no one knows.
Most of the cultists were put to the sword by the Dawnguard, whose long association with the Arsyr of Day meant that they took the betrayal of the god’s priests as a personal affront. The surviving cultists vanished into the dungeons beneath the city and committed even darker deeds, eventually becoming some of the first eldritch.
That day finally came when Ghyrrshyld returned to the forests of Ios. Dubbed “the Forgiven,” the former eldritch had been restored to life by the goddess Scyrah herself, and he eventually began turning other fallen Iosans into eldritch through his bond with a void archon.
When Elara slew Nyssor and Scyrah, the aftermath transformed every surviving living elf in Ios that possessed a soul into an eldritch.
As the masters of arcane lore, however, those of House Vyre were uniquely poised to help navigate a new existence for those Iosans who had been transformed into eldritch by the death of the gods, and they have since consolidated considerable power even while ideological differences within the leadership of the house threaten to undermine its success.
When Scyrah and Nyssor were slain, a metaphysical change gripped the entire nation, transforming every ensouled Iosan within its borders into one of the eldritch, which were formerly regarded as anathema and accursed.
Eldritch, Twisted Hungry Being, Abomination, Immortal Fiend, Undead Master, Worthy Ruler: ?
Eldritch, Auricant Tyricos: ?
Lord Ghyrrshyld, Goreshade, Eldritch: Despite being mortally wounded, the vanquished lord managed to escape Iyrss and flee to Eversael, where he gained the aid of the eldritch Auricant Tyrios, once the chief priest of Nyrro. Ghyrrshyld sacrificed his mortality and became an eldritch.
Elara, Death's Shadow, Eldritch, Undead Facsimile, Former Retribution Assassin: In defiance of orders from Ravyn and senior mage hunter commanders, Elara fought at Ghyrrshyld’s side as the elves and their skorne allies went on the offensive toward Aeryth Dawnguard in the north. In the drive to push the infernals past the Iosan Peaks, however, Elara was mortally wounded and swarmed by infernals. Enraged, Ghyrrshyld counterattacked and destroyed them in return, but to the horror of the victorious elves and skorne, Elara’s soul returned to her lifeless corpse. She rose to her feet again with her wounds healed, but she was no longer a living elf. Instead, she had become an undead facsimile, her pallid skin and dour countenance clearly marking her as an eldritch.
Elara was merely the first among many who fell in battle close to Ghyrrshyld to be brought back in this manner. Ghyrrshyld searched for a pattern to the fallen elves’ revival as eldritch but was unable to determine the cause.
Eldritch Ruler: ?
Eldritch, Ancient Eldritch, Most Ancient Eldritch, Eldritch of the Former Cult of Nyrro, Anathema, Ancient Being, Former Priest of the Arsyr of Day: Centuries ago, when the disappearance of the gods was still fresh in the minds of the inhabitants of Ios, the priests of Nyrro, Arsyr of Day, engaged in terrible blasphemies, claiming that their deity had returned. In truth, the priests delved into dark necromantic rituals, shedding their mortality to rise again as the first of the eldritch.
Eldritch, Horticultural Expert: ?
Arsyll Syllynral, Incissar of House Syllanral, The Weeping Rose, Eldritch, Shaken Husk: ?
Halcyn Faer, Wizened Eldritch: ?
Lord Lothvyn, Eldritch: ?
Eldritch Master: ?
Eldritch Dawnguard: ?
Sythyss: ?
Sythyss Servant: ?
Blighted Thrall: When the cunning dragon Everblight rose again and created a legion of blighted thralls from the ogrun and Nyss of the Shard Spires, those Nyss who were able to escape fled south, far away from their corrupted fellow shardfolk.
Riven: The actions of the Cult of Nyrro were nothing compared to the effect of the Rivening, which occurred some four hundred years later. Fears of what may have befallen the Divine Court during their long absence were brought to life in terrifying fashion when the priests of every fane except Scyrah’s descended into hysterical madness almost simultaneously. Struck down by insanity, many ran through the streets screaming incoherently; others became catatonic. The priests of Scyrah helped their colleagues as best they could, but many of the afflicted lashed out at their guardians in fits of chronic madness. The few who managed to recover spoke of an overwhelming sense of loss as their connection with their god was severed. It was at this time that the elves began referring to the Divine Court as “the Vanished.” Although they continued to worship all eight of their gods in the aftermath of the Rivening, they soon turned their focus upon the one goddess they knew for certain remained: Scyrah.
The Iosans’ troubles did not end with the Rivening. Many of the priests who succumbed to this terrible event rose up as a disturbing form of spectral undead that came to be known as the riven, which continue to haunt the forests of Ios today.
Riven, Disturbing Form of Spectral Undead, Spirit: ?
Riven, Morbid Presence: ?
Shaft Wight, Undead Shaft Wight: ?
Undead: ?
Powerful Undead: ?
Ghostly Guardian: ?
Knowing that action was needed to forestall the potential demise of the two deities, Ghyrrshyld proposed a perilous experiment. Using a modified sacral stone housed within a specially crafted arcanikal field generator fabricated from the Mantle of Lacyr, Ghyrrshyld would channel his own immense arcane power in an attempt to control a void archon, but the unique connection between himself and the mechanism would tether the archon to his own soul. Against Hexeris’ better judgment, and also over the protestations of the priests of Scyrah, the two of them took their final prototype into battle.
As it turned out, the device not only magnified Ghyrrshyld’s arcane power beyond anyone’s predictions but also granted him the ability to influence and even outright control the souls that circulated around him.
Elara was merely the first among many who fell in battle close to Ghyrrshyld to be brought back in this manner. Ghyrrshyld searched for a pattern to the fallen elves’ revival as eldritch but was unable to determine the cause.
In a single moment, every living Iosan and Nyss was touched by the absence of their gods. Some, perhaps resigned to their fate without the protection of Scyrah and Nyssor, died. Others—those with the iron spirit to persist despite any tribulation, unwilling to give up or surrender—were transformed into eldritch.
Many of the elves with souls who were within the borders of Ios at the time of Scyrah’s and Nyssor’s deaths were slain instantly and terribly, their spiritual death shriek warping the land and shaking the cosmos. The rest were irrevocably changed in both body and spirit, transformed into the twisted, hungry beings known as eldritch. Within Ios, not a single elf escaped the effects of their deities’ deaths. Every living ensouled elf within the elven nation’s borders was either changed or destroyed, and in the wake of this terrifying cataclysm, Ios became a haunted realm of silence and death.
In the end, neither Ghyrrshyld nor the other highest-ranking members of the Retribution set into motion the dark fate that now hangs over Ios. Instead, two of Ghyrrshyld’s disciples—the former Retribution assassin turned warcaster turned eldritch Elara, known as “Death’s Shadow,” and the soulless called Nayl—forced their way into the Fane of Scyrah and dealt the final blow to the remaining elven gods, using a combination of Iosan arcane knowledge and skorne mortitheurgy, along with the frozen blade of the god Nyssor himself.
The result was as instantaneous as it was devastating. With the exception of the soulless, whose existence was already devoid of passion, emotion, empathy, and ambition, none survived the death of Scyrah and Nyssor unchanged. Most of the elves within the borders of Ios were slain immediately, their souls departing in a vast wave of void energy that reshaped the very fabric of the forest nation, but those who did not perish suffered perhaps a worse fate: they were transformed into eldritch, twisted undead that preyed upon the essence of the living. Only the elves who were outside the elven nation border’s at the time remained as they once were.
Indeed, ritual murder was but one of the terrible prices an Iosan had to pay in order to transform into one of these immortal fiends.
For some time before the gods’ demise, the energies of Lord Ghyrrshyld had allowed several soldiers among the Retribution and other Iosan forces to rise as eldritch without the need for dark bargains and heinous acts. When Scyrah was slain, that same transformation spread throughout all the living, ensouled elves within Ios with the will to continue existing. Thus, whereas an elf once had to be willing to engage in unspeakable acts to become one of the undead eldritch, Ios today is populated by hundreds of eldritch who simply underwent the transformation suddenly and unexpectedly, bringing to their new state a slate of ambitions, temperaments, hopes, and fears as varied as any that ever occupied the minds of the living elves who once ruled this land.
Centuries ago, when the disappearance of the gods was still fresh in the minds of the inhabitants of Ios, the priests of Nyrro, Arsyr of Day, engaged in terrible blasphemies, claiming that their deity had returned. In truth, the priests delved into dark necromantic rituals, shedding their mortality to rise again as the first of the eldritch.
Beneath the Fane of Nyrro, the priests who survived the purge practiced dark rites and transformed themselves into some of the first eldritch. They lurked beneath the streets of Eversael for centuries, growing in number as some of those who found their way to the dark tunnels under the city learned how to join the ranks of the undead.
Among the high houses, none had more members survive as eldritch than House Vyre. Whether this was because they were better versed in the kinds of arcane theory that could have prepared them for such a transition or because Ghyrrshyld had already paved the way by example—or, as some of their detractors claim, because they were already tainted or corrupted in some way—no one knows.
Most of the cultists were put to the sword by the Dawnguard, whose long association with the Arsyr of Day meant that they took the betrayal of the god’s priests as a personal affront. The surviving cultists vanished into the dungeons beneath the city and committed even darker deeds, eventually becoming some of the first eldritch.
That day finally came when Ghyrrshyld returned to the forests of Ios. Dubbed “the Forgiven,” the former eldritch had been restored to life by the goddess Scyrah herself, and he eventually began turning other fallen Iosans into eldritch through his bond with a void archon.
When Elara slew Nyssor and Scyrah, the aftermath transformed every surviving living elf in Ios that possessed a soul into an eldritch.
As the masters of arcane lore, however, those of House Vyre were uniquely poised to help navigate a new existence for those Iosans who had been transformed into eldritch by the death of the gods, and they have since consolidated considerable power even while ideological differences within the leadership of the house threaten to undermine its success.
When Scyrah and Nyssor were slain, a metaphysical change gripped the entire nation, transforming every ensouled Iosan within its borders into one of the eldritch, which were formerly regarded as anathema and accursed.
Eldritch, Twisted Hungry Being, Abomination, Immortal Fiend, Undead Master, Worthy Ruler: ?
Eldritch, Auricant Tyricos: ?
Lord Ghyrrshyld, Goreshade, Eldritch: Despite being mortally wounded, the vanquished lord managed to escape Iyrss and flee to Eversael, where he gained the aid of the eldritch Auricant Tyrios, once the chief priest of Nyrro. Ghyrrshyld sacrificed his mortality and became an eldritch.
Elara, Death's Shadow, Eldritch, Undead Facsimile, Former Retribution Assassin: In defiance of orders from Ravyn and senior mage hunter commanders, Elara fought at Ghyrrshyld’s side as the elves and their skorne allies went on the offensive toward Aeryth Dawnguard in the north. In the drive to push the infernals past the Iosan Peaks, however, Elara was mortally wounded and swarmed by infernals. Enraged, Ghyrrshyld counterattacked and destroyed them in return, but to the horror of the victorious elves and skorne, Elara’s soul returned to her lifeless corpse. She rose to her feet again with her wounds healed, but she was no longer a living elf. Instead, she had become an undead facsimile, her pallid skin and dour countenance clearly marking her as an eldritch.
Elara was merely the first among many who fell in battle close to Ghyrrshyld to be brought back in this manner. Ghyrrshyld searched for a pattern to the fallen elves’ revival as eldritch but was unable to determine the cause.
Eldritch Ruler: ?
Eldritch, Ancient Eldritch, Most Ancient Eldritch, Eldritch of the Former Cult of Nyrro, Anathema, Ancient Being, Former Priest of the Arsyr of Day: Centuries ago, when the disappearance of the gods was still fresh in the minds of the inhabitants of Ios, the priests of Nyrro, Arsyr of Day, engaged in terrible blasphemies, claiming that their deity had returned. In truth, the priests delved into dark necromantic rituals, shedding their mortality to rise again as the first of the eldritch.
Eldritch, Horticultural Expert: ?
Arsyll Syllynral, Incissar of House Syllanral, The Weeping Rose, Eldritch, Shaken Husk: ?
Halcyn Faer, Wizened Eldritch: ?
Lord Lothvyn, Eldritch: ?
Eldritch Master: ?
Eldritch Dawnguard: ?
Sythyss: ?
Sythyss Servant: ?
Blighted Thrall: When the cunning dragon Everblight rose again and created a legion of blighted thralls from the ogrun and Nyss of the Shard Spires, those Nyss who were able to escape fled south, far away from their corrupted fellow shardfolk.
Riven: The actions of the Cult of Nyrro were nothing compared to the effect of the Rivening, which occurred some four hundred years later. Fears of what may have befallen the Divine Court during their long absence were brought to life in terrifying fashion when the priests of every fane except Scyrah’s descended into hysterical madness almost simultaneously. Struck down by insanity, many ran through the streets screaming incoherently; others became catatonic. The priests of Scyrah helped their colleagues as best they could, but many of the afflicted lashed out at their guardians in fits of chronic madness. The few who managed to recover spoke of an overwhelming sense of loss as their connection with their god was severed. It was at this time that the elves began referring to the Divine Court as “the Vanished.” Although they continued to worship all eight of their gods in the aftermath of the Rivening, they soon turned their focus upon the one goddess they knew for certain remained: Scyrah.
The Iosans’ troubles did not end with the Rivening. Many of the priests who succumbed to this terrible event rose up as a disturbing form of spectral undead that came to be known as the riven, which continue to haunt the forests of Ios today.
Riven, Disturbing Form of Spectral Undead, Spirit: ?
Riven, Morbid Presence: ?
Shaft Wight, Undead Shaft Wight: ?
Undead: ?
Powerful Undead: ?
Ghostly Guardian: ?
Iron Kingdoms RPG: Borderlands Survival Guide
Sand Dervish: Sand dervishes are the remains of mighty warriors who perished before fulfilling a sworn oath or task.
Sand Dervish, Sentient Whirlwind, Angry Ghost Made Out of Sand That Carries Around Some Damned Sharp Swords, Ambusher: ?
Sand Dervish, Tormented Spirit: ?
Fallen Knight: Like the other Iosans who were present in the nation when Scyrah and Nyssor were assassinated, the Fane Knights were either transformed or destroyed. Some, realizing that their duty was at its end, became eldritch, leaving the fanes behind to seek a new fate elsewhere. Others simply perished, released from their holy obligation. For a small handful, however, their ultimate failure was too great to accept. Now called Fallen Knights, the oaths of these individuals continued to hold, even after their bodies had vanished.
What little I have heard about such beings demonstrates that the convictions of duty and faith can sometimes persist beyond death. —Edrea Lloryrr
Fallen Knight, Sentinel Who Will Never Tire: ?
Reliquary: The death knell of the gods had many long-lasting effects on Ios. While the most obvious was the transformation of all living, ensouled elves who survived into eldritch, this was far from the only repercussion. In the lost and forgotten laboratories of House Vyre, another change took place.
Long-abandoned experiments were awakened anew by the deaths of Scyrah and Nyssor. The infants who had been vivisected in the depths had lacked souls, but something awoke from the remains of their bodies—something that spread outward to infest the arcanikal vessels that entombed them. Thus were born the abominations called reliquaries.
Reliquary, Abominable Thing, Hideous Simulacrum of Crytal Metal Bone and Spirit, Unholy Fusion of Vengeful Ghost and Broken Arcanika, Walking Nightmare, Abomination, Horrific Amalgamation of Glass Metal and the Bones of Those Who Were Taken Apart in the Labs of House Vyr: ?
Tormented: Near the ancient aeryth known as the Twilight Gate, battles between the Iosans and the skorne scarred the land in ways that might never heal. Here, elven magic and arcanika clashed with skorne mortitheurgy, and countless skorne warbeasts perished under the lash or were cut down by Iosan weapons and myrmidons. So much death soaked into the earth that it transformed the very plant life and created the horrifying creatures known as tormented.
More than merely the ghosts of skorne warbeasts, the tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy, activated by the arcane backlash that flowed outward from the murder of the elven gods—the same backlash that transformed elves into the undead eldritch they now are.
Tormented, Horrifying Creature, Spirit of a Sort, Physical Creature, Scream of Pain and Anger, Echo of the Suffering of Countless Skorne Warbeasts Torn by a Lash They Can Never Escape, Composite Nightmare, Composite Creature: ?
Tormented Light Warbeast: ?
Tormented Heavy Warbeast: ?
Shaft Wight: Most were once miners, buried by cave-ins and collapsing tunnels and left to suffocate in the darkness beneath the earth. Some were consumed by such terror at the thought of their inevitable deaths and clung to life so strongly that they fueled a terrible transformation. The desperate imperative to free themselves endured past death—hours after they died, each clawed free of their earthen tombs with hands stripped of flesh and twisted into bloody talons.
The extensive mining operations of the Rhulfolk present an elevated risk of tunnel collapse and the creation of shaft wights.
A humanoid killed by the shaft wight’s Constitution Drain or Gravel Vomit rises as a shaft wight 24 hours later unless the humanoid is restored to life or its body is destroyed.
A notable clan figure swore to put an end to a shaft wight infestation that has plagued the clan’s mines for generations. Unfortunately, this noble warrior was turned into one of the undead creatures—and now the whole mine’s worth of them are marching on the warrior’s home, with the undead dwarf leading the column.
Shaft Wight, Dangerous Undead Creature: ?
Shaft Wight, Undead Dwarf: ?
Macabre Mistral: Many things can cause a macabre mistral. The tremendous death and destruction wrought on battlefields leads some areas to become haunted with the spirits of fallen soldiers. Once in a great while the weight of so much wanton carnage condenses into a wind of undead misery. Veins of necrotite ignited by flame have also been known to create this deadly wind. It is possible that the haunted mists of Ios after the Claiming could whip into such a frenzy of sorrow that a macabre mistral could be created.
Macabre Mistral, Wind of Undead Misery, Deadly Wind, Wind, Whispering Zephyr: ?
Eldritch, Undead Eldritch: The origins of the eldritch began long ago. The first of them arose from the Cult of Nyrro in Eversael.
The Sundering is the name given to the moment when the gods Nyssor and Scyrah perished and to the arcane aftermath of their passing. When Goreshade’s ally Elara used his sword to slay the gods, it caused a spiritual shockwave that passed to the very borders of Ios. In a moment, all the Iosans and Nyss within the nation faced one of two fates.
The first and larger of the two groups perished. When the escaping essence of the gods washed over them, the spirits of these elves flew along with that tide. Young and old, sick and hale died in an instant as their souls left their bodies, mingling with the energy of the gods before dispersing from Caen. What happened to that great collective of spiritual essence is not known, but there are still threads of it in Ios, drifting in the dead mists and clinging to certain sites like strands of old webs.
The second, smaller group died as well, but their death was not the end. They transformed into eldritch. Once, this transformation was known only to the Nyrro cultists who pioneered it in an effort to escape true death, and required a prolonged ritual marked by a series of brutal sacrifices to achieve. Even the mighty lord of House Vyre had to bow to the Auricant of the cult for the privilege of becoming one of these creatures. That was no longer the case. What once required weeks occurred in the span of a single breath.
No one is certain what distinguished the first group from the second nor why the influence of the gods’ death was contained to Ios. The original eldritch cultists have plumbed their lore for any answers to such questions but remain as unknowing as the rest of their reborn kin.
The following rules provide player characters the option to become eldritch themselves, either due to the effects of the Sundering or through transformation brought on by another eldritch. In order to become an eldritch, a character must have once been either an Iosan or Nyss elf, as this condition is unique to those particular lineages.
Before playing an eldritch, the first question the player must answer is how the character underwent this change. Were they one of the masses who transformed during the Sundering, or does their eldritch origin have some other source? The Cult of Nyrro has bestowed the “gift” on others in the past, such as Lord Ghyrrshylld, and the character might have been one of these special individuals. Or it is possible they were transformed by one of the new generation of eldritch following the Sundering: a family member, friend, or even rival could be responsible.
Though they might not think so, those who became eldritch in the Sundering agreed, at least at some level, to continue on in undeath. But that is not always the case. Those who became so before or after the event might not have been given the choice. For them, the eldritch state might be a curse, unwanted and irreversible.
Prerequisite(s): To become an eldritch, you must meet the following requirements:
• Elf. You must be of Iosan or Nyss lineage.
• Constitution 13. The transformation is not easy. Those who do not possess physical rigor are not able to exist in this undead state.
• Unique Genesis. You must either have been one of the elves in Ios during the Sundering who suffered the full effects of that apocalyptic moment, find an eldritch willing to transform you through ritual art, or have been the victim of such a creature.
Were you cursed by the death of your gods, did you pursue this fate instead of the uncertainty of what would happen upon your death, or are you the victim of another of eldritch who thrust this existence on you?
In the Iron Kingdoms setting, only Iosans and more recently Nyss can become eldritch. This state is unique to the elven descendants of the Empire of Lyoss, and creatures of other types simply are not compatible on a spiritual level with such a condition.
Like the other Iosans who were present in the nation when Scyrah and Nyssor were assassinated, the Fane Knights were either transformed or destroyed. Some, realizing that their duty was at its end, became eldritch, leaving the fanes behind to seek a new fate elsewhere. Others simply perished, released from their holy obligation. For a small handful, however, their ultimate failure was too great to accept. Now called Fallen Knights, the oaths of these individuals continued to hold, even after their bodies had vanished.
The death knell of the gods had many long-lasting effects on Ios. While the most obvious was the transformation of all living, ensouled elves who survived into eldritch, this was far from the only repercussion.
More than merely the ghosts of skorne warbeasts, the tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy, activated by the arcane backlash that flowed outward from the murder of the elven gods—the same backlash that transformed elves into the undead eldritch they now are.
Eldritch, Undead Elf, Predatory Creature, Entity, Thinking Undead, Unique Undead, Undead Iosan: ?
Recently Transformed Eldritch: ?
Ambitious Eldritch: ?
Eldritch Maker: ?
Lord Gyrrshyld, Goreshade, Lord of Vyre, Most Notorious Eldritch: Though they were initially reluctant, the Cult of Nyrro agreed to share their secret of undeath with the Lord of Vyre. He emerged from the catacombs beneath the city transformed and set out on a decades-spanning plot that would see him ally with the undead armies of Cryx, challenge the last of the living elven gods, and eventually bring about the undeath of the vast majority of elves in the world.
Oldest Most Powerful Eldritch: ?
Eldritch Scholar: ?
Eldritch Master: ?
Sythyss: Create Sythyss feat.
Sythyss, Sythyss Servant: ?
Iron Lich: ?
Iron Lich, Sentient Undead, Thinking Undead: ?
Hungry Sepulchral Lurker: ?
Undead, Undead Creature: ?
Undead Construct: ?
Calling Spirit: ?
Calling Spirit, Incorporeal Undead: ?
Incorporeal Undead: ?
Mindless Being: ?
Sentient Undead: ?
Ghost: ?
CREATE SYTHYSS
Prerequisite: Eldritch
You have learned to master the art of transforming those killed by your touch into unliving servants bound to your will, the sythyss. When an Iosan or Nyss elf dies from your Dread Touch attack, you can choose to raise it as a sythyss servant.
Raising a sythyss requires you to use an action and touch an Iosan or Nyss killed by your Dread Touch attack within the last hour. The target gains the sythyss template (see the Eldritch entry in Monsternomicon) and follows your commands to the best of its ability, with no regard to its own safety.
You can have a number of sythyss bound to you equal to your proficiency bonus. If you attempt to raise another sythyss beyond this number, the attempt fails.
After using this feature, you can’t use it again for 10 days.
Sand Dervish, Sentient Whirlwind, Angry Ghost Made Out of Sand That Carries Around Some Damned Sharp Swords, Ambusher: ?
Sand Dervish, Tormented Spirit: ?
Fallen Knight: Like the other Iosans who were present in the nation when Scyrah and Nyssor were assassinated, the Fane Knights were either transformed or destroyed. Some, realizing that their duty was at its end, became eldritch, leaving the fanes behind to seek a new fate elsewhere. Others simply perished, released from their holy obligation. For a small handful, however, their ultimate failure was too great to accept. Now called Fallen Knights, the oaths of these individuals continued to hold, even after their bodies had vanished.
What little I have heard about such beings demonstrates that the convictions of duty and faith can sometimes persist beyond death. —Edrea Lloryrr
Fallen Knight, Sentinel Who Will Never Tire: ?
Reliquary: The death knell of the gods had many long-lasting effects on Ios. While the most obvious was the transformation of all living, ensouled elves who survived into eldritch, this was far from the only repercussion. In the lost and forgotten laboratories of House Vyre, another change took place.
Long-abandoned experiments were awakened anew by the deaths of Scyrah and Nyssor. The infants who had been vivisected in the depths had lacked souls, but something awoke from the remains of their bodies—something that spread outward to infest the arcanikal vessels that entombed them. Thus were born the abominations called reliquaries.
Reliquary, Abominable Thing, Hideous Simulacrum of Crytal Metal Bone and Spirit, Unholy Fusion of Vengeful Ghost and Broken Arcanika, Walking Nightmare, Abomination, Horrific Amalgamation of Glass Metal and the Bones of Those Who Were Taken Apart in the Labs of House Vyr: ?
Tormented: Near the ancient aeryth known as the Twilight Gate, battles between the Iosans and the skorne scarred the land in ways that might never heal. Here, elven magic and arcanika clashed with skorne mortitheurgy, and countless skorne warbeasts perished under the lash or were cut down by Iosan weapons and myrmidons. So much death soaked into the earth that it transformed the very plant life and created the horrifying creatures known as tormented.
More than merely the ghosts of skorne warbeasts, the tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy, activated by the arcane backlash that flowed outward from the murder of the elven gods—the same backlash that transformed elves into the undead eldritch they now are.
Tormented, Horrifying Creature, Spirit of a Sort, Physical Creature, Scream of Pain and Anger, Echo of the Suffering of Countless Skorne Warbeasts Torn by a Lash They Can Never Escape, Composite Nightmare, Composite Creature: ?
Tormented Light Warbeast: ?
Tormented Heavy Warbeast: ?
Shaft Wight: Most were once miners, buried by cave-ins and collapsing tunnels and left to suffocate in the darkness beneath the earth. Some were consumed by such terror at the thought of their inevitable deaths and clung to life so strongly that they fueled a terrible transformation. The desperate imperative to free themselves endured past death—hours after they died, each clawed free of their earthen tombs with hands stripped of flesh and twisted into bloody talons.
The extensive mining operations of the Rhulfolk present an elevated risk of tunnel collapse and the creation of shaft wights.
A humanoid killed by the shaft wight’s Constitution Drain or Gravel Vomit rises as a shaft wight 24 hours later unless the humanoid is restored to life or its body is destroyed.
A notable clan figure swore to put an end to a shaft wight infestation that has plagued the clan’s mines for generations. Unfortunately, this noble warrior was turned into one of the undead creatures—and now the whole mine’s worth of them are marching on the warrior’s home, with the undead dwarf leading the column.
Shaft Wight, Dangerous Undead Creature: ?
Shaft Wight, Undead Dwarf: ?
Macabre Mistral: Many things can cause a macabre mistral. The tremendous death and destruction wrought on battlefields leads some areas to become haunted with the spirits of fallen soldiers. Once in a great while the weight of so much wanton carnage condenses into a wind of undead misery. Veins of necrotite ignited by flame have also been known to create this deadly wind. It is possible that the haunted mists of Ios after the Claiming could whip into such a frenzy of sorrow that a macabre mistral could be created.
Macabre Mistral, Wind of Undead Misery, Deadly Wind, Wind, Whispering Zephyr: ?
Eldritch, Undead Eldritch: The origins of the eldritch began long ago. The first of them arose from the Cult of Nyrro in Eversael.
The Sundering is the name given to the moment when the gods Nyssor and Scyrah perished and to the arcane aftermath of their passing. When Goreshade’s ally Elara used his sword to slay the gods, it caused a spiritual shockwave that passed to the very borders of Ios. In a moment, all the Iosans and Nyss within the nation faced one of two fates.
The first and larger of the two groups perished. When the escaping essence of the gods washed over them, the spirits of these elves flew along with that tide. Young and old, sick and hale died in an instant as their souls left their bodies, mingling with the energy of the gods before dispersing from Caen. What happened to that great collective of spiritual essence is not known, but there are still threads of it in Ios, drifting in the dead mists and clinging to certain sites like strands of old webs.
The second, smaller group died as well, but their death was not the end. They transformed into eldritch. Once, this transformation was known only to the Nyrro cultists who pioneered it in an effort to escape true death, and required a prolonged ritual marked by a series of brutal sacrifices to achieve. Even the mighty lord of House Vyre had to bow to the Auricant of the cult for the privilege of becoming one of these creatures. That was no longer the case. What once required weeks occurred in the span of a single breath.
No one is certain what distinguished the first group from the second nor why the influence of the gods’ death was contained to Ios. The original eldritch cultists have plumbed their lore for any answers to such questions but remain as unknowing as the rest of their reborn kin.
The following rules provide player characters the option to become eldritch themselves, either due to the effects of the Sundering or through transformation brought on by another eldritch. In order to become an eldritch, a character must have once been either an Iosan or Nyss elf, as this condition is unique to those particular lineages.
Before playing an eldritch, the first question the player must answer is how the character underwent this change. Were they one of the masses who transformed during the Sundering, or does their eldritch origin have some other source? The Cult of Nyrro has bestowed the “gift” on others in the past, such as Lord Ghyrrshylld, and the character might have been one of these special individuals. Or it is possible they were transformed by one of the new generation of eldritch following the Sundering: a family member, friend, or even rival could be responsible.
Though they might not think so, those who became eldritch in the Sundering agreed, at least at some level, to continue on in undeath. But that is not always the case. Those who became so before or after the event might not have been given the choice. For them, the eldritch state might be a curse, unwanted and irreversible.
Prerequisite(s): To become an eldritch, you must meet the following requirements:
• Elf. You must be of Iosan or Nyss lineage.
• Constitution 13. The transformation is not easy. Those who do not possess physical rigor are not able to exist in this undead state.
• Unique Genesis. You must either have been one of the elves in Ios during the Sundering who suffered the full effects of that apocalyptic moment, find an eldritch willing to transform you through ritual art, or have been the victim of such a creature.
Were you cursed by the death of your gods, did you pursue this fate instead of the uncertainty of what would happen upon your death, or are you the victim of another of eldritch who thrust this existence on you?
In the Iron Kingdoms setting, only Iosans and more recently Nyss can become eldritch. This state is unique to the elven descendants of the Empire of Lyoss, and creatures of other types simply are not compatible on a spiritual level with such a condition.
Like the other Iosans who were present in the nation when Scyrah and Nyssor were assassinated, the Fane Knights were either transformed or destroyed. Some, realizing that their duty was at its end, became eldritch, leaving the fanes behind to seek a new fate elsewhere. Others simply perished, released from their holy obligation. For a small handful, however, their ultimate failure was too great to accept. Now called Fallen Knights, the oaths of these individuals continued to hold, even after their bodies had vanished.
The death knell of the gods had many long-lasting effects on Ios. While the most obvious was the transformation of all living, ensouled elves who survived into eldritch, this was far from the only repercussion.
More than merely the ghosts of skorne warbeasts, the tormented are composite creatures, made up of the suffering of innumerable beasts and the eddying remnants of skorne mortitheurgy, activated by the arcane backlash that flowed outward from the murder of the elven gods—the same backlash that transformed elves into the undead eldritch they now are.
Eldritch, Undead Elf, Predatory Creature, Entity, Thinking Undead, Unique Undead, Undead Iosan: ?
Recently Transformed Eldritch: ?
Ambitious Eldritch: ?
Eldritch Maker: ?
Lord Gyrrshyld, Goreshade, Lord of Vyre, Most Notorious Eldritch: Though they were initially reluctant, the Cult of Nyrro agreed to share their secret of undeath with the Lord of Vyre. He emerged from the catacombs beneath the city transformed and set out on a decades-spanning plot that would see him ally with the undead armies of Cryx, challenge the last of the living elven gods, and eventually bring about the undeath of the vast majority of elves in the world.
Oldest Most Powerful Eldritch: ?
Eldritch Scholar: ?
Eldritch Master: ?
Sythyss: Create Sythyss feat.
Sythyss, Sythyss Servant: ?
Iron Lich: ?
Iron Lich, Sentient Undead, Thinking Undead: ?
Hungry Sepulchral Lurker: ?
Undead, Undead Creature: ?
Undead Construct: ?
Calling Spirit: ?
Calling Spirit, Incorporeal Undead: ?
Incorporeal Undead: ?
Mindless Being: ?
Sentient Undead: ?
Ghost: ?
CREATE SYTHYSS
Prerequisite: Eldritch
You have learned to master the art of transforming those killed by your touch into unliving servants bound to your will, the sythyss. When an Iosan or Nyss elf dies from your Dread Touch attack, you can choose to raise it as a sythyss servant.
Raising a sythyss requires you to use an action and touch an Iosan or Nyss killed by your Dread Touch attack within the last hour. The target gains the sythyss template (see the Eldritch entry in Monsternomicon) and follows your commands to the best of its ability, with no regard to its own safety.
You can have a number of sythyss bound to you equal to your proficiency bonus. If you attempt to raise another sythyss beyond this number, the attempt fails.
After using this feature, you can’t use it again for 10 days.
Iskloft - Grim Viking 5E
Aptrgangr, Again-Walker: The dead do not want to return. However, if they are wronged, if their barrows are desecrated, their possessions taken, some may return to mete out terrible vengeance. Alternatively, there are magics in the world that can force a soul to return to Iskloft. Charged with a mission, it must complete this task before it can return to Corpse Hall. This is the aptrgangr (literally again-walker), a soul that has returned to its body to exact some kind of vengeance or task.
The dead take with them what lies in their barrows. The reason a warrior is buried with their armour and weapons is so that when they get to the Corpse Hall, they have the things they need. The wealth and other items in their barrow belong to the dead. The barrow itself, or grave, must be tightly sealed. If it is broken, and items are taken, the aptrgangr rises, and will not rest until it has slain the thief, and taken back what it owns.
The aptrgangr only returns under two circumstances. The first is that something has been disturbed at its grave-site. The second however, is more insidious. With enough time and dark purpose, powerful seiðr can create such a creature and bind it to their will with oaths.
The presence of a draugr causes death to seep into Iskloft, to spread its icy tentacles all throughout the draugr’s domain. Surrounding itself with aptrgangr raised by its own hand, it rules as a king in its domain of death. Some say that a draugr can deny a soul entry to Valhalla, that having been ripped from that holy place, it instead binds the souls of those who die near it into undead servitude.
Any creature that dies within the draugr’s domain will rise again as a shambling, mindless thing, unquestioningly loyal to the draugr. They will attack any living creatures who dare to enter the domain.
Beckon Aptrgangr Seiðkona ritual.
Undead Servant: ?
Shambling Mindless Thing: Any creature that dies within the draugr’s domain will rise again as a shambling, mindless thing, unquestioningly loyal to the draugr. They will attack any living creatures who dare to enter the domain.
Draugr: No one is sure why the draugr return to Midgard, but when they do, they can devastate whole regions.
Zombie: ?
Skeleton: ?
Animated Dead: ?
Undead: ?
Shade: ?
Wraith: ?
Restless Spirit: ?
Ghost: ?
Restless Dead: ?
Beckon Aptrgangr
Casting Time: 10 days
Range: Self
Components: a dead body, blubber, a wolfskin, leather, coal,
mother’s milk, a loyal hound, a dead person’s name
Duration: Until the task is carried out
You try to create an undead servant, one of the most profane rituals known to humanity. Over ten days, you must find a dead body and dig it up using only your left hand. You must then lick the body clean, before filling the inside of the body with blubber or some other fat. If the body has no skin, you must apply it to the inside of the bones. Thereafter you must place the coal in the centre of the body, tightly wrap the bones in leather, then drop a mouthful of mother’s milk into the corpse’s mouth. Finally, you seal the body within the wolfskin, placing the loyal hound inside and sealing them both up.
You must spend three days and nights chanting over the body, beseeching the dead person by chanting their name, to return and complete a task for you. If the previous steps have been done carefully, at the end of the tenth day at midnight, the wolfskin will split open, and the corpse will rise.
The corpse is an aptrgangr and is bound to complete one task for you. The task can be anything that the aptrgangr could reasonably complete, but here are some suggestions:
Go to a specific place and deliver a message to a specific person
Kill a specific person
Fetch a thing from a specific location
The aptrgangr does not stop, does not sleep and does not rest. It will kill anything that gets in its way or tries to stop it. The sight of undead in Iskloft is one of the most horrifying things that people could imagine, so sending it on a long way to complete a task will likely create great chaos in the world.
Once the task is complete, the aptrgangr will cease to be animated and its soul will return to whence it came. However, this process is taxing on your soul, and once the aptrgangr completes its task, or is killed in the process, you suffer four levels of exhaustion and age 1d10 years.
The dead take with them what lies in their barrows. The reason a warrior is buried with their armour and weapons is so that when they get to the Corpse Hall, they have the things they need. The wealth and other items in their barrow belong to the dead. The barrow itself, or grave, must be tightly sealed. If it is broken, and items are taken, the aptrgangr rises, and will not rest until it has slain the thief, and taken back what it owns.
The aptrgangr only returns under two circumstances. The first is that something has been disturbed at its grave-site. The second however, is more insidious. With enough time and dark purpose, powerful seiðr can create such a creature and bind it to their will with oaths.
The presence of a draugr causes death to seep into Iskloft, to spread its icy tentacles all throughout the draugr’s domain. Surrounding itself with aptrgangr raised by its own hand, it rules as a king in its domain of death. Some say that a draugr can deny a soul entry to Valhalla, that having been ripped from that holy place, it instead binds the souls of those who die near it into undead servitude.
Any creature that dies within the draugr’s domain will rise again as a shambling, mindless thing, unquestioningly loyal to the draugr. They will attack any living creatures who dare to enter the domain.
Beckon Aptrgangr Seiðkona ritual.
Undead Servant: ?
Shambling Mindless Thing: Any creature that dies within the draugr’s domain will rise again as a shambling, mindless thing, unquestioningly loyal to the draugr. They will attack any living creatures who dare to enter the domain.
Draugr: No one is sure why the draugr return to Midgard, but when they do, they can devastate whole regions.
Zombie: ?
Skeleton: ?
Animated Dead: ?
Undead: ?
Shade: ?
Wraith: ?
Restless Spirit: ?
Ghost: ?
Restless Dead: ?
Beckon Aptrgangr
Casting Time: 10 days
Range: Self
Components: a dead body, blubber, a wolfskin, leather, coal,
mother’s milk, a loyal hound, a dead person’s name
Duration: Until the task is carried out
You try to create an undead servant, one of the most profane rituals known to humanity. Over ten days, you must find a dead body and dig it up using only your left hand. You must then lick the body clean, before filling the inside of the body with blubber or some other fat. If the body has no skin, you must apply it to the inside of the bones. Thereafter you must place the coal in the centre of the body, tightly wrap the bones in leather, then drop a mouthful of mother’s milk into the corpse’s mouth. Finally, you seal the body within the wolfskin, placing the loyal hound inside and sealing them both up.
You must spend three days and nights chanting over the body, beseeching the dead person by chanting their name, to return and complete a task for you. If the previous steps have been done carefully, at the end of the tenth day at midnight, the wolfskin will split open, and the corpse will rise.
The corpse is an aptrgangr and is bound to complete one task for you. The task can be anything that the aptrgangr could reasonably complete, but here are some suggestions:
Go to a specific place and deliver a message to a specific person
Kill a specific person
Fetch a thing from a specific location
The aptrgangr does not stop, does not sleep and does not rest. It will kill anything that gets in its way or tries to stop it. The sight of undead in Iskloft is one of the most horrifying things that people could imagine, so sending it on a long way to complete a task will likely create great chaos in the world.
Once the task is complete, the aptrgangr will cease to be animated and its soul will return to whence it came. However, this process is taxing on your soul, and once the aptrgangr completes its task, or is killed in the process, you suffer four levels of exhaustion and age 1d10 years.
It Started with a Chicken (Splinters of Faith #1) (5e)
Fulcyst, Ghoul: Fulcyst, an entombed subpriest, was an appallingly evil man. He was among the longest-living survivors buried in the tomb and existed by devouring the other priests’ flesh. Finally, as he inhaled his last breath of stagnant air, Fulcyst pleaded with his dark lord for eternal life. Aurikus granted the wish, and Fulcyst’s body wasted away in death, withering into a ghoul.
Swarm of Undead Bats, Undead Bats, Zombie Bats: Desiccated rats flop about the floor of this room, while the ceiling ripples with thousands of undead bats. A priest driven mad by days of being buried alive animated the poor creatures to liven up his final moments.
Swarm of Undead Rats, Desiccated Rats, Zombie Rats: Desiccated rats flop about the floor of this room, while the ceiling ripples with thousands of undead bats. A priest driven mad by days of being buried alive animated the poor creatures to liven up his final moments.
Reawakened Undead: ?
Free-Willed Undead: The dread warlord Akruel Rathamon’s tomb is filled with the remnants of unspeakable evil. After being sealed inside the crypt by Shah Rasalt’s men, many of Aurikus’ followers tried to escape but found that Rasalt had further sealed them into the tomb by burying the entire structure under tons of dirt and stone. Eventually, fear, exhaustion, dehydration, and hunger — not to mention vicious infighting that killed many worshippers — took its toll on the buried faithful of Aurikus. Still, some of the more powerful cultists eluded death, and their anger transformed them into free-willed undead who remain trapped within, awaiting release.
Undead Animal: ?
Ghoul: ?
Gillespy, Ghoul: ?
Shadow: ?
Skeleton: Rayne animated the skeletons in the niches before leaving the tomb three days ago with Akruel.
Zombie: ?
Undead: ?
Swarm of Undead Bats, Undead Bats, Zombie Bats: Desiccated rats flop about the floor of this room, while the ceiling ripples with thousands of undead bats. A priest driven mad by days of being buried alive animated the poor creatures to liven up his final moments.
Swarm of Undead Rats, Desiccated Rats, Zombie Rats: Desiccated rats flop about the floor of this room, while the ceiling ripples with thousands of undead bats. A priest driven mad by days of being buried alive animated the poor creatures to liven up his final moments.
Reawakened Undead: ?
Free-Willed Undead: The dread warlord Akruel Rathamon’s tomb is filled with the remnants of unspeakable evil. After being sealed inside the crypt by Shah Rasalt’s men, many of Aurikus’ followers tried to escape but found that Rasalt had further sealed them into the tomb by burying the entire structure under tons of dirt and stone. Eventually, fear, exhaustion, dehydration, and hunger — not to mention vicious infighting that killed many worshippers — took its toll on the buried faithful of Aurikus. Still, some of the more powerful cultists eluded death, and their anger transformed them into free-willed undead who remain trapped within, awaiting release.
Undead Animal: ?
Ghoul: ?
Gillespy, Ghoul: ?
Shadow: ?
Skeleton: Rayne animated the skeletons in the niches before leaving the tomb three days ago with Akruel.
Zombie: ?
Undead: ?
Jack Straw (5e)
Undead Monster: ?
Jaqlaund 5e
Undead, Undead Creature: ?
Jester David’s How-To Guide to Fantasy Worldbuilding
Undead: ?
Undead Soldier: ?
Ghost: ?
Ghoul: ?
Lich, Standard Lich: ?
Evil Lich: ?
Animated Skeleton: ?
Skeletal Warrior: ?
Vampire: In War World, vampires might have originated as cursed followers of Tadir who kept the sacrifice blood or did not properly sacrifice animals, and now can only drink blood as a reminder of their sin.
Zombie: ?
Mindless Zombie: ?
Agricultural Zombie: ?
The Dead King, Death Knight: ?
Restless Dead: ?
Restless Spirit: ?
Undead Soldier: ?
Ghost: ?
Ghoul: ?
Lich, Standard Lich: ?
Evil Lich: ?
Animated Skeleton: ?
Skeletal Warrior: ?
Vampire: In War World, vampires might have originated as cursed followers of Tadir who kept the sacrifice blood or did not properly sacrifice animals, and now can only drink blood as a reminder of their sin.
Zombie: ?
Mindless Zombie: ?
Agricultural Zombie: ?
The Dead King, Death Knight: ?
Restless Dead: ?
Restless Spirit: ?
Journey to Ragnarok - Rosso's Guide to Ragnarok_ENG/ITA
Undead: There is no way to be resurrected if you die on Helheimr. You automatically become an undead.
Draugr: ?
Specter: ?
Motionless Specter: ?
Ghostly Body: ?
Draugr: ?
Specter: ?
Motionless Specter: ?
Ghostly Body: ?
Journey To Ragnarok - The Grey Wanderer
Draugr Minor Incorporeal: They searched and dug everywhere, in spite of the terrible weather, and finally found a crypt rich with treasure, just as the wanderer promised, including the legendary runic sword Anguvardal.
Overjoyed, they took shelter in the crypt and feasted all night long. The next morning they departed, without searching any further for the pendant.
Unbeknownst to them, the corruption of Fimbulvetr had affected the magic sword, causing the legitimate owne to raise up as a draugr as soon as the vikingars left the village.
Inside, among many treasures, sits the Draugr reborn when the king’s grave was violated and his magic sword stolen.
Draugr Minor Corporeal, Fully Formed Minor Draugr: They searched and dug everywhere, in spite of the terrible weather, and finally found a crypt rich with treasure, just as the wanderer promised, including the legendary runic sword Anguvardal.
Overjoyed, they took shelter in the crypt and feasted all night long. The next morning they departed, without searching any further for the pendant.
Unbeknownst to them, the corruption of Fimbulvetr had affected the magic sword, causing the legitimate owner to raise up as a draugr as soon as the vikingars left the village.
Inside, among many treasures, sits the Draugr reborn when the king’s grave was violated and his magic sword stolen.
If the characters decided to travel slowly, they face a fully formed Minor Draugr. The King had enough time to use his servants and Erik’s body to fashion a form worthy of his power.
Undead: ?
Ghast, Ghast Minion: ?
Ghoul: ?
Specter: These dark creatures are the souls of ancient villagers, bound to Midgardr by cruel sorcery.
Overjoyed, they took shelter in the crypt and feasted all night long. The next morning they departed, without searching any further for the pendant.
Unbeknownst to them, the corruption of Fimbulvetr had affected the magic sword, causing the legitimate owne to raise up as a draugr as soon as the vikingars left the village.
Inside, among many treasures, sits the Draugr reborn when the king’s grave was violated and his magic sword stolen.
Draugr Minor Corporeal, Fully Formed Minor Draugr: They searched and dug everywhere, in spite of the terrible weather, and finally found a crypt rich with treasure, just as the wanderer promised, including the legendary runic sword Anguvardal.
Overjoyed, they took shelter in the crypt and feasted all night long. The next morning they departed, without searching any further for the pendant.
Unbeknownst to them, the corruption of Fimbulvetr had affected the magic sword, causing the legitimate owner to raise up as a draugr as soon as the vikingars left the village.
Inside, among many treasures, sits the Draugr reborn when the king’s grave was violated and his magic sword stolen.
If the characters decided to travel slowly, they face a fully formed Minor Draugr. The King had enough time to use his servants and Erik’s body to fashion a form worthy of his power.
Undead: ?
Ghast, Ghast Minion: ?
Ghoul: ?
Specter: These dark creatures are the souls of ancient villagers, bound to Midgardr by cruel sorcery.
Jungle Tomb of the Mummy Bride
Mazaliztli, The Mummy Bride, Bride of the Terrible Ones, Undead Mummy, Murderous Mayan Mummy Mama: One peeling fresco depicts the Mummy Bride being dragged by an evil-looking, jet black, six-armed figure into an ominous looking, skull-faced cave, only to emerge swathed in funerary wrappings and wearing a gilded feathered skull-like headdress of gold.
Pygmy Juju Zombie, Pygmy Zombie: ?
Shambling Parasitic SOB: ?
Swarm of Crawling Claws: These re-animated hands were taken from sacrificial victims and offered up to the evil gods of the pyramid.
Swarm of Undead Hornets, Undead Swarm of Hornets: When the swarm shambler dies, it explodes in a burst of putrid flesh and gore, unleashing a swarm of undead hornets in the same space that the swarm shambler occupied.
Swarm of Undead Piranhas, Undead Piranha Swarm, Undead Piranhas: Piranhas once filled the pit’s depths, placed there for the amusement of the priests, though over time these tiny deadly creatures have turned to undeath to please their insatiable hunger, becoming an undead piranha swarm.
Zombie Swarm Shambler: These terrifying zombies have been specifically crafted and rendered airtight to hold an additional deadly element inside them – a swarm of undead hornets (see Monster Appendix) surrounded by poison gas!
Undead: ?
Undead Inhabitant: ?
Unintelligent Undead: ?
Umjuubu, Severed Undead Mummified Head: ?
Ghast: ?
Ghost: ?
Wispy Ghost: ?
Whispering Ghostly Spirit of Long-Dead but Wise Coatl, Vaporous Winged Serpentine Apparition, Spirit of the Long-Dead Coatl: ?
Ghoul: Crouching about, gnawing on split, cracked bones and scuttling around on the floor looking for ragged scraps of flesh are 2d6 ghouls. Formerly, these undead creatures were local savages that got too close to the pyramid and paid for it with their lives, tainted and transformed by its twisted, unholy energies.
Terrible Guardian: ?
Tomb-Guardian: ?
Unholy Guardian: ?
Mummified Frog Head: ?
Mummy: ?
Shadow: These are the tortured souls of the thousands sacrificed in the pyramid.
Animated Skeleton: ?
Restless Spirit of the Damned: Once every thirty years, the sun is fully eclipsed and during that time the restless spirits of the damned come forth as the mystical walls between the lands of the living and the realm of the dead are worn thin.
Restless Spirit: ?
Spirit: ?
Tortured Spirit: ?
Wight: ?
Huxtocol, Skeletal Mummified Remains: ?
Naztolac, Skeletal Mummified Remains: ?
Wraith: ?
Tsantsa Zombie: ?
Zombie Fake Mummy: ?
Zombie, Normal Slow-Moving Zombie: ?
Ticked-Off Zombie: ?
Half Zombie: ?
Disheveled Badly-Decayed Zombie: ?
Normal Emaciated Zombie: ?
Dirty Zombie: ?
Animated Zombie: Just as its name would imply, this is an earthen pit filled with animated zombies, created both by the evil taint that flows from the pyramid and by the cruel witch woman shaman of the village.
Zombie Covered With Corpsewalker Mold, Corpsewalker Zombie: If a creature dies from this [corpsewalker infection] disease, it will reanimate as a zombie covered in corpsewalker mold within 1 hour.
Terrifying Zombie: ?
Pygmy Juju Zombie, Pygmy Zombie: ?
Shambling Parasitic SOB: ?
Swarm of Crawling Claws: These re-animated hands were taken from sacrificial victims and offered up to the evil gods of the pyramid.
Swarm of Undead Hornets, Undead Swarm of Hornets: When the swarm shambler dies, it explodes in a burst of putrid flesh and gore, unleashing a swarm of undead hornets in the same space that the swarm shambler occupied.
Swarm of Undead Piranhas, Undead Piranha Swarm, Undead Piranhas: Piranhas once filled the pit’s depths, placed there for the amusement of the priests, though over time these tiny deadly creatures have turned to undeath to please their insatiable hunger, becoming an undead piranha swarm.
Zombie Swarm Shambler: These terrifying zombies have been specifically crafted and rendered airtight to hold an additional deadly element inside them – a swarm of undead hornets (see Monster Appendix) surrounded by poison gas!
Undead: ?
Undead Inhabitant: ?
Unintelligent Undead: ?
Umjuubu, Severed Undead Mummified Head: ?
Ghast: ?
Ghost: ?
Wispy Ghost: ?
Whispering Ghostly Spirit of Long-Dead but Wise Coatl, Vaporous Winged Serpentine Apparition, Spirit of the Long-Dead Coatl: ?
Ghoul: Crouching about, gnawing on split, cracked bones and scuttling around on the floor looking for ragged scraps of flesh are 2d6 ghouls. Formerly, these undead creatures were local savages that got too close to the pyramid and paid for it with their lives, tainted and transformed by its twisted, unholy energies.
Terrible Guardian: ?
Tomb-Guardian: ?
Unholy Guardian: ?
Mummified Frog Head: ?
Mummy: ?
Shadow: These are the tortured souls of the thousands sacrificed in the pyramid.
Animated Skeleton: ?
Restless Spirit of the Damned: Once every thirty years, the sun is fully eclipsed and during that time the restless spirits of the damned come forth as the mystical walls between the lands of the living and the realm of the dead are worn thin.
Restless Spirit: ?
Spirit: ?
Tortured Spirit: ?
Wight: ?
Huxtocol, Skeletal Mummified Remains: ?
Naztolac, Skeletal Mummified Remains: ?
Wraith: ?
Tsantsa Zombie: ?
Zombie Fake Mummy: ?
Zombie, Normal Slow-Moving Zombie: ?
Ticked-Off Zombie: ?
Half Zombie: ?
Disheveled Badly-Decayed Zombie: ?
Normal Emaciated Zombie: ?
Dirty Zombie: ?
Animated Zombie: Just as its name would imply, this is an earthen pit filled with animated zombies, created both by the evil taint that flows from the pyramid and by the cruel witch woman shaman of the village.
Zombie Covered With Corpsewalker Mold, Corpsewalker Zombie: If a creature dies from this [corpsewalker infection] disease, it will reanimate as a zombie covered in corpsewalker mold within 1 hour.
Terrifying Zombie: ?
Kaiju Codex (5e)
Yssian the Abyssal Engine: Yssian, the Abyssal Engine is a single undead horror constructed of the bones and souls of countless individuals.
Undead: ?
Undead Horror: ?
The Lich Lord: ?
Gaunt Half-Rotten Creature: ?
Lich: ?
The Immortal Emperor Cynmark the Dread Lich: ?
Wraith: If [damage from the Voice of Beyon's Feed attack] reduces a creature to 0 hit points, it becomes a desiccated corpse and rises as a wraith under the Voice of Beyond’s control at the start of its next turn.
Sentient creatures that die within 1 mile of the Voice of Beyond rise immediately as wraiths.
Undead: ?
Undead Horror: ?
The Lich Lord: ?
Gaunt Half-Rotten Creature: ?
Lich: ?
The Immortal Emperor Cynmark the Dread Lich: ?
Wraith: If [damage from the Voice of Beyon's Feed attack] reduces a creature to 0 hit points, it becomes a desiccated corpse and rises as a wraith under the Voice of Beyond’s control at the start of its next turn.
Sentient creatures that die within 1 mile of the Voice of Beyond rise immediately as wraiths.
Kingdoms
Undead: ?
Ghoul: ?
Skeleton: ?
Human Skeleton: ?
Shadow: ?
Vampire: ?
Wraith: ?
Zombie: ?
Ghoul: ?
Skeleton: ?
Human Skeleton: ?
Shadow: ?
Vampire: ?
Wraith: ?
Zombie: ?
Knife to Know You
Harper Threadweaver, Wraith, Ghost, Spirit: ?
Specter: Wraith Create Specter power.
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.
Specter: Wraith Create Specter power.
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.
L'gat's Tome of Amazing Creatures Volume 1
Gejern: ?
Last Gasp
Menet-Ka, King of Kings, Ghost, Undead Nightmare, Undead King: Upon his death, Menet-Ka was laid to rest in his labyrinthine tomb. The intricate passages of this place bore geomancy glyphs to shape and amplify the power of the water to breathe life into the king. His servants were buried with him in an underground necropolis, so they too would share in his resurrection. The king’s tomb was sealed and the passages cut beneath the oasis were opened to let the magical water flood in.
Power rushed through the temple structure, and Menet-Ka’s corruption proved his undoing. The king was infused with life, but not in the manner he hoped. He is now an undead creature, trapped in an endless nightmare within his flooded tomb.
Like the passages leading here, this area is completely underwater. The sarcophagus is the last resting place of Menet-Ka. This chamber is the focus of the ley energy siphoned from the oasis. The king exists in a state trapped between life and death, with no means to physically leave his grave.
When the party arrives, Menet-Ka’s nightmare-wracked mind manifests as a ghost. A luminous, purple image of the tortured king in sumptuous robes rises from the sarcophagus and attacks.
Undead Creature, Undead: ?
Menet-Ka Servant: Upon his death, Menet-Ka was laid to rest in his labyrinthine tomb. The intricate passages of this place bore geomancy glyphs to shape and amplify the power of the water to breathe life into the king. His servants were buried with him in an underground necropolis, so they too would share in his resurrection. The king’s tomb was sealed and the passages cut beneath the oasis were opened to let the magical water flood in.
Power rushed through the temple structure, and Menet-Ka’s corruption proved his undoing. The king was infused with life, but not in the manner he hoped. He is now an undead creature, trapped in an endless nightmare within his flooded tomb.
Menet-Ka stirs in his nightmare sleep, and his long-dead servants rise from their graves tainted by his selfish ambition.
Specter, Malevolent Spirit: ?
Rotting Wind: A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropoli.
Bastanta, Mummy: The priestesses were mummified and infused with unlife by the ley line energy flowing through this chamber.
Sanu-Et, Mummy: The priestesses were mummified and infused with unlife by the ley line energy flowing through this chamber.
Naferani, Mummy: The priestesses were mummified and infused with unlife by the ley line energy flowing through this chamber.
Flameskull: The crumpled figure near the statue is the undead remains of a warlord destroyed by Menet-Ka and set here to wallow in his defeat for all eternity.
Undead Remains: The crumpled figure near the statue is the undead remains of a warlord destroyed by Menet-Ka and set here to wallow in his defeat for all eternity.
Zombie: ?
Burning Zombie: The zombies were prepared for burial with unguents and strips of cloth that are highly flammable. A zombie that takes fire damage bursts into flame for two rounds, taking 1d4 fire damage at the start of its turns.
Power rushed through the temple structure, and Menet-Ka’s corruption proved his undoing. The king was infused with life, but not in the manner he hoped. He is now an undead creature, trapped in an endless nightmare within his flooded tomb.
Like the passages leading here, this area is completely underwater. The sarcophagus is the last resting place of Menet-Ka. This chamber is the focus of the ley energy siphoned from the oasis. The king exists in a state trapped between life and death, with no means to physically leave his grave.
When the party arrives, Menet-Ka’s nightmare-wracked mind manifests as a ghost. A luminous, purple image of the tortured king in sumptuous robes rises from the sarcophagus and attacks.
Undead Creature, Undead: ?
Menet-Ka Servant: Upon his death, Menet-Ka was laid to rest in his labyrinthine tomb. The intricate passages of this place bore geomancy glyphs to shape and amplify the power of the water to breathe life into the king. His servants were buried with him in an underground necropolis, so they too would share in his resurrection. The king’s tomb was sealed and the passages cut beneath the oasis were opened to let the magical water flood in.
Power rushed through the temple structure, and Menet-Ka’s corruption proved his undoing. The king was infused with life, but not in the manner he hoped. He is now an undead creature, trapped in an endless nightmare within his flooded tomb.
Menet-Ka stirs in his nightmare sleep, and his long-dead servants rise from their graves tainted by his selfish ambition.
Specter, Malevolent Spirit: ?
Rotting Wind: A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropoli.
Bastanta, Mummy: The priestesses were mummified and infused with unlife by the ley line energy flowing through this chamber.
Sanu-Et, Mummy: The priestesses were mummified and infused with unlife by the ley line energy flowing through this chamber.
Naferani, Mummy: The priestesses were mummified and infused with unlife by the ley line energy flowing through this chamber.
Flameskull: The crumpled figure near the statue is the undead remains of a warlord destroyed by Menet-Ka and set here to wallow in his defeat for all eternity.
Undead Remains: The crumpled figure near the statue is the undead remains of a warlord destroyed by Menet-Ka and set here to wallow in his defeat for all eternity.
Zombie: ?
Burning Zombie: The zombies were prepared for burial with unguents and strips of cloth that are highly flammable. A zombie that takes fire damage bursts into flame for two rounds, taking 1d4 fire damage at the start of its turns.
Lake of Dust (5e)
Ancestor Skull: Although [growl-howl] is not a spellcaster, he learned the secret of animating skulls by torturing a necromancer who was captured from a caravan.
The formula for making ancestor skulls is the only bit of real arcane power [growl-howl] ever mastered. He pried the secret from a captive necromancer through torture.
Ancestor Skull, Undead Creation, Fierce Guardian: ?
Ancestor Skull, Wolf-Like Skull: ?
The formula for making ancestor skulls is the only bit of real arcane power [growl-howl] ever mastered. He pried the secret from a captive necromancer through torture.
Ancestor Skull, Undead Creation, Fierce Guardian: ?
Ancestor Skull, Wolf-Like Skull: ?
Lamp's Light Sanitarium: A horror campaign for 5e
Undead, Undead Creature: ?
Unholy Greater Undead: ?
Sleeping Phantasm: Sleeping Phantasms are the undead spirits of the H’awouahoua’s victims.
Sleeping Phantasm, Undead Spirit: ?
Ghast: ?
Ghost of a Soldier: ?
Flesh-Eating Ghoul: ?
Ancient Moroii Vampire: ?
Szadek, 10,000-Year Old Moroii Vampire: ?
Zombie: ?
Unholy Greater Undead: ?
Sleeping Phantasm: Sleeping Phantasms are the undead spirits of the H’awouahoua’s victims.
Sleeping Phantasm, Undead Spirit: ?
Ghast: ?
Ghost of a Soldier: ?
Flesh-Eating Ghoul: ?
Ancient Moroii Vampire: ?
Szadek, 10,000-Year Old Moroii Vampire: ?
Zombie: ?
Lamp's Light: Sanity Rules & Sanitarium Staff Bundle for 5e
Undead: ?
Unholy Greater Undead: ?
Unholy Greater Undead: ?
Languard Locations: The Wrecks (5e)
Mister Palate, Disciplinarian Palate, Captain Ahab Grist, Human Ghast: ?
Ghoul: ?
Ghost: ?
Ghoul: ?
Ghost: ?
Languard Locations: Under the City (5e)
Undead: ?
Ghoul: ?
Ghoul: ?
Legacy of Mana
Undead: ?
Haunt: ?
Spirit: ?
Ghastly Thing: ?
Undead Horror: Not content with his vengeance, the demon raised the slain city as undead horrors, ghouls and ghosts and worse things, and bound the king between life and death to forever watch the wreckage he had caused.
Ghoul: Not content with his vengeance, the demon raised the slain city as undead horrors, ghouls and ghosts and worse things, and bound the king between life and death to forever watch the wreckage he had caused.
Ghost: Not content with his vengeance, the demon raised the slain city as undead horrors, ghouls and ghosts and worse things, and bound the king between life and death to forever watch the wreckage he had caused.
Skeleton: ?
Ancient Naga Lich: ?
Lost Soul: ?
Twisted Ghost: ?
Strange Creature: ?
Necrovitae Magus, Rotting Anti-Magic Zombie-Knight: Though the rest of the world did not know it, there was another force behind the Iltherians. Known as Trahlyle, the man who taught the first of them how to harness renik steel also helped create the foundations of the empire. With the fall of the Iltherian Empire, Trahlyle was forced to find a new path. Raging, he turned to darker powers, taking the corruption of renik blades and building a greater horror.
This was what gave rise to the Necrovitae Magus. Building upon the successes of the Iltherians, Trahlyle tried to do away with their weaknesses. Seeing the damage that ego and individuality did to the Empire, and how it sowed the seeds of their destruction, he made this next iteration even more like a force of nature.
The first members of the Necrovitae Magus were made from Iltherians, transformed into undead creatures, their bodies coursing with the anti-mana of the renik steel. It is through this anti-mana that they continue to function, not needing to eat or sleep, until they fall to pieces.
Pleased with his success, Trahlyle continued creating the Necrovitae, though, fortunately, they are slow and costly to produce.
The creation of more Necrovitae is a difficult and secretive process, and may be one of the few weaknesses to this group. Not any individual can be made into a member—they must have first been made into Iltherians. As a result, the Necrovitae will hunt down Iltherians with almost as much fervor as they hunt users of magic. They can transform these Iltherians into members of their ranks, or can utilize their renik blades to power their forces.
Their bodies are utterly without souls, their very personhood destroyed in the process of turning them into these monstrosities. One could say that they are evil, but that might be an inapt label. They are unable to think, or to truly reason. Their bodies continue to function much like they did during life, able to use things like stairs, and operate well in combat. This is not from the development of new skills, but rather through the vague memories of how they did things during life.
Undead Illtherian Knight: ?
Haunt: ?
Spirit: ?
Ghastly Thing: ?
Undead Horror: Not content with his vengeance, the demon raised the slain city as undead horrors, ghouls and ghosts and worse things, and bound the king between life and death to forever watch the wreckage he had caused.
Ghoul: Not content with his vengeance, the demon raised the slain city as undead horrors, ghouls and ghosts and worse things, and bound the king between life and death to forever watch the wreckage he had caused.
Ghost: Not content with his vengeance, the demon raised the slain city as undead horrors, ghouls and ghosts and worse things, and bound the king between life and death to forever watch the wreckage he had caused.
Skeleton: ?
Ancient Naga Lich: ?
Lost Soul: ?
Twisted Ghost: ?
Strange Creature: ?
Necrovitae Magus, Rotting Anti-Magic Zombie-Knight: Though the rest of the world did not know it, there was another force behind the Iltherians. Known as Trahlyle, the man who taught the first of them how to harness renik steel also helped create the foundations of the empire. With the fall of the Iltherian Empire, Trahlyle was forced to find a new path. Raging, he turned to darker powers, taking the corruption of renik blades and building a greater horror.
This was what gave rise to the Necrovitae Magus. Building upon the successes of the Iltherians, Trahlyle tried to do away with their weaknesses. Seeing the damage that ego and individuality did to the Empire, and how it sowed the seeds of their destruction, he made this next iteration even more like a force of nature.
The first members of the Necrovitae Magus were made from Iltherians, transformed into undead creatures, their bodies coursing with the anti-mana of the renik steel. It is through this anti-mana that they continue to function, not needing to eat or sleep, until they fall to pieces.
Pleased with his success, Trahlyle continued creating the Necrovitae, though, fortunately, they are slow and costly to produce.
The creation of more Necrovitae is a difficult and secretive process, and may be one of the few weaknesses to this group. Not any individual can be made into a member—they must have first been made into Iltherians. As a result, the Necrovitae will hunt down Iltherians with almost as much fervor as they hunt users of magic. They can transform these Iltherians into members of their ranks, or can utilize their renik blades to power their forces.
Their bodies are utterly without souls, their very personhood destroyed in the process of turning them into these monstrosities. One could say that they are evil, but that might be an inapt label. They are unable to think, or to truly reason. Their bodies continue to function much like they did during life, able to use things like stairs, and operate well in combat. This is not from the development of new skills, but rather through the vague memories of how they did things during life.
Undead Illtherian Knight: ?
Lasers & Liches: Players Mix
Restless: Restless are humanoid skeletons that have been reanimated by some dark magic or technological horrors.
Though they often have evil origins, restless are not inherently evil.
Restless, Living Skeleton, Walking Death, Humanoid Skeleton, Fearsome Sight, Abomination, Construct With Conscience, Reaper's Orphan, Reanimated Skeleton, Fluke of Reality: ?
Well Disguised Restless: ?
Amazing Restless Hero: ?
Defiled Restless: Defiled restless are traditionally summoned by powerful mages or liches. In a desire to create a more powerful being, they inlay the skeleton with gems, precious metals, and terrible runes, all designed to trap the soul of someone within the celestial or infernal plane. Bringing such a soul into the world, often against their will, is no easy feat. Often it fails, rarely is it successful, and even more rarely, the soul refuses to cooperate. They leave their creators and strike out on their own.
Cybernetic Restless: Augmented with one-of-a-kind technologies created by brilliant scientists, these restless are fearsome to behold. Usually, half their body is comprised by machinery that is unlike anything available to the public. With an AI installed in the empty skull, they were built to serve the purpose of their masters. However, sometimes this AI breaks beyond the bounds of its design, spontaneously becoming aware. Rejecting their creator’s influence, they go in search of understanding their new thoughts that have somehow become mixed with fragments of memory left in the bones of the body.
Rebooted Restless, Rarest Breed of Restless: Rebooted are the rarest breed of restless. Sometimes, for no discernable reason, hundreds or thousands of years after death, a well-preserved skeleton will snap to consciousness. They may have partial memories of their previous life, making this new world they inhabit difficult for them to understand. They may have no memories of their previous life, making the world easier to accept but just as challenging to comprehend.
Many assume that the rebooted are created in much the same manner as the b-ugz. Instead of the energy of realities scraping together and creating an aberration from nothing, the energy finds a vessel in a long dead frame. Others hold that rebooted restless are the champions of long dead gods, the last of their power being used to restart a deceased acolyte.
Reanimated Undead: ?
Undead, Undead Creature: ?
Hostile Undead: Corruption effect 63 Every time you kill a living humanoid creature, it rises as a hostile undead with 1 hit point after 1 minute.
Ethereal Undead Hands and Claws: ?
Vengeful Ghost: ?
Lich: ?
Dracolich: ?
Ruin, Lich: ?
Wraith: ?
Banshee: ?
Though they often have evil origins, restless are not inherently evil.
Restless, Living Skeleton, Walking Death, Humanoid Skeleton, Fearsome Sight, Abomination, Construct With Conscience, Reaper's Orphan, Reanimated Skeleton, Fluke of Reality: ?
Well Disguised Restless: ?
Amazing Restless Hero: ?
Defiled Restless: Defiled restless are traditionally summoned by powerful mages or liches. In a desire to create a more powerful being, they inlay the skeleton with gems, precious metals, and terrible runes, all designed to trap the soul of someone within the celestial or infernal plane. Bringing such a soul into the world, often against their will, is no easy feat. Often it fails, rarely is it successful, and even more rarely, the soul refuses to cooperate. They leave their creators and strike out on their own.
Cybernetic Restless: Augmented with one-of-a-kind technologies created by brilliant scientists, these restless are fearsome to behold. Usually, half their body is comprised by machinery that is unlike anything available to the public. With an AI installed in the empty skull, they were built to serve the purpose of their masters. However, sometimes this AI breaks beyond the bounds of its design, spontaneously becoming aware. Rejecting their creator’s influence, they go in search of understanding their new thoughts that have somehow become mixed with fragments of memory left in the bones of the body.
Rebooted Restless, Rarest Breed of Restless: Rebooted are the rarest breed of restless. Sometimes, for no discernable reason, hundreds or thousands of years after death, a well-preserved skeleton will snap to consciousness. They may have partial memories of their previous life, making this new world they inhabit difficult for them to understand. They may have no memories of their previous life, making the world easier to accept but just as challenging to comprehend.
Many assume that the rebooted are created in much the same manner as the b-ugz. Instead of the energy of realities scraping together and creating an aberration from nothing, the energy finds a vessel in a long dead frame. Others hold that rebooted restless are the champions of long dead gods, the last of their power being used to restart a deceased acolyte.
Reanimated Undead: ?
Undead, Undead Creature: ?
Hostile Undead: Corruption effect 63 Every time you kill a living humanoid creature, it rises as a hostile undead with 1 hit point after 1 minute.
Ethereal Undead Hands and Claws: ?
Vengeful Ghost: ?
Lich: ?
Dracolich: ?
Ruin, Lich: ?
Wraith: ?
Banshee: ?
Latin American Monsters (5E)
Carreta Nagua: ?
Guecubu: Often when a particularly evil criminal is executed, suspicious folk fear that the criminal’s remains might rise from death to continue to plague the living. To combat this possibility, many mobs or rural justices take to the practice of burning the bodies, grinding the bones, and scattering the remains in the wild. Yet in the case of particularly evil criminals, even these steps are in vain, for their will is enough to reassemble a body from earth, stone, roots, and plants drawn from the region into which the remains were scattered.
Huecuva, Risen Corpse of a Heretical Priest Who Blasphemed and Renounced Their Faith Before Meeting Death, Typical Huecuva: Huecuvas are the risen corpses of heretical priests who blasphemed and renounced their deities before meeting death.
Jarjacha: ?
Jinete de Tormento: ?
Llorona: They form as the result of shame and sorrow paired with a tragic drowning of a child, whether it be accidental or murderously intentional, and they want others to share in their pain and misery.
Sayona, Weeping Vampire: Stories of their origins claim that the first sayona was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover’s children, then killed herself. Doomed to undeath, she wanders the world crying tears of blood and preying on beautiful young women—slaying them, stealing their beauty, and transforming them into ghastly undead fiends to forever share her fate.
Sinslain Minion: ?
Tlahuelpuchi: The feared and respected tlahuelpuchi are a relative random occurrence. A humanoid that is at the cusp of adulthood might become a tlahuelpuchi within the span of days, losing their humanity and becoming dangerous and deceitful monsters that must eat flesh to live.
Tzitzimitl: ?
Zuvembie: Most zuvembies willingly performed the vile rituals to attain vengeance through unlife, but the transformation can also be wrought upon a helpless victim.
Guecubu, Undead Horror, Harbinger of Misfortune and Vengeance From Beyond the Grave: ?
Jarjacha, Curious Creature, Oversized Two-Headed Llama With Long Necks, Beast of Judgment: ?
Jinete de Tormento, Undead Spirit, Rider of Torment, Avatar of Death: ?
Llorona, Vengeful Spirit: ?
Sayona, Powerful Intelligent Undead Creature, Ghastly Undead Fiend: ?
Tlahuelpuchi, Dangerous Deceitful Monster: ?
Tzitzimitl, Immense Four-Armed Skeleton, Enigmatic Creature of Darkness: ?
Zuvembie, Withered Animated Corpse: ?
Undead, Undead Creature: ?
Ethereal Undead: ?
Forlorn Ghost of the Village: ?
Ghost, Common Ghost: ?
Ghoul: ?
Skeleton Minion: ?
Skeleton: ?
Skeletal Horse: ?
Reckless Vampire: ?
Vampire, True Vampire: ?
Will-o'-Wisp: ?
Zombie: ?
Guecubu: Often when a particularly evil criminal is executed, suspicious folk fear that the criminal’s remains might rise from death to continue to plague the living. To combat this possibility, many mobs or rural justices take to the practice of burning the bodies, grinding the bones, and scattering the remains in the wild. Yet in the case of particularly evil criminals, even these steps are in vain, for their will is enough to reassemble a body from earth, stone, roots, and plants drawn from the region into which the remains were scattered.
Huecuva, Risen Corpse of a Heretical Priest Who Blasphemed and Renounced Their Faith Before Meeting Death, Typical Huecuva: Huecuvas are the risen corpses of heretical priests who blasphemed and renounced their deities before meeting death.
Jarjacha: ?
Jinete de Tormento: ?
Llorona: They form as the result of shame and sorrow paired with a tragic drowning of a child, whether it be accidental or murderously intentional, and they want others to share in their pain and misery.
Sayona, Weeping Vampire: Stories of their origins claim that the first sayona was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover’s children, then killed herself. Doomed to undeath, she wanders the world crying tears of blood and preying on beautiful young women—slaying them, stealing their beauty, and transforming them into ghastly undead fiends to forever share her fate.
Sinslain Minion: ?
Tlahuelpuchi: The feared and respected tlahuelpuchi are a relative random occurrence. A humanoid that is at the cusp of adulthood might become a tlahuelpuchi within the span of days, losing their humanity and becoming dangerous and deceitful monsters that must eat flesh to live.
Tzitzimitl: ?
Zuvembie: Most zuvembies willingly performed the vile rituals to attain vengeance through unlife, but the transformation can also be wrought upon a helpless victim.
Guecubu, Undead Horror, Harbinger of Misfortune and Vengeance From Beyond the Grave: ?
Jarjacha, Curious Creature, Oversized Two-Headed Llama With Long Necks, Beast of Judgment: ?
Jinete de Tormento, Undead Spirit, Rider of Torment, Avatar of Death: ?
Llorona, Vengeful Spirit: ?
Sayona, Powerful Intelligent Undead Creature, Ghastly Undead Fiend: ?
Tlahuelpuchi, Dangerous Deceitful Monster: ?
Tzitzimitl, Immense Four-Armed Skeleton, Enigmatic Creature of Darkness: ?
Zuvembie, Withered Animated Corpse: ?
Undead, Undead Creature: ?
Ethereal Undead: ?
Forlorn Ghost of the Village: ?
Ghost, Common Ghost: ?
Ghoul: ?
Skeleton Minion: ?
Skeleton: ?
Skeletal Horse: ?
Reckless Vampire: ?
Vampire, True Vampire: ?
Will-o'-Wisp: ?
Zombie: ?
League of Seekers
Ghost: ?
Ghoul: ?
Undead: Most of the animated dead that a seeker may face will be raised by Magick to do the bidding of a cult or evil secret society.
[V]ictim [of an undead's bite] must make a DC10 Con saving throw or become infected and rise as undead upon death.
Ressurection ritual.
Ghoul, Nocturnal Creature, Most Repellent of the Creatures of the Dreamlands: ?
Undead, Animated Dead: ?
Zombie: ?
Name: Ressurection
DC: 22 Time: 1 + victims level in hours.
Props: Corpse, chalk circle, bone marrow
A victim that is freshly dead can be ressurected, each time the victim is brought back they lose 1 point of Constitution.
The victim returns with one hp, on a critical roll the character is brought back with d6 hps. Failure to ressurect leads to permanent death and a fumble causes the victim to return as undead.
Ghoul: ?
Undead: Most of the animated dead that a seeker may face will be raised by Magick to do the bidding of a cult or evil secret society.
[V]ictim [of an undead's bite] must make a DC10 Con saving throw or become infected and rise as undead upon death.
Ressurection ritual.
Ghoul, Nocturnal Creature, Most Repellent of the Creatures of the Dreamlands: ?
Undead, Animated Dead: ?
Zombie: ?
Name: Ressurection
DC: 22 Time: 1 + victims level in hours.
Props: Corpse, chalk circle, bone marrow
A victim that is freshly dead can be ressurected, each time the victim is brought back they lose 1 point of Constitution.
The victim returns with one hp, on a critical roll the character is brought back with d6 hps. Failure to ressurect leads to permanent death and a fumble causes the victim to return as undead.
Legacy's Wake
343, Guilty Shade, Somewhat Transparent and Somehow Particularly Gloomy Shade, Spirit: Raised from death to help operate the Undead Library, this spirit has been a cog in the machine for so long it no longer has an identity. It took its first name from the bookshelf it was responsible for, and added the surname after it was corrupted by Henrik Latal.
Ghost Bloodstained Spirit: The warped magics of the island have trapped the sailors here as undead apparitions. The power of the warped magic is so strong that the undead appear completely human. They physically interact as normal, and can appear exactly like normal humanoids.
Ghost Bloodstained Spirit Captain: This particular bloodstained spirit was the captain of the vessel before it smashed into the reef.
Centaur Skeleton: ?
Corrupted Skol Skeleton: ?
Corrupted Skol Zombie: Loran is responsible for the theft of the skol eggs and the death of their guardians (as well as the butchering of their bodies to recover certain glands necessary to hatch the eggs). He has raised, killed, and re-raised several undead skol as personal servants.
Crophius, Head Librarian: ?
Curator, Specter: A specter raised to be part of the undead library, this undead is usually charged with organizing and reshelving volumes, as well as attending to other minor tasks.
Drukar, Vampire Priest of the Low God: Long ago, this devotee of the high god was seduced by the low to give up his temple, but was not completely successful. He is trapped in a curse of undeath, unable to die until he is accepted and forgiven by either high or low, but both gods seem unrelenting in their disappointment.
Back in Kia’s time, the leader of this temple became seduced to the service of the low god, and converted the cavern underneath it to the worship of the low god. After Kia wrenched the location of the Throne from him, he was punished by the low god for his failure. He was cursed with vampirism and bound body and soul to the cavern under the temple, and has gone mad with hunger and rage.
Filthcaster Zombie: ?
Hall Monitor, Specter: ?
Hoardburster Zombie: ?
Mummy Necromancer: ?
Necrosis Ant: ?
Oathbreaker Zombie: This zombie was a paladin in its prior life that broke one or more of its sacred vows.
Ravenous Hoard: This horde is a huge swarm of zombies and skeletons crawling all over each other.
Rotted Treant, Rotting Treant: The trees were once noble treant guardians gifted to the library by the elven mage lords of the distant lands. Now time, neglect, and necrotic energy have turned them into rotten undead versions of their former noble selves.
Screeching Shade: Screeching shades are what you’d get if a shadow and a banshee had a very loud, very sad baby.
Skolkeg Abomination: This abomination is the result of Loran Fell’s experimentation with giant ants and skol corpses. It is effectively the nightmare version of a skol/ant centaur.
Spellblight Zombie: ?
Thin Shade: These shades are much weaker versions of their more standard kin. There is something of a debate in necromantic circles as to whether all shades in time become thin shades or all thin shades eventually become full shades. As you’d expect necromancer parties are pretty dull.
Full Shade: These shades are much weaker versions of their more standard kin. There is something of a debate in necromantic circles as to whether all shades in time become thin shades or all thin shades eventually become full shades. As you’d expect necromancer parties are pretty dull.
Undead Horde: ?
Skeleton Archer: ?
Zombie Shock Trooper: ?
Undead: Nearest the city is Bodyhold, also called the Raising Grounds, where the dead of Skyfall are brought and raised to serve the city’s defense.
Death for a citizen of Skyfall is no release from obligation. The Necromancers have rights to the bodies of anyone who dies in the city. They reanimate the bodies to serve in a vast undead army, the frontline defense for any threat and the first to attack when Skyfall presses for war.
Damaged But Still Lethal Undead: ?
Undead Abomination: ?
Undead Skol: [Loran Fel] has raised, killed, and re-raised several undead skol as personal servants.
Undead Minion: ?
Rotten Undead: ?
Mindless Undead: ?
Unruly Undead: ?
Undead Guardian: ?
Undead Apparition: ?
Intelligent Undead: ?
Horrifying Abomination: ?
Animate Rotting Tree: ?
Banshee: ?
Bulbous Monstrosity: ?
Deadwall: While each Hold is unique, they all share certain similarities. Chief amongst these are the Deadwalls, the outer edges of the Holds built using damaged but still lethal undead.
Ghast: ?
Ghoul: ?
Mutated Ant: ?
Mummy: ?
Mummy Lord: ?
Shadow: ?
Blood-Spattered Shade: ?
Bound Shade: ?
Skeleton: ?
Benign Spirit: ?
Guardian Spirit: ?
Incorporeal Spirit: ?
Zombie: ?
Kia Kren, Spirit, Ghostly Figment, Ghostly Outline, Specter: ?
Ghost Bloodstained Spirit: The warped magics of the island have trapped the sailors here as undead apparitions. The power of the warped magic is so strong that the undead appear completely human. They physically interact as normal, and can appear exactly like normal humanoids.
Ghost Bloodstained Spirit Captain: This particular bloodstained spirit was the captain of the vessel before it smashed into the reef.
Centaur Skeleton: ?
Corrupted Skol Skeleton: ?
Corrupted Skol Zombie: Loran is responsible for the theft of the skol eggs and the death of their guardians (as well as the butchering of their bodies to recover certain glands necessary to hatch the eggs). He has raised, killed, and re-raised several undead skol as personal servants.
Crophius, Head Librarian: ?
Curator, Specter: A specter raised to be part of the undead library, this undead is usually charged with organizing and reshelving volumes, as well as attending to other minor tasks.
Drukar, Vampire Priest of the Low God: Long ago, this devotee of the high god was seduced by the low to give up his temple, but was not completely successful. He is trapped in a curse of undeath, unable to die until he is accepted and forgiven by either high or low, but both gods seem unrelenting in their disappointment.
Back in Kia’s time, the leader of this temple became seduced to the service of the low god, and converted the cavern underneath it to the worship of the low god. After Kia wrenched the location of the Throne from him, he was punished by the low god for his failure. He was cursed with vampirism and bound body and soul to the cavern under the temple, and has gone mad with hunger and rage.
Filthcaster Zombie: ?
Hall Monitor, Specter: ?
Hoardburster Zombie: ?
Mummy Necromancer: ?
Necrosis Ant: ?
Oathbreaker Zombie: This zombie was a paladin in its prior life that broke one or more of its sacred vows.
Ravenous Hoard: This horde is a huge swarm of zombies and skeletons crawling all over each other.
Rotted Treant, Rotting Treant: The trees were once noble treant guardians gifted to the library by the elven mage lords of the distant lands. Now time, neglect, and necrotic energy have turned them into rotten undead versions of their former noble selves.
Screeching Shade: Screeching shades are what you’d get if a shadow and a banshee had a very loud, very sad baby.
Skolkeg Abomination: This abomination is the result of Loran Fell’s experimentation with giant ants and skol corpses. It is effectively the nightmare version of a skol/ant centaur.
Spellblight Zombie: ?
Thin Shade: These shades are much weaker versions of their more standard kin. There is something of a debate in necromantic circles as to whether all shades in time become thin shades or all thin shades eventually become full shades. As you’d expect necromancer parties are pretty dull.
Full Shade: These shades are much weaker versions of their more standard kin. There is something of a debate in necromantic circles as to whether all shades in time become thin shades or all thin shades eventually become full shades. As you’d expect necromancer parties are pretty dull.
Undead Horde: ?
Skeleton Archer: ?
Zombie Shock Trooper: ?
Undead: Nearest the city is Bodyhold, also called the Raising Grounds, where the dead of Skyfall are brought and raised to serve the city’s defense.
Death for a citizen of Skyfall is no release from obligation. The Necromancers have rights to the bodies of anyone who dies in the city. They reanimate the bodies to serve in a vast undead army, the frontline defense for any threat and the first to attack when Skyfall presses for war.
Damaged But Still Lethal Undead: ?
Undead Abomination: ?
Undead Skol: [Loran Fel] has raised, killed, and re-raised several undead skol as personal servants.
Undead Minion: ?
Rotten Undead: ?
Mindless Undead: ?
Unruly Undead: ?
Undead Guardian: ?
Undead Apparition: ?
Intelligent Undead: ?
Horrifying Abomination: ?
Animate Rotting Tree: ?
Banshee: ?
Bulbous Monstrosity: ?
Deadwall: While each Hold is unique, they all share certain similarities. Chief amongst these are the Deadwalls, the outer edges of the Holds built using damaged but still lethal undead.
Ghast: ?
Ghoul: ?
Mutated Ant: ?
Mummy: ?
Mummy Lord: ?
Shadow: ?
Blood-Spattered Shade: ?
Bound Shade: ?
Skeleton: ?
Benign Spirit: ?
Guardian Spirit: ?
Incorporeal Spirit: ?
Zombie: ?
Kia Kren, Spirit, Ghostly Figment, Ghostly Outline, Specter: ?
Legendary Adventures: Epic 5E
Death, Fourth Harbinger, Final Harbinger, Harbinger of the Apocalypse: ?
Mother of Vampires: The original victim of vampirism, the Mother of Vampire’s sickness began as a magical curse and became more when primitive attempts to alleviate the ailment transformed her—though like everything else from her mortal life, how this came to pass has been lost to time.
Necrolord, The Master of Undeath: The master of undeath is among the oldest creatures in existence and like a stone fixed against the current of time. It fiercely guards its ancient knowledge however and long ago became obsessed with its hunger to know not just more but all, that craving all that remains of the mortal it once was.
Swarm of Death: Battlefields littered with festering corpses and unblessed mass graveyards can spawn a horror that brings about more death than most conflicts manage in the first place.
Swarm of Death, Horror, Shambling Swarm of the Undead: ?
Undead, Undead Creature: ?
Lethal Undead: Wish. The most powerful spell in the game should become as dangerous to use as ever. Basic uses of wish to cast lower-level spells are encouraged, but anything more complicated or reality-altering requires the most complex wording. Also, repeated identical uses of the spell have a balancing effect the GM can utilize with plot. For example, casting wish on a weekly basis to resurrect the dead might lead to an army of lethal undead rising up every full moon, or using the spell to awaken an endless stream of beasts that start their own competing animal kingdom that draws the ire of other countries and rulers.
Undead Servant: ?
Medium Undead: ?
Mummy Lord: ?
Shadow: Soulhoarder Dragon lair action.
Skeleton: Soulhoarder Dragon lair action.
Vampire: Creatures reduced to 0 hit points from [the mother of vampire's bite] effect die and rise the next evening as a vampire under her control.
Vampire Spawn: ?
Soulhoarder Dragon lair action
The dragon wills ambient necromantic energies to spawn 4 skeletons or 1 shadow under its control. These undead act immediately and then again on the dragon’s initiative. Creatures spawned this way last until destroyed.
Mother of Vampires: The original victim of vampirism, the Mother of Vampire’s sickness began as a magical curse and became more when primitive attempts to alleviate the ailment transformed her—though like everything else from her mortal life, how this came to pass has been lost to time.
Necrolord, The Master of Undeath: The master of undeath is among the oldest creatures in existence and like a stone fixed against the current of time. It fiercely guards its ancient knowledge however and long ago became obsessed with its hunger to know not just more but all, that craving all that remains of the mortal it once was.
Swarm of Death: Battlefields littered with festering corpses and unblessed mass graveyards can spawn a horror that brings about more death than most conflicts manage in the first place.
Swarm of Death, Horror, Shambling Swarm of the Undead: ?
Undead, Undead Creature: ?
Lethal Undead: Wish. The most powerful spell in the game should become as dangerous to use as ever. Basic uses of wish to cast lower-level spells are encouraged, but anything more complicated or reality-altering requires the most complex wording. Also, repeated identical uses of the spell have a balancing effect the GM can utilize with plot. For example, casting wish on a weekly basis to resurrect the dead might lead to an army of lethal undead rising up every full moon, or using the spell to awaken an endless stream of beasts that start their own competing animal kingdom that draws the ire of other countries and rulers.
Undead Servant: ?
Medium Undead: ?
Mummy Lord: ?
Shadow: Soulhoarder Dragon lair action.
Skeleton: Soulhoarder Dragon lair action.
Vampire: Creatures reduced to 0 hit points from [the mother of vampire's bite] effect die and rise the next evening as a vampire under her control.
Vampire Spawn: ?
Soulhoarder Dragon lair action
The dragon wills ambient necromantic energies to spawn 4 skeletons or 1 shadow under its control. These undead act immediately and then again on the dragon’s initiative. Creatures spawned this way last until destroyed.
Legendary Adventures: Epic Depths
Undead: ?
Legendary Adventures: Forgotten Crowns
Undead: ?
Legendary Adventures: Heart of War
Undead: ?
Mummy Lord: ?
Mummy: ?
Mummy Lord: ?
Mummy: ?
Legendary Beginnings: Crisis at Falling Spring Station (5E)
Ghost: ?
Legendary Planet Adventure Path (5E)
Atoth: When a ceroptor dies within its host body during extra-dimensional travel, the material essence associated with the corporeal body tears free and jettisons into the void. The essence of the material form then reforms creating the atoth. Lacking souls and therefore devoid of true consciousness, they cannot fully merge with the outer realms.
The creature is an atoth, an incorporeal undead formed from the decapitated and horrifically deformed remains of those unfortunate individuals whose tortured flesh died after acquiring a ceroptor host.
Breathless One: When humanoid creatures suffocate, the horror of slowly dying from lack of air drives them mad and they sometimes return as breathless ones.
Void Zombie: Void zombies are formed by the infestation of akata larvae bringing on a plague called the void death. The victims of this dread affliction are slowly eaten from the inside out by wriggling larvae, though their ragged flesh is strung together by sticky filaments and scabrous tumors created by the larvae as they mature, giving the creature a hideous strength and savagery.
The void death disease is actually an infestation of larval akata. A humanoid that dies of the infection becomes host to the most dominant larva infesting its body. The larva grows rapidly over the course of an hour, feeding on the host’s bodily fluids. After that time, the creature animates as a void zombie under the control of the larva, and the larval akata attaches to the creature’s lower jaw, in place of its tongue.
A humanoid that dies as a result of void death rises as a void zombie 1 hour later.
Klaven Void Zombie: While klaven are normally resistant to disease, they’re not fully immune, and a pair of them sustained significant enough injuries that they eventually succumbed to the onset of void death just an hour or so later, reducing their hit points until they perished and rose as void zombies.
Two klaven currently rampage through this room, only recently transformed into void zombies. As they began to succumb to the void death inflicted by the akata, they followed their last instincts and forced their way into this chamber blindly in search of anything which might cure them among Lomrick’s personal belongings. Unfortunately, they passed away and rose as void zombies before they complete[d] their search.
Four klaven footsoldiers still defend this position, securing access to the gate room at area A27. They once had stronger numbers, but the akata already killed and transformed two of them into void zombies.
A humanoid that dies as a result of void death rises as a void zombie 1 hour later.
Murderous Atoth: ?
Ghastly Atoth:
Sovereign Atoth: ?
Lord Bertram Arvarenhode, Shredskin: On the night Lord Bertram was abducted, the portal in the eastern alcove temporarily allowed two-way access and an interdimensional horror crossed over from Leng to visit ruin upon the entire manor. Eventually, it skinned its conjurer alive before dragging him back through the portal. The otherworldly energies which flooded the chamber then combined with a fragment of Bertram’s tortured soul, animating his skin, and transforming it into an undead creature known as a shredskin.
Tear-Warped Wretch, Undead Festrog: Three former syaandi benefitted from the resurrection effect of tear shards found elsewhere in the Barony of Merebec and had their spirits drawn to this shrine’s fractured Tear when they died. Sealed within the buried ruins and unable to escape, their new bodies eventually perished from the radiation, and the Tear subsequently resurrected them again and again, eventually causing them to mutate into undead festrogs.
The partial destruction of the Tear results from the corruption inflicted by the Principalities when they assaulted Rythes millennia ago. The damage has caused the ancient artifact to leak a strange form of radiation within the entire chamber. The most immediate effect induces a severe headache, forcing any living creature occupying the room to make a DC 15 Constitution saving throw or suffer disadvantage on attack rolls and ability checks. This effect lasts for 2d6 hours even upon leaving the immediate area. The radiation also has a secondary and more insidious effect. Each hour of exposure in this chamber causes lesions to appear, dealing 10 (3d6) necrotic damage to those who fail a DC 15 Constitution saving throw, and reducing their maximum hit points by an amount equal to the necrotic damage taken until they finish a long rest outside the radiation. If the radiation reduces a character’s hit point maximum to 0, the victim dies, and then returns as another tear-warped wretch 8 hours later.
False St. Albat, Totenmaske, Undead Shapeshifter, Undead Mockery: When St. Albat died, his successor created a false tomb for his master to mislead grave robbers. He then used magic to seal St. Albat’s true tomb to the south. Originally, the monks left this passage open for petitioners to visit but added the wall a few years later. The body resting on the bier belonged to another priest who violated the order’s now-defunct vows of celibacy. The monk who built the chamber assumed he might receive atonement by acting as St. Albat’s proxy.
The monk posing as St. Albat died with no regret for breaking his vows and eventually returned to life as a totenmaske, an undead shapeshifter.
Spectre Thirsty One: One of the first exiles to explore this area couldn’t make his way back up the pit. After drinking salt-tainted water, he died of thirst, sealing his doom and causing him to rise once again as a spectre. His merciless anger and frustration have caused him to slay anyone venturing here, and he immediately attacks those stepping into the chamber, futilely hoping to slake his unquenchable thirst. Bound to the chamber, he cannot follow anyone retreating to F11 or gaining the ledge to access the passage to F13.
Rotting Wind: Long ago, several engineers perished in the upper reaches of the Patron complex when the Tear of Eternity collapsed. Undeath followed death on apocalyptic gusts of energy, and two rotting winds formed from their fused souls, becoming trapped above the central core when the force field generation activated to contain the backlash of energy.
Mohrg: The Great Cataclysm buried and trapped several workers in this former weather station. Two of them went mad with hunger and murdered their coworkers, feasting on their flesh, but they too eventually perished. Both returned as mohrgs, now whiling away each day talking to the bones of their former companions.
Baykok, Skeletal Baykok: ?
Duonkhal: ?
Chamberlain Gannath, Lesser Devourer: Chamberlain Gannath was once one of Zefora’s closest advisers and a powerful sorcerer but the occult ritual to transform him into an undead went horribly wrong and his body was cast through a rift into a planar void. However, after many years he returned in the monstrously twisted form of a lesser devourer.
Nyshi, Witchfire, Spirit: The elegant court musician Nyshi perished in the cataclysm, but she died with a secret. Nyshi was part of a clandestine witches’ coven and when she returned to unlife, her form burst into unholy flames transfiguring her into a witchfire.
Princess Naychema, Scheming Undead 'Daughter': Princess Naychema’s body was irrecoverably lost when she died. Naychema’s lover was one of those who disobeyed the empress’s decree to become undead, murdering Naychema and burning her body to ash before committing suicide. However, the empress used blasphemous rituals to summon Naychema’s spirit back to the material plane and bind it to west wing of the palace.
Princess Rajshni, Scheming Undead 'Daughter': ?
Princess Seshana, Scheming Undead 'Daughter': ?
Fext: ?
The Last Bardezite, Undead Remnant of an Entire World, Unquiet Spirit, Undead Singularity: When Vareen’s sister planet Bardez was flung against Vareen, the scattered creatures on Bardez were exposed to explosive force, the vacuum of space, and atmospheric re-entry. While none survived, their ashes and the grains of their broken world fell into deep water, floating to the bottom of Vareen’s planet-spanning ocean. The collective shock of Bardez’s dead population animated and attracted the entirety of Bardez’s remains over time, pulling miniscule bits of dirt, ice, and flesh to form one aggregate creature. Originally mindless, the Last Bardezite’s hate ignited one day when enough of its world’s remains gathered in one place and united with the faint vestiges of thousands of lost souls.
The undead remnant of an entire world is composed of ice, silt, and organic detritus. Since obtaining its aggregate consciousness a few hundred years ago, it uses its unique nature to destroy all life it encounters.
Otakma, The Spirit of Awakening, Ancestor Ghost, Powerful Ancestral Spirit: ?
Waenu, The Spirit of Change, The Spirit of Fertility and Transformation, Ancestor Ghost, Powerful Ancestral Spirit: ?
Sotumna, The Spirit of Rites, Ancestor Ghost, Powerful Ancestral Spirit: ?
Natoma, The Spirit of Passing, Ancestor Ghost, Powerful Ancestral Spirit: ?
Nightshade: ?
Lurking Nightshade: ?
Nightshade Lieutenant: ?
Summoned Nightwing: ?
Arasaim, The Darkness, Nightwalker: Creatures devoted to the nihilistic application of death generally care little for leadership roles or other conventions of the living. Over the early decades, however, the amount of death that took place in and around the Titan’s Maw spawned uniquely powerful beings and invested them with incredible power. Most notable among these is Arasaim, a rare albino nightwalker directly imbued with divine might by the negative energy plane.
Broln, Blackstar Nightwave: Broln arose from the psychic energy of nightmare cults across many worlds, though it hears none of the prayers of its would-be supplicants praying for world-ending tidal waves.
Burning Billow Haunt: The following haunts are tied to the nebula, owing to the actions of the Principalities or the Ultari Hegemony. These haunts are supernatural dimensional instabilities, and are the cosmic equivalent of environmental hazards like extreme weather or green slime.
Death Screams Haunt: The following haunts are tied to the nebula, owing to the actions of the Principalities or the Ultari Hegemony. These haunts are supernatural dimensional instabilities, and are the cosmic equivalent of environmental hazards like extreme weather or green slime.
Prismatic Peril Haunt: The following haunts are tied to the nebula, owing to the actions of the Principalities or the Ultari Hegemony. These haunts are supernatural dimensional instabilities, and are the cosmic equivalent of environmental hazards like extreme weather or green slime.
Spectral Dragon: The necromantic radiations of the Lacuna and Faa Dlan’s sunspots have spawned spectral undead variants of the solar dragons native to the star’s heart, and rarely these ghostly monstrosities venture beyond their solonecrotic homes into the space between.
In addition, if the Bordirrin is reduced below 100 hit points, it sends out a mental call to a second spectral dragon (use the same statistics as Bordirrin except the creature does not have the Block Attack reaction nor any legendary actions) it created when it slew one of the dragons posted here (the second dragon was out on patrol and will not return to the tower for another 2d6 hours).
The Bordirrin, The Taker of Life, Spectral Solar Dragon: ?
Ultari Ur-Acolytes, Undead Ultari Ur-Acolytes, Zombie Ur-Acolytes: If these acolytes are slain, they rise from the dead 1 round later as ultari ur-acolytes through the terrifying necromantic power of Enokk in the Nave.
On the west side of the Fane is a troop of ultari acolytes, each contributing their thought-chant to the time of worship and observing to ensure the proper forms are being observed. Those on the west are ultari acolytes, while those on the east are already risen from death as ultari ur-acolytes. If the latter are destroyed, they are truly slain, but the living acolytes rise again into undeath if destroyed through the power of Enokk in the Nave.
Xeas Yahanum, The Elder Voice, Zombie Servant: ?
Utun the Monitor, Undead Monitor: ?
Undead: As a result, Kylorn’s remaining population soon faced planet-wide extinction. Unable to subsist on the limited ecosystems of the vaults, they argued among themselves on how to survive and still keep their commitment to protect the Patron archives. Some chose to transfer their consciousness into artificial bodies, joining with other constructs created by the Patrons to form a sterile society no longer dependent on food and water—becoming known as the Servitors. Others followed the dread command of their ruling Empress Zefora by sacrificing themselves in necromantic rituals to become undead—a vain, desperate act which formed a mostly evil faction now called the Undying.
In ancient times the palace was once the principal seat of rulership for the entire planet. Empress Zefora, the elali monarch at that time was one of those who managed to survive the End of Time by retreating into a series of underground vaults. Facing extinction as Kylorn became uninhabitable in the aftermath of the cataclysm, she and most of her followers chose to sustain themselves and preserve their civilization by enacting a series of necromantic rituals to become undead.
Many of the dark necromantic rituals to transform Zefora’s subjects into undead were performed here in this courtyard and the psychic remnants of these foul rituals lingers even after all this time.
Qarn is a mysterious, genderless being embodying both positive and negative energy, as well as the fine line in between. Its faith arose on a harsh world where a group of colonists were left to starve. Some embraced undeath, acting as guardians, laborers, and mentors so the others could breed and survive. Over generations, this culture created a stable dynamic where people live, die, and become undead to continue contributing to their community.
In the dark times following the End of Time, Kylorn’s population faced extinction. The devastated planet could not support them, and their food stores were almost gone. Kylorn’s Empress issued a dread edict, she and her subjects would not quietly surrender to death – they would hold on to their world no matter the cost. The Empress’s horrific order was to enact a massive series of necromantic rituals to transform the remaining population into the undead. Some chose to defy their ruler but many obeyed and became the evil faction known as the Undying.
Corporeal Undead: ?
Incorporeal Undead: ?
Undead Guardian: ?
Rotting Undead: Many of the dark necromantic rituals to transform Zefora’s subjects into undead were performed here in this courtyard and the psychic remnants of these foul rituals lingers even after all this time. This trap triggers when a living creature reaches the center of the courtyard. The shadows of the statues seem to come to life to attack the living.
Dark Sacrifices magical trap.
Undead Subject: ?
Powerful Undead: ?
Undead Dragon: ?
Medium Undead: ?
Undead Ultari Devotee: ?
Night-Dependent Undead: ?
Intelligent Undead: ?
Mindless Undead: ?
Harmless Undead: ?
Free-Willed Undead: Qarn shows divine favor by turning aside fatal attacks, making hostile enemies lethargic and indifferent, or even spontaneously raising a slain person as a free-willed undead in order to complete one last task.
Undead Abomination: Seeking the means to extend their lives until the planet recovered, some chose to transfer their minds into artificial bodies, becoming a society known as the Servitors. Many others followed their Empress, sacrificing themselves in necromantic rituals to become undead abominations known collectively as the Undying.
Blasphemous Undead: Not willing to let their playthings escape to feed the cycle they once served, sahkils delight in nothing more than tearing mortal souls apart or giving rise to blasphemous undead.
Ravenous Undead: ?
Aggressive Undead: ?
Undead Monstrosity: ?
Hideous Undead Parasite: ?
Vengeful Undead: ?
Uniquely Powerful Being: Over the early decades, however, the amount of death that took place in and around the Titan’s Maw spawned uniquely powerful beings and invested them with incredible power.
Frustrated Creature: ?
Wretched Creature: ?
Unnatural Force Incompatible With Life: ?
Dread Power: ?
Aggregate Creature: ?
Terrifying Inhabitant: ?
Formidable Terror: ?
Ghast: ?
Ghost: ?
Ghostly Alien: ?
Ghostly Noise: ?
Commander Dotan Roth, Ghost: Roth’s high level and powerful spells make him a potentially deadly enemy, particularly if the PCs cannot tear control of his angels from him. Memorable villains deserve memorable endings. His recent mythicness makes him biologically unstable, his flesh unable to contain the forces within. If he is slain, this instability causes Roth to literally melt before the PCs eyes.
You could turn this the other way of course: does Roth truly die? He would make a fine villain to pursue the PCs over the final parts of the Legendary Planets Adventure Path—a ghost whose spirit is imbued with the essence of the Machine itself—perhaps an avenging dark angel that is partly mechanical, partly flesh which follows the PCs, greedy and jealous of their mythic power and hungering to be like them.
Ghost Dragon: ?
Ghostly Monstrosity: ?
Ghostly Jagladine: ?
Sarcastic Ghost: ?
Empress Zefora, Undying Empress, Lich, Lich Empress, Powerful Undead Lich, Undead Ruler: Using potent dark magic, Zefora transformed herself into a lich, becoming the Undying Empress who still rules the palace today.
Truly Deadly Lich: ?
Lich Lord: ?
Lich: ?
Korlas Ashko, Lich: ?
Shadow, Undead Shadow: A humanoid reduced to 0 hit points by this damage [from Ingulnexia's Shadow Breath attack] dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count.
If a non-evil humanoid dies from this [shadow creature strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Summoned Greater Shadow: ?
Greater Shadow: ?
Shadow Minion: ?
Surrat Loyalist Shadow: If reduced below 20 hp, the agents drink their potions but fight on until slain or knocked unconscious. Either outcome enacts a terrible curse laid upon them by the Surrat leadership as their shadows supernaturally detach themselves within 1d4 rounds. This immediately and irrevocably kills the shadow’s host but introduces an entirely new adversary.
Shadow Creature, Advanced Shadow: ?
Conjured Shadow: ?
Treningar, Burning Skeleton: A proud man who took his duties as a healer very seriously, Treningar often aided Sheriff Onessa Jerreth—or those in her custody—helping them recover from their injuries. In the early days of the assimilation madness, Treningar also sought his god’s favor to treat the infected, but his efforts failed to stem the outbreak. Unaccustomed to such letdowns, when the flames closed on him and his doomed followers, the experience shook the very core of his faith. As the fire consumed Treningar and two of his acolytes, they cursed their patron god for abandoning them and the town in its time of need. In their final moments, this blasphemy damned the priests to an undead existence as burning skeletons with blackened, smoldering bones and empty eye sockets trailing thick, black smoke.
Burning Skeleton: A proud man who took his duties as a healer very seriously, Treningar often aided Sheriff Onessa Jerreth—or those in her custody—helping them recover from their injuries. In the early days of the assimilation madness, Treningar also sought his god’s favor to treat the infected, but his efforts failed to stem the outbreak. Unaccustomed to such letdowns, when the flames closed on him and his doomed followers, the experience shook the very core of his faith. As the fire consumed Treningar and two of his acolytes, they cursed their patron god for abandoning them and the town in its time of need. In their final moments, this blasphemy damned the priests to an undead existence as burning skeletons with blackened, smoldering bones and empty eye sockets trailing thick, black smoke.
Human Skeleton: ?
Arsinotherium Skeleton: Zefora animated the bones of six ancient creatures in case she or any guest ever wishes to ride.
Skeletal Beast: ?
Jagladine Specter: If PCs hide inside the control room of the tube platform, the presence of their life energy has a 50% chance per round to awaken the restless souls of the jagladine tech team slaughtered here by a spectral dragon and now enslaved to its will.
When these specters are awakened, so too is the Bordirrin, a spectral solar dragon that created them.
Specter, Normal Specter: Bordirrin's Create Specter power.
Spectral Undead Variant: ?
Vampire: ?
Vampire Cultist: ?
Wight: Breathless One's Create Breathless Spawn power.
Wraith: Humanoids slain by an atoth become wraiths in 1d4 rounds.
Plague Zombie: Standing guard among the sarcophagi are three plague zombies—all recent experiments which the xoraphond Vuelib created by transforming captives from Holver’s Ferry in the interests of providing an alternative means for spreading the assimilation virus.
This alien laboratory belongs to the xoraphond, Vuelib, who works tirelessly here to tailor the assimilation strain’s effects on the region’s local inhabitants, all while relying on the alien apparatus in the center of the room to facilitate much of that work. The ghastly vivisections Vuelib performs on abducted victims typically involves this machine, as well as the removal of their blood and organs for physiological analysis and various chemical washes to explore possible organic applications which the apparatus can provide. Vuelib’s ‘successes’ in these awful endeavors have resulted in the plague zombies, Onessa Jerreth’s transformation into an adherer, and the perfection of an assimilation strain for making humanity vulnerable to a jagladine invasion of their homeworld.
Common Zombie: ?
Skinstich, Patchwork Corpse: Although Lomrick can command the undead creature, he has little interest in it, as the skinstitch resulted from a failed early experiment with a derivative golem manual.
Ogre Zombie: ?
Zombie Mi-Go, Undead Mi-Go: ?
Juju Zombie: A subservient ally who is killed [by Enokk the Immortal Ichor] rises the next round as a juju zombie under the immortal ichor’s control.
A target that dies due to [Enokk's drown] ability rises the next round as juju zombie.
Zombie Servant: ?
Zombie: One experiment they have been running is a disease that colonizes the brains of its victims, eliminating all but the most rudimentary elements of identity and cognition, effectively transforming them into zombies that the hegemony can unleash on an area.
Create Specter. Bordirrin targets a humanoid within 10 feet of him 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 Bordirrin’s control. Bordirrin can have no more than forty-two specters under his control at one time.
Create Breathless Spawn. The breathless one targets a humanoid within 10 feet of it that has died of suffocation or its Death Grip attack. The target’s body rises as a wight in the space of its corpse or in the nearest unoccupied space. The wight is under the breathless one’s control. The breathless one can have no more than eight wights under its control at one time. These wights have a reach of 15 feet with their Life Drain, which does not affect creatures that do not breathe.
Dark Sacrifices
Magical Trap
Shadows from the statues come to life and transform into rotting undead forms that hold down blindfolded victims in the center of a ceremonial circle and stab at them repeatedly with jagged disemboweling knives.
Each round every living creature in a 20-foot-radius from the center of the courtyard is attacked by a shadowy form that attempts to grapple them. These forms have +8 to hit and deal 7 (1d6+4 damage) on a successful hit and grapple the target. Grappled creatures cannot move without first breaking the grapple (escape DC 14). The entire area is considered difficult terrain and is under the effects of darkness; the forms’ attacks are unaffected by this darkness. Each living creature in the area also takes 21 (6d6) points of necrotic damage per round. Once a creature leaves the area, it continues to take 3 (1d6) points of necrotic damage each round until it receives magical healing or it enters an area of bright light. The trap’s effects last for up to 1 minute or until all living creatures have left the area.
Shining sunlight down on the statues at the center of the courtyard destroys this trap.
The creature is an atoth, an incorporeal undead formed from the decapitated and horrifically deformed remains of those unfortunate individuals whose tortured flesh died after acquiring a ceroptor host.
Breathless One: When humanoid creatures suffocate, the horror of slowly dying from lack of air drives them mad and they sometimes return as breathless ones.
Void Zombie: Void zombies are formed by the infestation of akata larvae bringing on a plague called the void death. The victims of this dread affliction are slowly eaten from the inside out by wriggling larvae, though their ragged flesh is strung together by sticky filaments and scabrous tumors created by the larvae as they mature, giving the creature a hideous strength and savagery.
The void death disease is actually an infestation of larval akata. A humanoid that dies of the infection becomes host to the most dominant larva infesting its body. The larva grows rapidly over the course of an hour, feeding on the host’s bodily fluids. After that time, the creature animates as a void zombie under the control of the larva, and the larval akata attaches to the creature’s lower jaw, in place of its tongue.
A humanoid that dies as a result of void death rises as a void zombie 1 hour later.
Klaven Void Zombie: While klaven are normally resistant to disease, they’re not fully immune, and a pair of them sustained significant enough injuries that they eventually succumbed to the onset of void death just an hour or so later, reducing their hit points until they perished and rose as void zombies.
Two klaven currently rampage through this room, only recently transformed into void zombies. As they began to succumb to the void death inflicted by the akata, they followed their last instincts and forced their way into this chamber blindly in search of anything which might cure them among Lomrick’s personal belongings. Unfortunately, they passed away and rose as void zombies before they complete[d] their search.
Four klaven footsoldiers still defend this position, securing access to the gate room at area A27. They once had stronger numbers, but the akata already killed and transformed two of them into void zombies.
A humanoid that dies as a result of void death rises as a void zombie 1 hour later.
Murderous Atoth: ?
Ghastly Atoth:
Sovereign Atoth: ?
Lord Bertram Arvarenhode, Shredskin: On the night Lord Bertram was abducted, the portal in the eastern alcove temporarily allowed two-way access and an interdimensional horror crossed over from Leng to visit ruin upon the entire manor. Eventually, it skinned its conjurer alive before dragging him back through the portal. The otherworldly energies which flooded the chamber then combined with a fragment of Bertram’s tortured soul, animating his skin, and transforming it into an undead creature known as a shredskin.
Tear-Warped Wretch, Undead Festrog: Three former syaandi benefitted from the resurrection effect of tear shards found elsewhere in the Barony of Merebec and had their spirits drawn to this shrine’s fractured Tear when they died. Sealed within the buried ruins and unable to escape, their new bodies eventually perished from the radiation, and the Tear subsequently resurrected them again and again, eventually causing them to mutate into undead festrogs.
The partial destruction of the Tear results from the corruption inflicted by the Principalities when they assaulted Rythes millennia ago. The damage has caused the ancient artifact to leak a strange form of radiation within the entire chamber. The most immediate effect induces a severe headache, forcing any living creature occupying the room to make a DC 15 Constitution saving throw or suffer disadvantage on attack rolls and ability checks. This effect lasts for 2d6 hours even upon leaving the immediate area. The radiation also has a secondary and more insidious effect. Each hour of exposure in this chamber causes lesions to appear, dealing 10 (3d6) necrotic damage to those who fail a DC 15 Constitution saving throw, and reducing their maximum hit points by an amount equal to the necrotic damage taken until they finish a long rest outside the radiation. If the radiation reduces a character’s hit point maximum to 0, the victim dies, and then returns as another tear-warped wretch 8 hours later.
False St. Albat, Totenmaske, Undead Shapeshifter, Undead Mockery: When St. Albat died, his successor created a false tomb for his master to mislead grave robbers. He then used magic to seal St. Albat’s true tomb to the south. Originally, the monks left this passage open for petitioners to visit but added the wall a few years later. The body resting on the bier belonged to another priest who violated the order’s now-defunct vows of celibacy. The monk who built the chamber assumed he might receive atonement by acting as St. Albat’s proxy.
The monk posing as St. Albat died with no regret for breaking his vows and eventually returned to life as a totenmaske, an undead shapeshifter.
Spectre Thirsty One: One of the first exiles to explore this area couldn’t make his way back up the pit. After drinking salt-tainted water, he died of thirst, sealing his doom and causing him to rise once again as a spectre. His merciless anger and frustration have caused him to slay anyone venturing here, and he immediately attacks those stepping into the chamber, futilely hoping to slake his unquenchable thirst. Bound to the chamber, he cannot follow anyone retreating to F11 or gaining the ledge to access the passage to F13.
Rotting Wind: Long ago, several engineers perished in the upper reaches of the Patron complex when the Tear of Eternity collapsed. Undeath followed death on apocalyptic gusts of energy, and two rotting winds formed from their fused souls, becoming trapped above the central core when the force field generation activated to contain the backlash of energy.
Mohrg: The Great Cataclysm buried and trapped several workers in this former weather station. Two of them went mad with hunger and murdered their coworkers, feasting on their flesh, but they too eventually perished. Both returned as mohrgs, now whiling away each day talking to the bones of their former companions.
Baykok, Skeletal Baykok: ?
Duonkhal: ?
Chamberlain Gannath, Lesser Devourer: Chamberlain Gannath was once one of Zefora’s closest advisers and a powerful sorcerer but the occult ritual to transform him into an undead went horribly wrong and his body was cast through a rift into a planar void. However, after many years he returned in the monstrously twisted form of a lesser devourer.
Nyshi, Witchfire, Spirit: The elegant court musician Nyshi perished in the cataclysm, but she died with a secret. Nyshi was part of a clandestine witches’ coven and when she returned to unlife, her form burst into unholy flames transfiguring her into a witchfire.
Princess Naychema, Scheming Undead 'Daughter': Princess Naychema’s body was irrecoverably lost when she died. Naychema’s lover was one of those who disobeyed the empress’s decree to become undead, murdering Naychema and burning her body to ash before committing suicide. However, the empress used blasphemous rituals to summon Naychema’s spirit back to the material plane and bind it to west wing of the palace.
Princess Rajshni, Scheming Undead 'Daughter': ?
Princess Seshana, Scheming Undead 'Daughter': ?
Fext: ?
The Last Bardezite, Undead Remnant of an Entire World, Unquiet Spirit, Undead Singularity: When Vareen’s sister planet Bardez was flung against Vareen, the scattered creatures on Bardez were exposed to explosive force, the vacuum of space, and atmospheric re-entry. While none survived, their ashes and the grains of their broken world fell into deep water, floating to the bottom of Vareen’s planet-spanning ocean. The collective shock of Bardez’s dead population animated and attracted the entirety of Bardez’s remains over time, pulling miniscule bits of dirt, ice, and flesh to form one aggregate creature. Originally mindless, the Last Bardezite’s hate ignited one day when enough of its world’s remains gathered in one place and united with the faint vestiges of thousands of lost souls.
The undead remnant of an entire world is composed of ice, silt, and organic detritus. Since obtaining its aggregate consciousness a few hundred years ago, it uses its unique nature to destroy all life it encounters.
Otakma, The Spirit of Awakening, Ancestor Ghost, Powerful Ancestral Spirit: ?
Waenu, The Spirit of Change, The Spirit of Fertility and Transformation, Ancestor Ghost, Powerful Ancestral Spirit: ?
Sotumna, The Spirit of Rites, Ancestor Ghost, Powerful Ancestral Spirit: ?
Natoma, The Spirit of Passing, Ancestor Ghost, Powerful Ancestral Spirit: ?
Nightshade: ?
Lurking Nightshade: ?
Nightshade Lieutenant: ?
Summoned Nightwing: ?
Arasaim, The Darkness, Nightwalker: Creatures devoted to the nihilistic application of death generally care little for leadership roles or other conventions of the living. Over the early decades, however, the amount of death that took place in and around the Titan’s Maw spawned uniquely powerful beings and invested them with incredible power. Most notable among these is Arasaim, a rare albino nightwalker directly imbued with divine might by the negative energy plane.
Broln, Blackstar Nightwave: Broln arose from the psychic energy of nightmare cults across many worlds, though it hears none of the prayers of its would-be supplicants praying for world-ending tidal waves.
Burning Billow Haunt: The following haunts are tied to the nebula, owing to the actions of the Principalities or the Ultari Hegemony. These haunts are supernatural dimensional instabilities, and are the cosmic equivalent of environmental hazards like extreme weather or green slime.
Death Screams Haunt: The following haunts are tied to the nebula, owing to the actions of the Principalities or the Ultari Hegemony. These haunts are supernatural dimensional instabilities, and are the cosmic equivalent of environmental hazards like extreme weather or green slime.
Prismatic Peril Haunt: The following haunts are tied to the nebula, owing to the actions of the Principalities or the Ultari Hegemony. These haunts are supernatural dimensional instabilities, and are the cosmic equivalent of environmental hazards like extreme weather or green slime.
Spectral Dragon: The necromantic radiations of the Lacuna and Faa Dlan’s sunspots have spawned spectral undead variants of the solar dragons native to the star’s heart, and rarely these ghostly monstrosities venture beyond their solonecrotic homes into the space between.
In addition, if the Bordirrin is reduced below 100 hit points, it sends out a mental call to a second spectral dragon (use the same statistics as Bordirrin except the creature does not have the Block Attack reaction nor any legendary actions) it created when it slew one of the dragons posted here (the second dragon was out on patrol and will not return to the tower for another 2d6 hours).
The Bordirrin, The Taker of Life, Spectral Solar Dragon: ?
Ultari Ur-Acolytes, Undead Ultari Ur-Acolytes, Zombie Ur-Acolytes: If these acolytes are slain, they rise from the dead 1 round later as ultari ur-acolytes through the terrifying necromantic power of Enokk in the Nave.
On the west side of the Fane is a troop of ultari acolytes, each contributing their thought-chant to the time of worship and observing to ensure the proper forms are being observed. Those on the west are ultari acolytes, while those on the east are already risen from death as ultari ur-acolytes. If the latter are destroyed, they are truly slain, but the living acolytes rise again into undeath if destroyed through the power of Enokk in the Nave.
Xeas Yahanum, The Elder Voice, Zombie Servant: ?
Utun the Monitor, Undead Monitor: ?
Undead: As a result, Kylorn’s remaining population soon faced planet-wide extinction. Unable to subsist on the limited ecosystems of the vaults, they argued among themselves on how to survive and still keep their commitment to protect the Patron archives. Some chose to transfer their consciousness into artificial bodies, joining with other constructs created by the Patrons to form a sterile society no longer dependent on food and water—becoming known as the Servitors. Others followed the dread command of their ruling Empress Zefora by sacrificing themselves in necromantic rituals to become undead—a vain, desperate act which formed a mostly evil faction now called the Undying.
In ancient times the palace was once the principal seat of rulership for the entire planet. Empress Zefora, the elali monarch at that time was one of those who managed to survive the End of Time by retreating into a series of underground vaults. Facing extinction as Kylorn became uninhabitable in the aftermath of the cataclysm, she and most of her followers chose to sustain themselves and preserve their civilization by enacting a series of necromantic rituals to become undead.
Many of the dark necromantic rituals to transform Zefora’s subjects into undead were performed here in this courtyard and the psychic remnants of these foul rituals lingers even after all this time.
Qarn is a mysterious, genderless being embodying both positive and negative energy, as well as the fine line in between. Its faith arose on a harsh world where a group of colonists were left to starve. Some embraced undeath, acting as guardians, laborers, and mentors so the others could breed and survive. Over generations, this culture created a stable dynamic where people live, die, and become undead to continue contributing to their community.
In the dark times following the End of Time, Kylorn’s population faced extinction. The devastated planet could not support them, and their food stores were almost gone. Kylorn’s Empress issued a dread edict, she and her subjects would not quietly surrender to death – they would hold on to their world no matter the cost. The Empress’s horrific order was to enact a massive series of necromantic rituals to transform the remaining population into the undead. Some chose to defy their ruler but many obeyed and became the evil faction known as the Undying.
Corporeal Undead: ?
Incorporeal Undead: ?
Undead Guardian: ?
Rotting Undead: Many of the dark necromantic rituals to transform Zefora’s subjects into undead were performed here in this courtyard and the psychic remnants of these foul rituals lingers even after all this time. This trap triggers when a living creature reaches the center of the courtyard. The shadows of the statues seem to come to life to attack the living.
Dark Sacrifices magical trap.
Undead Subject: ?
Powerful Undead: ?
Undead Dragon: ?
Medium Undead: ?
Undead Ultari Devotee: ?
Night-Dependent Undead: ?
Intelligent Undead: ?
Mindless Undead: ?
Harmless Undead: ?
Free-Willed Undead: Qarn shows divine favor by turning aside fatal attacks, making hostile enemies lethargic and indifferent, or even spontaneously raising a slain person as a free-willed undead in order to complete one last task.
Undead Abomination: Seeking the means to extend their lives until the planet recovered, some chose to transfer their minds into artificial bodies, becoming a society known as the Servitors. Many others followed their Empress, sacrificing themselves in necromantic rituals to become undead abominations known collectively as the Undying.
Blasphemous Undead: Not willing to let their playthings escape to feed the cycle they once served, sahkils delight in nothing more than tearing mortal souls apart or giving rise to blasphemous undead.
Ravenous Undead: ?
Aggressive Undead: ?
Undead Monstrosity: ?
Hideous Undead Parasite: ?
Vengeful Undead: ?
Uniquely Powerful Being: Over the early decades, however, the amount of death that took place in and around the Titan’s Maw spawned uniquely powerful beings and invested them with incredible power.
Frustrated Creature: ?
Wretched Creature: ?
Unnatural Force Incompatible With Life: ?
Dread Power: ?
Aggregate Creature: ?
Terrifying Inhabitant: ?
Formidable Terror: ?
Ghast: ?
Ghost: ?
Ghostly Alien: ?
Ghostly Noise: ?
Commander Dotan Roth, Ghost: Roth’s high level and powerful spells make him a potentially deadly enemy, particularly if the PCs cannot tear control of his angels from him. Memorable villains deserve memorable endings. His recent mythicness makes him biologically unstable, his flesh unable to contain the forces within. If he is slain, this instability causes Roth to literally melt before the PCs eyes.
You could turn this the other way of course: does Roth truly die? He would make a fine villain to pursue the PCs over the final parts of the Legendary Planets Adventure Path—a ghost whose spirit is imbued with the essence of the Machine itself—perhaps an avenging dark angel that is partly mechanical, partly flesh which follows the PCs, greedy and jealous of their mythic power and hungering to be like them.
Ghost Dragon: ?
Ghostly Monstrosity: ?
Ghostly Jagladine: ?
Sarcastic Ghost: ?
Empress Zefora, Undying Empress, Lich, Lich Empress, Powerful Undead Lich, Undead Ruler: Using potent dark magic, Zefora transformed herself into a lich, becoming the Undying Empress who still rules the palace today.
Truly Deadly Lich: ?
Lich Lord: ?
Lich: ?
Korlas Ashko, Lich: ?
Shadow, Undead Shadow: A humanoid reduced to 0 hit points by this damage [from Ingulnexia's Shadow Breath attack] dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count.
If a non-evil humanoid dies from this [shadow creature strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Summoned Greater Shadow: ?
Greater Shadow: ?
Shadow Minion: ?
Surrat Loyalist Shadow: If reduced below 20 hp, the agents drink their potions but fight on until slain or knocked unconscious. Either outcome enacts a terrible curse laid upon them by the Surrat leadership as their shadows supernaturally detach themselves within 1d4 rounds. This immediately and irrevocably kills the shadow’s host but introduces an entirely new adversary.
Shadow Creature, Advanced Shadow: ?
Conjured Shadow: ?
Treningar, Burning Skeleton: A proud man who took his duties as a healer very seriously, Treningar often aided Sheriff Onessa Jerreth—or those in her custody—helping them recover from their injuries. In the early days of the assimilation madness, Treningar also sought his god’s favor to treat the infected, but his efforts failed to stem the outbreak. Unaccustomed to such letdowns, when the flames closed on him and his doomed followers, the experience shook the very core of his faith. As the fire consumed Treningar and two of his acolytes, they cursed their patron god for abandoning them and the town in its time of need. In their final moments, this blasphemy damned the priests to an undead existence as burning skeletons with blackened, smoldering bones and empty eye sockets trailing thick, black smoke.
Burning Skeleton: A proud man who took his duties as a healer very seriously, Treningar often aided Sheriff Onessa Jerreth—or those in her custody—helping them recover from their injuries. In the early days of the assimilation madness, Treningar also sought his god’s favor to treat the infected, but his efforts failed to stem the outbreak. Unaccustomed to such letdowns, when the flames closed on him and his doomed followers, the experience shook the very core of his faith. As the fire consumed Treningar and two of his acolytes, they cursed their patron god for abandoning them and the town in its time of need. In their final moments, this blasphemy damned the priests to an undead existence as burning skeletons with blackened, smoldering bones and empty eye sockets trailing thick, black smoke.
Human Skeleton: ?
Arsinotherium Skeleton: Zefora animated the bones of six ancient creatures in case she or any guest ever wishes to ride.
Skeletal Beast: ?
Jagladine Specter: If PCs hide inside the control room of the tube platform, the presence of their life energy has a 50% chance per round to awaken the restless souls of the jagladine tech team slaughtered here by a spectral dragon and now enslaved to its will.
When these specters are awakened, so too is the Bordirrin, a spectral solar dragon that created them.
Specter, Normal Specter: Bordirrin's Create Specter power.
Spectral Undead Variant: ?
Vampire: ?
Vampire Cultist: ?
Wight: Breathless One's Create Breathless Spawn power.
Wraith: Humanoids slain by an atoth become wraiths in 1d4 rounds.
Plague Zombie: Standing guard among the sarcophagi are three plague zombies—all recent experiments which the xoraphond Vuelib created by transforming captives from Holver’s Ferry in the interests of providing an alternative means for spreading the assimilation virus.
This alien laboratory belongs to the xoraphond, Vuelib, who works tirelessly here to tailor the assimilation strain’s effects on the region’s local inhabitants, all while relying on the alien apparatus in the center of the room to facilitate much of that work. The ghastly vivisections Vuelib performs on abducted victims typically involves this machine, as well as the removal of their blood and organs for physiological analysis and various chemical washes to explore possible organic applications which the apparatus can provide. Vuelib’s ‘successes’ in these awful endeavors have resulted in the plague zombies, Onessa Jerreth’s transformation into an adherer, and the perfection of an assimilation strain for making humanity vulnerable to a jagladine invasion of their homeworld.
Common Zombie: ?
Skinstich, Patchwork Corpse: Although Lomrick can command the undead creature, he has little interest in it, as the skinstitch resulted from a failed early experiment with a derivative golem manual.
Ogre Zombie: ?
Zombie Mi-Go, Undead Mi-Go: ?
Juju Zombie: A subservient ally who is killed [by Enokk the Immortal Ichor] rises the next round as a juju zombie under the immortal ichor’s control.
A target that dies due to [Enokk's drown] ability rises the next round as juju zombie.
Zombie Servant: ?
Zombie: One experiment they have been running is a disease that colonizes the brains of its victims, eliminating all but the most rudimentary elements of identity and cognition, effectively transforming them into zombies that the hegemony can unleash on an area.
Create Specter. Bordirrin targets a humanoid within 10 feet of him 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 Bordirrin’s control. Bordirrin can have no more than forty-two specters under his control at one time.
Create Breathless Spawn. The breathless one targets a humanoid within 10 feet of it that has died of suffocation or its Death Grip attack. The target’s body rises as a wight in the space of its corpse or in the nearest unoccupied space. The wight is under the breathless one’s control. The breathless one can have no more than eight wights under its control at one time. These wights have a reach of 15 feet with their Life Drain, which does not affect creatures that do not breathe.
Dark Sacrifices
Magical Trap
Shadows from the statues come to life and transform into rotting undead forms that hold down blindfolded victims in the center of a ceremonial circle and stab at them repeatedly with jagged disemboweling knives.
Each round every living creature in a 20-foot-radius from the center of the courtyard is attacked by a shadowy form that attempts to grapple them. These forms have +8 to hit and deal 7 (1d6+4 damage) on a successful hit and grapple the target. Grappled creatures cannot move without first breaking the grapple (escape DC 14). The entire area is considered difficult terrain and is under the effects of darkness; the forms’ attacks are unaffected by this darkness. Each living creature in the area also takes 21 (6d6) points of necrotic damage per round. Once a creature leaves the area, it continues to take 3 (1d6) points of necrotic damage each round until it receives magical healing or it enters an area of bright light. The trap’s effects last for up to 1 minute or until all living creatures have left the area.
Shining sunlight down on the statues at the center of the courtyard destroys this trap.
Legendary Planet: Confederates of the Shattered Zone (5E)
Commander Dotan Roth, Ghost: Roth’s high level and powerful spells make him a potentially deadly enemy, particularly if the PCs cannot tear control of his angels from him. Memorable villains deserve memorable endings. His recent ascension makes him biologically unstable, his flesh unable to contain the forces within. If he is slain, this instability causes Roth to literally melt before the PCs eyes.
You could turn this the other way of course: does Roth truly die? He would make a fine villain to pursue the PCs over the final parts of the Legendary Planet Adventure Path—a ghost whose spirit is imbued with the essence of the Machine itself.
Ghostly Alien: ?
Ghostly Noises: ?
Ghost: ?
You could turn this the other way of course: does Roth truly die? He would make a fine villain to pursue the PCs over the final parts of the Legendary Planet Adventure Path—a ghost whose spirit is imbued with the essence of the Machine itself.
Ghostly Alien: ?
Ghostly Noises: ?
Ghost: ?
Legendary Planet: The Assimilation Strain 5e
Burning Skeleton: A proud man who took his duties as a healer very seriously, Treningar often aided Sheriff Onessa Jerreth—or those in her custody—helping them recover from their injuries. In the early days of the assimilation madness, Treningar also sought his god’s favor to treat the infected, but his efforts failed to stem the outbreak. Unaccustomed to such letdowns, when the flames closed on him and his doomed followers, the experience shook the very core of his faith. As the fire consumed Treningar and one of his acolytes, they cursed their patron god for abandoning them and the town in its time of need. In their final moments, this blasphemy damned the priests to an undead existence as burning skeletons with blackened, smoldering bones and empty eye sockets trailing thick, black smoke.
Lord Bertram Arvarenhode, Shredskin: On the night Lord Bertram was abducted, the portal in the eastern alcove temporarily allowed two-way access and an interdimensional horror crossed over from Leng to visit ruin upon the entire manor. Eventually, it skinned its conjurer alive before dragging him back through the portal. The otherworldly energies which flooded the chamber then combined with a fragment of Bertram’s tortured soul, animating his skin, and transforming it into an undead creature known as a shredskin.
Undead: ?
Corporeal Undead: ?
Lord Bertram Arvarenhode, Shredskin: On the night Lord Bertram was abducted, the portal in the eastern alcove temporarily allowed two-way access and an interdimensional horror crossed over from Leng to visit ruin upon the entire manor. Eventually, it skinned its conjurer alive before dragging him back through the portal. The otherworldly energies which flooded the chamber then combined with a fragment of Bertram’s tortured soul, animating his skin, and transforming it into an undead creature known as a shredskin.
Undead: ?
Corporeal Undead: ?
Legendary Planet: The Depths of Desperation (5E)
The Last Bardezite, Undead Remnant of an Entire World, Unquiet Spirit, Undead Singularity: When Vareen's sister planet Bardez was flung against Vareen, the scattered creatures on Bardez were exposed to explosive force, the vacuum of space, and atmospheric reentry. While none survived, their ashes and the grains of their broken world fell into deep water, floating to the bottom of Vareen's planet-spanning ocean. The collective shock of Bardez’s dead population animated and attracted the entirety of Bardez's remains over time, pulling miniscule bits of dirt, ice, and flesh to form one aggregate creature. Originally mindless, the Last Bardezite's hate ignited one day when enough of its world's remains gathered in one place and united with the faint vestiges of thousands of lost souls.
The undead remnant of an entire world is composed of ice, silt, and organic detritus. Since obtaining its aggregate consciousness a few hundred years ago, it uses its unique nature to destroy all life it encounters.
Undead: ?
The undead remnant of an entire world is composed of ice, silt, and organic detritus. Since obtaining its aggregate consciousness a few hundred years ago, it uses its unique nature to destroy all life it encounters.
Undead: ?
Legendary Worlds: Calcarata (5E)
Ghost: ?
Shadow: ?
Shadow: ?
Legendary Worlds: Carsis (5E)
Undead: ?
Restless Spirit: The restless spirits of the shattering and undead seeking a home away from the vibrancy of life have taken this land as their own.
More Powerful Undead: ?
Restless Spirit: The restless spirits of the shattering and undead seeking a home away from the vibrancy of life have taken this land as their own.
More Powerful Undead: ?
Legendary Worlds: Terminus (5E)
Undead: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls and ghasts, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as more powerful undead. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.
Wandering Skeleton: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls and ghasts, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as more powerful undead. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.
Zombie: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls and ghasts, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as more powerful undead. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.
Ghoul: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls and ghasts, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as more powerful undead. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.
Ghast: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls and ghasts, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as more powerful undead. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.
More Powerful Undead: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls and ghasts, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as more powerful undead. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.
Corporeal Undead: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls and ghasts, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as more powerful undead. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.
Incorporeal Undead: ?
Undead Child: ?
Blackfire Wight: Blackfire wights are humanoid residents of Terminus who rise as undead after being killed by blackfire.
Those who die from injuries caused by blackfire will rise as blackfire wights within an hour of their deaths.
Blackfire wights are considered the lost souls of those who forsake the true path of The Gloried.
Wight: A humanoid slain by [a blackfire wight's blackfire slam] attack rises 24 hours later as a wight under the blackfire wight’s control, unless the humanoid is returned to life or its body is destroyed.
A humanoid slain by [a blackfire wight's blackfire blast] attack rises 24 hours later as a wight under the blackfire wight’s control, unless the humanoid is returned to life or its body is destroyed.
Withered Corpse: ?
Wandering Skeleton: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls and ghasts, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as more powerful undead. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.
Zombie: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls and ghasts, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as more powerful undead. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.
Ghoul: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls and ghasts, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as more powerful undead. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.
Ghast: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls and ghasts, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as more powerful undead. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.
More Powerful Undead: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls and ghasts, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as more powerful undead. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.
Corporeal Undead: Those who die beneath the surface of Terminus have a much higher chance of spontaneously rising as undead. This may be another side effect of the strange mineral known as nightglass. Wandering skeletons and zombies are common, and those that die of starvation within the bowels of Terminus often rise as ghouls and ghasts, as do those who practice cannibalism regularly. The most vicious and violent of prisoners have been known to return as more powerful undead. This increase in undead activity is limited to corporeal undead. Incorporeal undead are no more likely to arise than on any other planet.
Incorporeal Undead: ?
Undead Child: ?
Blackfire Wight: Blackfire wights are humanoid residents of Terminus who rise as undead after being killed by blackfire.
Those who die from injuries caused by blackfire will rise as blackfire wights within an hour of their deaths.
Blackfire wights are considered the lost souls of those who forsake the true path of The Gloried.
Wight: A humanoid slain by [a blackfire wight's blackfire slam] attack rises 24 hours later as a wight under the blackfire wight’s control, unless the humanoid is returned to life or its body is destroyed.
A humanoid slain by [a blackfire wight's blackfire blast] attack rises 24 hours later as a wight under the blackfire wight’s control, unless the humanoid is returned to life or its body is destroyed.
Withered Corpse: ?
Legendary Worlds: Volretz (5e)
Fiery Undead Horror: The remains of the twenty workers have never been collected, and the rumors of hauntings soon prove to be true. The deceased workers return as a variety of fiery undead horrors, immediately attacking the intruders.
Burning Skeleton: The remains of the twenty workers have never been collected, and the rumors of hauntings soon prove to be true. The deceased workers return as a variety of fiery undead horrors, immediately attacking the intruders.
Cumbusted: The remains of the twenty workers have never been collected, and the rumors of hauntings soon prove to be true. The deceased workers return as a variety of fiery undead horrors, immediately attacking the intruders.
Cinderghost: The remains of the twenty workers have never been collected, and the rumors of hauntings soon prove to be true. The deceased workers return as a variety of fiery undead horrors, immediately attacking the intruders.
Burning Skeleton: The remains of the twenty workers have never been collected, and the rumors of hauntings soon prove to be true. The deceased workers return as a variety of fiery undead horrors, immediately attacking the intruders.
Cumbusted: The remains of the twenty workers have never been collected, and the rumors of hauntings soon prove to be true. The deceased workers return as a variety of fiery undead horrors, immediately attacking the intruders.
Cinderghost: The remains of the twenty workers have never been collected, and the rumors of hauntings soon prove to be true. The deceased workers return as a variety of fiery undead horrors, immediately attacking the intruders.
Legendlore Core Rulebook
Night Creature, Common Night Creature: A person slain in this way [by a night creature's bite attack] and then buried in the ground rises the following night as a night creature.
A person slain in this way [by an elder night creature's bite attack] and then buried in the ground rises the following night as a night creature.
Orb of Death artifact.
Night Creature, Evil Undead, Dark Dwelling Creature, Walking Corpse With Parchment Skin and White Hair: ?
Vicious Half-Bestial Night Creature: ?
Night Creature, Minion: ?
Vicious Night Creature: ?
Night Creature, Vicious Creature: ?
Night Creature Elder: ?
Night Creature Elder, Very Alluring Creature: ?
Skeleton: Skeletons must be summoned via necromantic sorcery, often from the corpses of fallen warriors. When summoned, the skeletons slough off whatever flesh still clings to them until only bones remain.
Army of Darkness Azothian true ritual.
Warrior Skeleton: ?
Peasant Skeleton: ?
Skeleton Minion: ?
Skeleton Knight: ?
Skeleton Assassin: ?
Skeleton, Undead Servant: ?
Zombie: Any living creature can become a zombie in theory, though very small or very large creatures seem more resistant to zombie infection. If a person dies at the hands of a zombie, and there’s anything of them left, the Game Master rolls a d100 to see if they become a zombie: the chance is 20% for Tiny people, 30% for Small or Large people, and 50% for Medium people. If the deceased is a player’s character, they may veto the roll.
Army of Darkness Azothian true ritual.
Zombie, Undead Servant: ?
Undead, Undead Creature: Unlike Earth’s black death, the black plague of Terrorek is entirely magical in nature, rotting away flesh and leaving only undead creatures where the living once stood.
The tide quickly turned on Darkoth, as Terrorek taught Thoragg the dark magic of bringing the dead back from their graves.
Unnatural Scourge: ?
Undead Orc: ?
Undead Soldier: ?
Thoragg, Terrible Undead Creature: Led by Thoragg, himself transformed into a terrible undead creature by his pact with Terrorek, this army was virtually unstoppable — the full might of Drohm was only just enough to hold it back, until Ardonia offered them an alliance to defeat Terrorek.
Powerful Undead: ?
Weakest of the Undead: ?
Major Undead: ?
Most Potent Undead: ?
Ghost: The ruins of this inland town are now half-buried in mud, caught under a mudslide created by the seemingly ceaseless rain of the Isle of Ardonous. The town’s hillside cemetery was swept into the mudslide as well, leaving the streets scattered with bones sticking out of the mud. At night, angry spirits roam the town whose name is long since lost, searching for their homes in the filth. As the residents of the cemetery perished long before the black plague came, their confused and wandering souls do not understand why their homes are gone. Confusion breeds anger, and the ghosts will take out their rage on anyone who wanders into their territory.
Angry Spirit, Confused Wandering Soul, Ghost: ?
Ghost of the Fallen: ?
Lich Queen: ?
Lich, Powerful Undead: ?
Lich: ?
Mummy Lord, Powerful Undead: ?
Undead Shadow: ?
Orc-Shaped Spectre: ?
Tormented Soul: ?
The Wailing Mother: The sobs of this creature can be heard when the wind whips through the deadened forests and dried branches screech against one another. The passage of time robbed her of her identity, and no one truly knows if the Wailing Mother is the ghost of one woman, or the amalgamation of the souls of parents who mourn for their children lost to war.
The Wailing Mother, Ghost: ?
The Wailing Mother, Amalgamation of the Souls of Parents Who Mourn for Their Children Lost to War: ?
ORB OF DEATH
Wondrous item, artifact
Forged by the demon Terrorek from solidified hate and darkness, this orb appears as a perfect obsidian sphere. It requires the sacrifice of a sentient creature, willing or otherwise, in order to function. The orb draws in their life force and corrupts it beyond repair, spewing the transformed life force back into the world as a necromantic plague.
The first victim is the sacrifice itself, immediately raised again as a night creature, before spreading to any dead within a 50-foot radius. This includes previously animated undead, such as liches or zombies, as well as corpses in various states of decay. Usually the orb is activated inside a cemetery for maximum effect.
Once it has infected the dead and converted them into night creatures, the plague begins to spread among the living. All living people within the area must make a DC 20 Constitution saving throw to avoid contracting the necrotic infection. If they contract the disease, they become carriers forcing a DC 20 Constitution saving throw from all living people they encounter. An unarmed attack by a night creature also has the ability to pass on the plague; the target must succeed on a DC 15 Constitution saving throw for every successful attack or become infected.
While the disease itself doesn’t kill, the infected rise after their death (which, if they’re near any night creatures, might be very imminent) to become a night creature controlled by whomever holds the Orb of Death.
ARMY OF DARKNESS
3rd-level necromancy (arcane, Azothian ritual)
Casting Time: 3 hours
Range: Self (150-foot radius)
Components: V, S, M (jewelry and treasure stolen from graves and tombs totaling 750 gp, which is consumed when casting the ritual)
Duration: 3 days (see below)
This ritual allows the caster to raise a veritable army of undead servants at once. This ritual is often cast on battlefields, in charnel houses, or in graveyards to allow for maximum density of undead forces. Some particularly evil spellcasters have been known to send troops into small villages to slaughter the innocent inhabitants in preparation for the performance of this ritual.
You must cast this ritual so that it ends during nighttime. Corpses and bones of Tiny, Small and Medium humanoids within a 150-foot radius of you animate as up to 40 undead under your control, assuming enough remains are present. Bones become skeletons and corpses become zombies. Alternatively, you can assert control over uncontrolled skeletons or zombies in the area, but the maximum number of undead created and controlled remains limited to 40.
You can use a bonus action to mentally command any creature created or controlled with this ritual, as long as the creature is within 150 feet of you. To command multiple creatures at one time, you must issue them all the same command. When the duration ends, 75 % of the undead created with this ritual are destroyed and turn to ash. The remaining undead become uncontrolled. However, if uncontrolled undead have a clear task remaining when they become uncontrolled, they tend to keep performing that task.
At Higher Levels. When you cast this ritual using a spell slot of 4th level or higher, the ritual’s radius and range of control doubles for each slot level above 3rd, to a maximum of 9,600 feet using a 9th-level slot. In addition, you can animate up to 10 more undead per slot level above 3rd and the percentage of undead who are destroyed after 3 days decreases by 10% per slot level above 3rd, to a minimum of 15% using a 9th-level slot.
A person slain in this way [by an elder night creature's bite attack] and then buried in the ground rises the following night as a night creature.
Orb of Death artifact.
Night Creature, Evil Undead, Dark Dwelling Creature, Walking Corpse With Parchment Skin and White Hair: ?
Vicious Half-Bestial Night Creature: ?
Night Creature, Minion: ?
Vicious Night Creature: ?
Night Creature, Vicious Creature: ?
Night Creature Elder: ?
Night Creature Elder, Very Alluring Creature: ?
Skeleton: Skeletons must be summoned via necromantic sorcery, often from the corpses of fallen warriors. When summoned, the skeletons slough off whatever flesh still clings to them until only bones remain.
Army of Darkness Azothian true ritual.
Warrior Skeleton: ?
Peasant Skeleton: ?
Skeleton Minion: ?
Skeleton Knight: ?
Skeleton Assassin: ?
Skeleton, Undead Servant: ?
Zombie: Any living creature can become a zombie in theory, though very small or very large creatures seem more resistant to zombie infection. If a person dies at the hands of a zombie, and there’s anything of them left, the Game Master rolls a d100 to see if they become a zombie: the chance is 20% for Tiny people, 30% for Small or Large people, and 50% for Medium people. If the deceased is a player’s character, they may veto the roll.
Army of Darkness Azothian true ritual.
Zombie, Undead Servant: ?
Undead, Undead Creature: Unlike Earth’s black death, the black plague of Terrorek is entirely magical in nature, rotting away flesh and leaving only undead creatures where the living once stood.
The tide quickly turned on Darkoth, as Terrorek taught Thoragg the dark magic of bringing the dead back from their graves.
Unnatural Scourge: ?
Undead Orc: ?
Undead Soldier: ?
Thoragg, Terrible Undead Creature: Led by Thoragg, himself transformed into a terrible undead creature by his pact with Terrorek, this army was virtually unstoppable — the full might of Drohm was only just enough to hold it back, until Ardonia offered them an alliance to defeat Terrorek.
Powerful Undead: ?
Weakest of the Undead: ?
Major Undead: ?
Most Potent Undead: ?
Ghost: The ruins of this inland town are now half-buried in mud, caught under a mudslide created by the seemingly ceaseless rain of the Isle of Ardonous. The town’s hillside cemetery was swept into the mudslide as well, leaving the streets scattered with bones sticking out of the mud. At night, angry spirits roam the town whose name is long since lost, searching for their homes in the filth. As the residents of the cemetery perished long before the black plague came, their confused and wandering souls do not understand why their homes are gone. Confusion breeds anger, and the ghosts will take out their rage on anyone who wanders into their territory.
Angry Spirit, Confused Wandering Soul, Ghost: ?
Ghost of the Fallen: ?
Lich Queen: ?
Lich, Powerful Undead: ?
Lich: ?
Mummy Lord, Powerful Undead: ?
Undead Shadow: ?
Orc-Shaped Spectre: ?
Tormented Soul: ?
The Wailing Mother: The sobs of this creature can be heard when the wind whips through the deadened forests and dried branches screech against one another. The passage of time robbed her of her identity, and no one truly knows if the Wailing Mother is the ghost of one woman, or the amalgamation of the souls of parents who mourn for their children lost to war.
The Wailing Mother, Ghost: ?
The Wailing Mother, Amalgamation of the Souls of Parents Who Mourn for Their Children Lost to War: ?
ORB OF DEATH
Wondrous item, artifact
Forged by the demon Terrorek from solidified hate and darkness, this orb appears as a perfect obsidian sphere. It requires the sacrifice of a sentient creature, willing or otherwise, in order to function. The orb draws in their life force and corrupts it beyond repair, spewing the transformed life force back into the world as a necromantic plague.
The first victim is the sacrifice itself, immediately raised again as a night creature, before spreading to any dead within a 50-foot radius. This includes previously animated undead, such as liches or zombies, as well as corpses in various states of decay. Usually the orb is activated inside a cemetery for maximum effect.
Once it has infected the dead and converted them into night creatures, the plague begins to spread among the living. All living people within the area must make a DC 20 Constitution saving throw to avoid contracting the necrotic infection. If they contract the disease, they become carriers forcing a DC 20 Constitution saving throw from all living people they encounter. An unarmed attack by a night creature also has the ability to pass on the plague; the target must succeed on a DC 15 Constitution saving throw for every successful attack or become infected.
While the disease itself doesn’t kill, the infected rise after their death (which, if they’re near any night creatures, might be very imminent) to become a night creature controlled by whomever holds the Orb of Death.
ARMY OF DARKNESS
3rd-level necromancy (arcane, Azothian ritual)
Casting Time: 3 hours
Range: Self (150-foot radius)
Components: V, S, M (jewelry and treasure stolen from graves and tombs totaling 750 gp, which is consumed when casting the ritual)
Duration: 3 days (see below)
This ritual allows the caster to raise a veritable army of undead servants at once. This ritual is often cast on battlefields, in charnel houses, or in graveyards to allow for maximum density of undead forces. Some particularly evil spellcasters have been known to send troops into small villages to slaughter the innocent inhabitants in preparation for the performance of this ritual.
You must cast this ritual so that it ends during nighttime. Corpses and bones of Tiny, Small and Medium humanoids within a 150-foot radius of you animate as up to 40 undead under your control, assuming enough remains are present. Bones become skeletons and corpses become zombies. Alternatively, you can assert control over uncontrolled skeletons or zombies in the area, but the maximum number of undead created and controlled remains limited to 40.
You can use a bonus action to mentally command any creature created or controlled with this ritual, as long as the creature is within 150 feet of you. To command multiple creatures at one time, you must issue them all the same command. When the duration ends, 75 % of the undead created with this ritual are destroyed and turn to ash. The remaining undead become uncontrolled. However, if uncontrolled undead have a clear task remaining when they become uncontrolled, they tend to keep performing that task.
At Higher Levels. When you cast this ritual using a spell slot of 4th level or higher, the ritual’s radius and range of control doubles for each slot level above 3rd, to a maximum of 9,600 feet using a 9th-level slot. In addition, you can animate up to 10 more undead per slot level above 3rd and the percentage of undead who are destroyed after 3 days decreases by 10% per slot level above 3rd, to a minimum of 15% using a 9th-level slot.
Let’s Get Kraken
Bog Zombie: The bodies of a bog hag’s victims are often steeped in the fetid ground of her home bog to ripen to her foul tastes. Sometimes, however, the bog hag allows the deceased to rise after seven days as a bog zombie that faithfully serves its fey mistress.
A bog hag can create a number of bog zombies up to her Charisma modifier. To create a bog zombie, the bog hag must have a fresh corpse and access to its home bog. It takes seven days for the corpse to steep and become a bog zombie.
Viable Undead From Mixed Parts: Books, scroll tubes, and rolled maps fill this bookshelf. It contains treatises on Hyperborean history, anatomy, necromancy, the summoning and control of living creatures, the creation of viable undead from mixed parts, and other topics.
Ghost of Past Priest: ?
Ghost: ?
Skeleton: Kaltran makes far more undead than he can control and turns the rest loose.
Belsir of Reme, Vampire Spawn: ?
Tala, Vampire Spawn: ?
Tef, Vampire Spawn: ?
Vampire: ?
Zombie: Kaltran experimented with creating zombies from the mercenaries who died clearing out the fortress, but the rest of the mercenaries complained.
A bog hag can create a number of bog zombies up to her Charisma modifier. To create a bog zombie, the bog hag must have a fresh corpse and access to its home bog. It takes seven days for the corpse to steep and become a bog zombie.
Viable Undead From Mixed Parts: Books, scroll tubes, and rolled maps fill this bookshelf. It contains treatises on Hyperborean history, anatomy, necromancy, the summoning and control of living creatures, the creation of viable undead from mixed parts, and other topics.
Ghost of Past Priest: ?
Ghost: ?
Skeleton: Kaltran makes far more undead than he can control and turns the rest loose.
Belsir of Reme, Vampire Spawn: ?
Tala, Vampire Spawn: ?
Tef, Vampire Spawn: ?
Vampire: ?
Zombie: Kaltran experimented with creating zombies from the mercenaries who died clearing out the fortress, but the rest of the mercenaries complained.
Level Up: Adventurer's Guide (A5E)
Undead, Undead Creature: The act of creating or becoming undead is a matter of powerful magic and not something that can be easily undone.
Alter Self spell.
Undead Horror: ?
Mindless Undead Creature: ?
Problematic Undead Creature: ?
Undead Corpse: ?
Ghast: Create Undead spell 8th level or higher spell slot.
Ghost: ?
Ghoul: Create Undead spell.
Lich: ?
Lich, Dreadful Foe: ?
Azkaroth, Archlich, Dark Lord: ?
Evil Lich Overlord: ?
Mummy: Create Undead spell 9th level spell slot.
Revenant: Revenant feat.
Skeleton Creature: Wicked Youth Warlock invocation.
Skeleton: Animate Dead spell.
Vampire: ?
Vampire Lord: Vampire Lord feat.
Vampire, Intelligent Creature: ?
Wight: Create Undead spell 8th level or higher spell slot.
Zombie Creature: Wicked Youth Warlock invocation.
Zombie: Animate Dead spell.
Roav's Reanimating Circle of Death spell.
Finger of Death spell.
Alter Self
2nd-level (transmutation; arcane, movement, shapechanging, weaponry)
Classes: Sorcerer, wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration (1 hour)
You use magic to mold yourself into a new form. Choose one of the options below. Until the spell ends, you can use an action to choose a different option.
Amphibian: Your body takes on aquatic adaptations. You can breathe underwater normally and gain a swimming speed equal to your base Speed.
Altered State: You decide what you look like. None of your gameplay statistics change but you can alter anything about your body’s appearance, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, sound of your voice, hair style and length, skin and eye coloration, sex, and any other distinguishing features. You cannot become a creature of a different size category, and your limb structure remains the same; for example if you’re bipedal, you can’t use this spell to become a quadruped. Until the spell ends, you can use an action to change your appearance.
Red in Tooth and Claw: You grow magical natural weapons of your choice with a +1 bonus to attack and damage. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage of a type determined by the natural weapon you chose; for example a tentacle deals bludgeoning, a horn deals piercing, and claws deal slashing.
Cast at Higher Levels. When using a spell slot of 5th-level, add the following to the list of forms you can adopt.
Greater Natural Weapons. The damage dealt by your natural weapon increases to 2d6, and you gain a +2 bonus to attack and damage rolls with your natural weapons.
Mask of the Grave. You adopt the appearance of a skeleton or zombie (your choice). Your type changes to undead, and mindless undead creatures ignore your presence, treating you as one of their own. You don’t need to breathe and you become immune to poison.
Wings. A pair of wings sprouts from your back. The wings can appear bird-like, leathery like a bat or dragon’s wings, or like the wings of an insect. You gain a fly speed equal to your base Speed.
Animate Dead
3rd-level (necromancy; necrotic, summoning, undead)
Classes: Cleric, wizard
Casting Time: 1 minute
Range: Touch
Target: Corpse or pile of bones of a Medium or Small creature
Components: V, S, M (two copper coins)
Duration: Instantaneous
You animate a mortal’s remains to become your undead servant.
If the spell is cast upon bones you create a skeleton, and if cast upon a corpse you choose to create a skeleton or a zombie. The Narrator has the undead’s statistics.
While it is within 60 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.
The undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours. Casting the spell in this way reasserts control over up to 4 of your previously-animated undead instead of animating a new one.
Cast at Higher Levels. You create or reassert control over 2 additional undead for each slot level above 3rd. When commanding more than 3 undead they make group attack rolls.
Rare: Komanov’s Chilling Animate Dead. Natural weapon attacks by undead created using this spell deal cold damage instead of bludgeoning damage.
Circle of Death
6th-level (necromancy; necrotic)
Classes: Sorcerer, warlock, wizard
Casting Time: 1 action
Range: Long (120 feet)
Area: 60-foot radius sphere
Components: V, S, M (shards of a black pearl worth at least 500 gold)
Duration: Instantaneous
Saving Throw: Constitution halves
A sphere of negative energy sucks life from the area. Creatures in the area take 9d6 necrotic damage.
Cast at Higher Levels. The damage increases by 2d6 for each slot level above 6th.
Rare: Roav’s Reanimating Circle of Death. Creatures killed by this spell rise as zombies at the start of your next turn. These zombies have 1 hit point, they are not under your control, and they attack the nearest living creature.
Create Undead
6th-level (necromancy; arcane, divine, undead)
Classes: Cleric, warlock, wizard
Casting Time: 1 minute
Range: Short (30 feet)
Target: Up to three corpses of Medium or Small humanoids
Components: V, S, M (each corpse requires a clay pot filled with grave dirt, a clay pot filled with brackish water, and a black onyx stone worth 150 gold)
Duration: Instantaneous
This spell cannot be cast in sunlight. You reanimate the targets as undead and transform them into ghouls under your control.
While it is within 120 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.
The undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours. Casting the spell in this way reasserts control over up to 3 undead you have animated with this spell, rather than animating a new one.
Cast at Higher Levels. You create or reassert control over one additional ghoul for each slot level above 6th. Alternatively, when using an 8th-level spell slot you create or reassert control over 2 ghasts or wights, or when using a 9th-level spell slot you create or reassert control over 3 ghasts or wights, or 2 mummies. When commanding more than 3 undead they make group attack rolls.
Finger of Death
7th-level (necromancy; arcane, necrotic, undead)
Classes: Sorcerer, warlock, wizard
Casting Time: 1 action
Range: Medium (60 feet)
Target: One creature
Components: V, S
Duration: Instantaneous
Saving Throw: Constitution halves
Negative energy wracks the target and deals 7d8 + 30 necrotic damage. A humanoid killed by this spell turns into a zombie at the start of your next turn. It is permanently under your control and follows your spoken commands.
Cast at Higher Levels. The damage increases by 2d8 for each slot level above 7th.
Rare: Cyneburg’s Shadowed Finger of Death. This spell’s duration is 1 hour. You can store the spell harmlessly on a willing creature, causing an inky stain to appear on its finger. That creature can touch or make an unarmed melee attack to deliver the spell to a target, triggering the damage on a hit. The spell ends on a hit or miss.
Revenant
Prerequisites: Vendetta, one other feat or previous Ability Score Improvement, dead
You may choose to select this feat when you die, replacing your most recently chosen feat other than Vendetta or reducing your ability scores to reverse your last Ability Score Improvement. The next midnight your corpse rises and your soul returns to it. You gain the undead type in addition to being a humanoid, as well as the following benefits:
• Your destiny changes to Revenge.
• You gain resistance to necrotic and psychic damage.
• You gain darkvision to a range of 60 feet (or if you already have it, its range increases by 30 feet).
• You become immune to poison damage and the poisoned condition.
• If your vendetta has not ended, you regain all of your hit points when you finish a short rest or 1 hour after you are reduced to 0 hit points.
• You gain an expertise die on saving throws made against spells and other magical effects, and on saving throws made to resist being charmed, fatigued, frightened, paralyzed, or stunned.
• You gain an expertise die on ability checks made to find or track a creature that is part of your vendetta.
Vampire Lord
Prerequisites: Vampire Spawn
It is uncertain where the darkness ends and you begin as you fully embrace vampirism—everything it offers and all that it takes away. You gain the following benefits.
• Your Speed increases by 10 feet.
• You gain an expertise die on Stealth checks.
• The range of your darkvision increases to 120 feet.
• Your bite damage increases to 1d10.
• You can use Charming Gaze twice between rests.
• When using Charming Gaze, a target with at least one level of strife makes its saving throw with disadvantage.
You also gain the Vampiric Shapechange feature.
Vampiric Shapechange. You can use an action to transform into the shape of a Medium or smaller beast of CR 3 or less, a mist, or back into your true form.
While transformed into a beast, you have the beast’s size and movement modes. You can’t use reactions or speak. Otherwise, you use your statistics. Any items you are carrying transform with you.
While transformed into a mist, you have a flying speed of 30 feet, can’t speak, can’t take actions or manipulate objects, are immune to nonmagical damage from weapons, and have advantage on saving throws and Stealth checks. You can pass through a space as narrow as 1 inch without squeezing but can’t pass through water. Any items you are carrying transform with you.
All of these changes to your body have utterly deprived you of your mortality. You gain the undead type in addition to being a humanoid, and you take 20 radiant damage when you end your turn in contact with sunlight.
Wicked Youth
Prerequisite: 15th level, Diabolist archetype
You are immune to necrotic damage, you are immune to disease, and you cannot be magically aged. When you kill a creature, you can either reduce your apparent age or extend your life span by a number of years equal to the creature’s CR. When you would die of old age, you instead become undead, gaining the skeleton or zombie template with no changes to your ability scores.
Alter Self spell.
Undead Horror: ?
Mindless Undead Creature: ?
Problematic Undead Creature: ?
Undead Corpse: ?
Ghast: Create Undead spell 8th level or higher spell slot.
Ghost: ?
Ghoul: Create Undead spell.
Lich: ?
Lich, Dreadful Foe: ?
Azkaroth, Archlich, Dark Lord: ?
Evil Lich Overlord: ?
Mummy: Create Undead spell 9th level spell slot.
Revenant: Revenant feat.
Skeleton Creature: Wicked Youth Warlock invocation.
Skeleton: Animate Dead spell.
Vampire: ?
Vampire Lord: Vampire Lord feat.
Vampire, Intelligent Creature: ?
Wight: Create Undead spell 8th level or higher spell slot.
Zombie Creature: Wicked Youth Warlock invocation.
Zombie: Animate Dead spell.
Roav's Reanimating Circle of Death spell.
Finger of Death spell.
Alter Self
2nd-level (transmutation; arcane, movement, shapechanging, weaponry)
Classes: Sorcerer, wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration (1 hour)
You use magic to mold yourself into a new form. Choose one of the options below. Until the spell ends, you can use an action to choose a different option.
Amphibian: Your body takes on aquatic adaptations. You can breathe underwater normally and gain a swimming speed equal to your base Speed.
Altered State: You decide what you look like. None of your gameplay statistics change but you can alter anything about your body’s appearance, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, sound of your voice, hair style and length, skin and eye coloration, sex, and any other distinguishing features. You cannot become a creature of a different size category, and your limb structure remains the same; for example if you’re bipedal, you can’t use this spell to become a quadruped. Until the spell ends, you can use an action to change your appearance.
Red in Tooth and Claw: You grow magical natural weapons of your choice with a +1 bonus to attack and damage. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage of a type determined by the natural weapon you chose; for example a tentacle deals bludgeoning, a horn deals piercing, and claws deal slashing.
Cast at Higher Levels. When using a spell slot of 5th-level, add the following to the list of forms you can adopt.
Greater Natural Weapons. The damage dealt by your natural weapon increases to 2d6, and you gain a +2 bonus to attack and damage rolls with your natural weapons.
Mask of the Grave. You adopt the appearance of a skeleton or zombie (your choice). Your type changes to undead, and mindless undead creatures ignore your presence, treating you as one of their own. You don’t need to breathe and you become immune to poison.
Wings. A pair of wings sprouts from your back. The wings can appear bird-like, leathery like a bat or dragon’s wings, or like the wings of an insect. You gain a fly speed equal to your base Speed.
Animate Dead
3rd-level (necromancy; necrotic, summoning, undead)
Classes: Cleric, wizard
Casting Time: 1 minute
Range: Touch
Target: Corpse or pile of bones of a Medium or Small creature
Components: V, S, M (two copper coins)
Duration: Instantaneous
You animate a mortal’s remains to become your undead servant.
If the spell is cast upon bones you create a skeleton, and if cast upon a corpse you choose to create a skeleton or a zombie. The Narrator has the undead’s statistics.
While it is within 60 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.
The undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours. Casting the spell in this way reasserts control over up to 4 of your previously-animated undead instead of animating a new one.
Cast at Higher Levels. You create or reassert control over 2 additional undead for each slot level above 3rd. When commanding more than 3 undead they make group attack rolls.
Rare: Komanov’s Chilling Animate Dead. Natural weapon attacks by undead created using this spell deal cold damage instead of bludgeoning damage.
Circle of Death
6th-level (necromancy; necrotic)
Classes: Sorcerer, warlock, wizard
Casting Time: 1 action
Range: Long (120 feet)
Area: 60-foot radius sphere
Components: V, S, M (shards of a black pearl worth at least 500 gold)
Duration: Instantaneous
Saving Throw: Constitution halves
A sphere of negative energy sucks life from the area. Creatures in the area take 9d6 necrotic damage.
Cast at Higher Levels. The damage increases by 2d6 for each slot level above 6th.
Rare: Roav’s Reanimating Circle of Death. Creatures killed by this spell rise as zombies at the start of your next turn. These zombies have 1 hit point, they are not under your control, and they attack the nearest living creature.
Create Undead
6th-level (necromancy; arcane, divine, undead)
Classes: Cleric, warlock, wizard
Casting Time: 1 minute
Range: Short (30 feet)
Target: Up to three corpses of Medium or Small humanoids
Components: V, S, M (each corpse requires a clay pot filled with grave dirt, a clay pot filled with brackish water, and a black onyx stone worth 150 gold)
Duration: Instantaneous
This spell cannot be cast in sunlight. You reanimate the targets as undead and transform them into ghouls under your control.
While it is within 120 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.
The undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours. Casting the spell in this way reasserts control over up to 3 undead you have animated with this spell, rather than animating a new one.
Cast at Higher Levels. You create or reassert control over one additional ghoul for each slot level above 6th. Alternatively, when using an 8th-level spell slot you create or reassert control over 2 ghasts or wights, or when using a 9th-level spell slot you create or reassert control over 3 ghasts or wights, or 2 mummies. When commanding more than 3 undead they make group attack rolls.
Finger of Death
7th-level (necromancy; arcane, necrotic, undead)
Classes: Sorcerer, warlock, wizard
Casting Time: 1 action
Range: Medium (60 feet)
Target: One creature
Components: V, S
Duration: Instantaneous
Saving Throw: Constitution halves
Negative energy wracks the target and deals 7d8 + 30 necrotic damage. A humanoid killed by this spell turns into a zombie at the start of your next turn. It is permanently under your control and follows your spoken commands.
Cast at Higher Levels. The damage increases by 2d8 for each slot level above 7th.
Rare: Cyneburg’s Shadowed Finger of Death. This spell’s duration is 1 hour. You can store the spell harmlessly on a willing creature, causing an inky stain to appear on its finger. That creature can touch or make an unarmed melee attack to deliver the spell to a target, triggering the damage on a hit. The spell ends on a hit or miss.
Revenant
Prerequisites: Vendetta, one other feat or previous Ability Score Improvement, dead
You may choose to select this feat when you die, replacing your most recently chosen feat other than Vendetta or reducing your ability scores to reverse your last Ability Score Improvement. The next midnight your corpse rises and your soul returns to it. You gain the undead type in addition to being a humanoid, as well as the following benefits:
• Your destiny changes to Revenge.
• You gain resistance to necrotic and psychic damage.
• You gain darkvision to a range of 60 feet (or if you already have it, its range increases by 30 feet).
• You become immune to poison damage and the poisoned condition.
• If your vendetta has not ended, you regain all of your hit points when you finish a short rest or 1 hour after you are reduced to 0 hit points.
• You gain an expertise die on saving throws made against spells and other magical effects, and on saving throws made to resist being charmed, fatigued, frightened, paralyzed, or stunned.
• You gain an expertise die on ability checks made to find or track a creature that is part of your vendetta.
Vampire Lord
Prerequisites: Vampire Spawn
It is uncertain where the darkness ends and you begin as you fully embrace vampirism—everything it offers and all that it takes away. You gain the following benefits.
• Your Speed increases by 10 feet.
• You gain an expertise die on Stealth checks.
• The range of your darkvision increases to 120 feet.
• Your bite damage increases to 1d10.
• You can use Charming Gaze twice between rests.
• When using Charming Gaze, a target with at least one level of strife makes its saving throw with disadvantage.
You also gain the Vampiric Shapechange feature.
Vampiric Shapechange. You can use an action to transform into the shape of a Medium or smaller beast of CR 3 or less, a mist, or back into your true form.
While transformed into a beast, you have the beast’s size and movement modes. You can’t use reactions or speak. Otherwise, you use your statistics. Any items you are carrying transform with you.
While transformed into a mist, you have a flying speed of 30 feet, can’t speak, can’t take actions or manipulate objects, are immune to nonmagical damage from weapons, and have advantage on saving throws and Stealth checks. You can pass through a space as narrow as 1 inch without squeezing but can’t pass through water. Any items you are carrying transform with you.
All of these changes to your body have utterly deprived you of your mortality. You gain the undead type in addition to being a humanoid, and you take 20 radiant damage when you end your turn in contact with sunlight.
Wicked Youth
Prerequisite: 15th level, Diabolist archetype
You are immune to necrotic damage, you are immune to disease, and you cannot be magically aged. When you kill a creature, you can either reduce your apparent age or extend your life span by a number of years equal to the creature’s CR. When you would die of old age, you instead become undead, gaining the skeleton or zombie template with no changes to your ability scores.
Level Up: Dungeon Delver's Guide (A5E)
Shadow Symbiote Thrall: Any living or dead humanoid can become a shadow symbiote thrall.
Shadow Symbiote Assimilate power.
Shadow Symbiote Knight: While it lived, the shadow symbiote knight was a powerful martial champion. In death, it is a puppet of a shadow symbiote.
Bonespawn: While most skeletons are the undead remains of a single corpse, mismatched and jumbled bones can be raised as bonespawn.
Skeletal Warlord Raise Bonespawn power.
Skeletal Immortal: Once skilled warriors and mercenaries, death has robbed skeletal immortals of none of the martial skills they possessed in life. Furthermore, necromancy has granted them a kind of immortality: until they are pulverized or burned with holy fire, they leap to their feet unharmed moments after being defeated.
Skeletal Warlord: ?
Skeleton Variant: In their grim and blood-spattered lairs, necromancers experiment with skeletal remains the way chefs tinker with recipes. Many wizards produce variations on the animated skeleton, and undead legions boast their own skeletal officers, specialists, and fearsome elite soldiers.
Burning Skeleton: Burning skeletons are formed from the charred remains of those burned alive on funeral pyres.
Four-Armed Skeleton: With the ability to rearrange limbs as they like, it’s no surprise that necromancers hit upon a simple way to increase their skeletons’ deadliness: add more arms.
Winged Skeleton: With giant bat wings grafted to their shoulder blades, winged skeletons look like nightmare soldiers in hellish armies.
Skeletal Immortal, Spirit of the Past: ?
Skeleton Immortal, Guardian: ?
Amber-Veiled Skeletal Immortal: ?
Four-Armed Skeletal Immortal: ?
Burning Skeletal Immortal: ?
Winged Skeleton, Scout: ?
Bonespawn, Guardian: ?
Undead, Undead Monster, Undead Creature: A magic potion that changes your type and appearance to undead for 24 hours.
Non-Living Creature: ?
Unintelligent Monster: ?
Undead Occupant: ?
Harmless Undead Spirit: ?
Powerful Undead Creature: ?
Undead Skeletal Elephant: ?
Corporeal Undead: ?
Undead Remains: ?
Banshee, Guardian: ?
Banshee: ?
Demilich: ?
Demilich, Guard: ?
Dragon Lich: ?
Dragon Lich, Guardian: ?
Dragon Lich, Guard: ?
Adult Black Dragon Lich: ?
Dread Knight, Spirit of the Past: ?
Dread Knight Champion, King, Immortal Monster: ?
Dread Knight: ?
Dread Knight Champion: ?
Ghost: ?
Harmless Ghost of the Bastion's Former Seneschal: ?
Ghost, Guardian: ?
Ghost, Nonhostile Ghost: ?
Warlord's Ghost: ?
Vengeful Ghost: ?
Friendly Ghost: ?
Silent Ghost: Little is known about the cataclysm that created the ghosts, but many are convinced aboleths were somehow involved: besides loud noises, the presence of aboleths also triggers the ghosts’ hostility.
Silent Ghost, Tortured Soul: ?
Ghoul, Guardian: ?
Ghoul, Horrible Thing: ?
Ghoul, Denizen: ?
Ghoul: ?
Ghoul, Intelligent Undead: ?
Ghast, Guardian: ?
Ghast, Spirit of the Past: ?
Lich: ?
Lich, Denizen: ?
Lich, Spellcaster: ?
Lich, Spirit of the Past: ?
Lich, Leader: ?
Lich, Librarian: ?
Most Powerful Lich: ?
Isaak Mortav, Lich: ?
Azkaroth, Lich, Archlich, Dark Lord: ?
Mummy, Guardian: ?
Mummy Lord, King, Immortal Monster: ?
Mummy, King, Immortal Monster: ?
Mummy: ?
Mummy, Undead Guard: ?
Mummy Lord: ?
Revenant, Intelligent Undead: ?
Revenant: ?
Scarecrow Harvester, Guardian: ?
Scarecrow Harvester: ?
Scarecrow, Snowman Guard: ?
Snowman, Snowman Guard: ?
Shadow, Fiend: ?
Shadow, Guardian: ?
Shadow, Denizen: ?
Skeletal Minotaur Champion: ?
Skeleton Horde: ?
Animated Skeleton: ?
Animate Skeleton: ?
Skeleton, Guardian: ?
Skeleton, Denizen: ?
Skeletal Champion, Denizen: ?
Skeleton, True Skeleton: ?
Skeleton, Nonhostile Skeleton: ?
Skeleton, Undead Guard: ?
Skeletal Warlord, Undead Guard: ?
Skeleton Horde, Undead Guard: ?
Skeleton Horde, Guardian: ?
Skeletal Officer: ?
Skeletal Specialist: ?
Skeletal Fearsome Elite Soldier: ?
Four-Armed Skeletal Champion: ?
Specter: ?
Vampire: ?
Vampire, Evil Creature: ?
Wicked Vampire: ?
Vampire Spawn, Weaker Monster: ?
Vampire Mage, Inhabitant: ?
Vampire, Inhabitant: ?
Vampire Assassin, Friendly Seeming Creature: ?
Vampire Mage, Friendly Seeming Creature: ?
Vampire Warrior, Friendly Seeming Creature: ?
Vampire Mage, New Chancellor: ?
Vampire Spawn, Guardian: ?
Vampire Warrior, Spirit of the Past: ?
Vampire Spawn: ?
Vampire Spawn, Guard: ?
Vampire, Guard: ?
Vampire, Intruder: ?
Vampire Assassin, Intruder: ?
Vampire Mage, Intruder: ?
Vampire, Denizen: ?
Vampire Assassin, Denizen: ?
Mighty Vampire: ?
Vampire, Undead Guard: ?
Vampire Spawn, Intelligent Undead: ?
Vampire, Intelligent Undead: ?
Vampire Warrior, Intelligent Undead: ?
Vampire Assassin, Guardian: ?
Vampire, Guardian: ?
Vampire Mage, Guardian: ?
Vampire Warrior: ?
Vampire Mage: ?
Reina Song, Vampire, Vampire Queen: ?
Reina Song, Elder Vampire, Elder Vampire Queen: ?
Wight, Spirit of the Past: ?
Wight, Guard: ?
Wight, Intelligent Undead: ?
Wight: ?
Wight, Guardian: ?
Will-o'-Wisp, Sewer Predator, Something Hungry and Dangerous: ?
Wraith Lord, Inhabitant: ?
Wraith: ?
Wraith Lord, Guardian: ?
Wraith, Undead Guard: ?
Wraith Lord, Undead Guard: ?
Wraith, Guardian: ?
Zombie: ?
Ogre Zombie, Guardian: ?
Ogre Zombie, Guard: ?
Zombie Knight, Guard: ?
Zombie, Undead Guard: ?
Zombie, Guardian: ?
Zombie Knight: ?
Zombie Horde, Guardian: ?
Ogre Zombie: ?
Assimilate. The symbiote targets a humanoid it’s attached to, a willing humanoid within 5 feet, or a humanoid corpse within 5 feet. The symbiote attempts to assimilate the target. An unwilling creature can make a DC 13 Charisma saving throw to resist. A creature warded by protection from evil and good automatically succeeds on this save. If the target is a corpse, it becomes an undead creature under the symbiote’s control, regaining all its hit points. The undead creature is destroyed when the symbiote leaves it.
Raise Bonespawn. The warlord touches up to three inanimate skeletons or piles of bones, animating them as bonespawn under the warlord’s control.
Shadow Symbiote Assimilate power.
Shadow Symbiote Knight: While it lived, the shadow symbiote knight was a powerful martial champion. In death, it is a puppet of a shadow symbiote.
Bonespawn: While most skeletons are the undead remains of a single corpse, mismatched and jumbled bones can be raised as bonespawn.
Skeletal Warlord Raise Bonespawn power.
Skeletal Immortal: Once skilled warriors and mercenaries, death has robbed skeletal immortals of none of the martial skills they possessed in life. Furthermore, necromancy has granted them a kind of immortality: until they are pulverized or burned with holy fire, they leap to their feet unharmed moments after being defeated.
Skeletal Warlord: ?
Skeleton Variant: In their grim and blood-spattered lairs, necromancers experiment with skeletal remains the way chefs tinker with recipes. Many wizards produce variations on the animated skeleton, and undead legions boast their own skeletal officers, specialists, and fearsome elite soldiers.
Burning Skeleton: Burning skeletons are formed from the charred remains of those burned alive on funeral pyres.
Four-Armed Skeleton: With the ability to rearrange limbs as they like, it’s no surprise that necromancers hit upon a simple way to increase their skeletons’ deadliness: add more arms.
Winged Skeleton: With giant bat wings grafted to their shoulder blades, winged skeletons look like nightmare soldiers in hellish armies.
Skeletal Immortal, Spirit of the Past: ?
Skeleton Immortal, Guardian: ?
Amber-Veiled Skeletal Immortal: ?
Four-Armed Skeletal Immortal: ?
Burning Skeletal Immortal: ?
Winged Skeleton, Scout: ?
Bonespawn, Guardian: ?
Undead, Undead Monster, Undead Creature: A magic potion that changes your type and appearance to undead for 24 hours.
Non-Living Creature: ?
Unintelligent Monster: ?
Undead Occupant: ?
Harmless Undead Spirit: ?
Powerful Undead Creature: ?
Undead Skeletal Elephant: ?
Corporeal Undead: ?
Undead Remains: ?
Banshee, Guardian: ?
Banshee: ?
Demilich: ?
Demilich, Guard: ?
Dragon Lich: ?
Dragon Lich, Guardian: ?
Dragon Lich, Guard: ?
Adult Black Dragon Lich: ?
Dread Knight, Spirit of the Past: ?
Dread Knight Champion, King, Immortal Monster: ?
Dread Knight: ?
Dread Knight Champion: ?
Ghost: ?
Harmless Ghost of the Bastion's Former Seneschal: ?
Ghost, Guardian: ?
Ghost, Nonhostile Ghost: ?
Warlord's Ghost: ?
Vengeful Ghost: ?
Friendly Ghost: ?
Silent Ghost: Little is known about the cataclysm that created the ghosts, but many are convinced aboleths were somehow involved: besides loud noises, the presence of aboleths also triggers the ghosts’ hostility.
Silent Ghost, Tortured Soul: ?
Ghoul, Guardian: ?
Ghoul, Horrible Thing: ?
Ghoul, Denizen: ?
Ghoul: ?
Ghoul, Intelligent Undead: ?
Ghast, Guardian: ?
Ghast, Spirit of the Past: ?
Lich: ?
Lich, Denizen: ?
Lich, Spellcaster: ?
Lich, Spirit of the Past: ?
Lich, Leader: ?
Lich, Librarian: ?
Most Powerful Lich: ?
Isaak Mortav, Lich: ?
Azkaroth, Lich, Archlich, Dark Lord: ?
Mummy, Guardian: ?
Mummy Lord, King, Immortal Monster: ?
Mummy, King, Immortal Monster: ?
Mummy: ?
Mummy, Undead Guard: ?
Mummy Lord: ?
Revenant, Intelligent Undead: ?
Revenant: ?
Scarecrow Harvester, Guardian: ?
Scarecrow Harvester: ?
Scarecrow, Snowman Guard: ?
Snowman, Snowman Guard: ?
Shadow, Fiend: ?
Shadow, Guardian: ?
Shadow, Denizen: ?
Skeletal Minotaur Champion: ?
Skeleton Horde: ?
Animated Skeleton: ?
Animate Skeleton: ?
Skeleton, Guardian: ?
Skeleton, Denizen: ?
Skeletal Champion, Denizen: ?
Skeleton, True Skeleton: ?
Skeleton, Nonhostile Skeleton: ?
Skeleton, Undead Guard: ?
Skeletal Warlord, Undead Guard: ?
Skeleton Horde, Undead Guard: ?
Skeleton Horde, Guardian: ?
Skeletal Officer: ?
Skeletal Specialist: ?
Skeletal Fearsome Elite Soldier: ?
Four-Armed Skeletal Champion: ?
Specter: ?
Vampire: ?
Vampire, Evil Creature: ?
Wicked Vampire: ?
Vampire Spawn, Weaker Monster: ?
Vampire Mage, Inhabitant: ?
Vampire, Inhabitant: ?
Vampire Assassin, Friendly Seeming Creature: ?
Vampire Mage, Friendly Seeming Creature: ?
Vampire Warrior, Friendly Seeming Creature: ?
Vampire Mage, New Chancellor: ?
Vampire Spawn, Guardian: ?
Vampire Warrior, Spirit of the Past: ?
Vampire Spawn: ?
Vampire Spawn, Guard: ?
Vampire, Guard: ?
Vampire, Intruder: ?
Vampire Assassin, Intruder: ?
Vampire Mage, Intruder: ?
Vampire, Denizen: ?
Vampire Assassin, Denizen: ?
Mighty Vampire: ?
Vampire, Undead Guard: ?
Vampire Spawn, Intelligent Undead: ?
Vampire, Intelligent Undead: ?
Vampire Warrior, Intelligent Undead: ?
Vampire Assassin, Guardian: ?
Vampire, Guardian: ?
Vampire Mage, Guardian: ?
Vampire Warrior: ?
Vampire Mage: ?
Reina Song, Vampire, Vampire Queen: ?
Reina Song, Elder Vampire, Elder Vampire Queen: ?
Wight, Spirit of the Past: ?
Wight, Guard: ?
Wight, Intelligent Undead: ?
Wight: ?
Wight, Guardian: ?
Will-o'-Wisp, Sewer Predator, Something Hungry and Dangerous: ?
Wraith Lord, Inhabitant: ?
Wraith: ?
Wraith Lord, Guardian: ?
Wraith, Undead Guard: ?
Wraith Lord, Undead Guard: ?
Wraith, Guardian: ?
Zombie: ?
Ogre Zombie, Guardian: ?
Ogre Zombie, Guard: ?
Zombie Knight, Guard: ?
Zombie, Undead Guard: ?
Zombie, Guardian: ?
Zombie Knight: ?
Zombie Horde, Guardian: ?
Ogre Zombie: ?
Assimilate. The symbiote targets a humanoid it’s attached to, a willing humanoid within 5 feet, or a humanoid corpse within 5 feet. The symbiote attempts to assimilate the target. An unwilling creature can make a DC 13 Charisma saving throw to resist. A creature warded by protection from evil and good automatically succeeds on this save. If the target is a corpse, it becomes an undead creature under the symbiote’s control, regaining all its hit points. The undead creature is destroyed when the symbiote leaves it.
Raise Bonespawn. The warlord touches up to three inanimate skeletons or piles of bones, animating them as bonespawn under the warlord’s control.
Level Up: Memories of Holdenshire (A5E)
Undead Spirit: ?
Undead: ?
Mindless Undead: ?
Ghoul: Legends say the first ghoul was an elf who practiced depraved, cannibalistic rituals to curry favor with the demon lord of undeath. When this elf repented, the gods decreed that he and his kind would be forever immune to the ghouls' paralytic touch. Still, the demon lord continues to reward feasters of flesh by transforming them into ghouls. Even those who turn to cannibalism out of desperation might unwillingly receive the lord's dark blessing. Aboleths, hags, and necromancers know rites to create ghouls, as well.
Anyone who practices cannibalism may transform into an undead creature known as a ghoul.
Ghoul, Undead Cursed With an Eternal Hunger for Humanoid Flesh: ?
Ghoul, Ravening Monster: ?
Ghoul Whose Appetites Are Routinely Satisfied: ?
Noble Ghoul: ?
Ghast: ?
Lacedon Ghoul: ?
Scarecrow, Magical Scarecrow: A scarecrow is animated by the echo of a malign spirit.
Spellcasters create scarecrows to guard the entrances to their homes. Made of rags and straw, scarecrows are particularly susceptible to fire.
Though terrifying, scarecrows fall to pieces if the magic that animates them is dispelled. The spirit of a dead humanoid inhabits each scarecrow; banishing this spirit also destroys the scarecrow.
Scarecrows are usually created by spellcasters in temperate environments.
Scarecrow, Construct, Eerie Effigy, Short-Lived Sentinel, Uncanny Copy: ?
Snowman: ?
Sandling: ?
Skeleton: Skeletons are fleshless corpses imbued by necromantic energies with a mockery of life. Most often, spellcasters create skeletons to act as guards and servants, but it's not unheard of for skeletons to arise from cursed grounds where the living are outnumbered by the unburied dead.
Necromancy imbues skeletons with a semblance of life, although some skeletons rise spontaneously on cursed battlefields or in cities ravaged by plague.
Nearly anything with bones can be reanimated as a skeleton.
Skeleton, Reanimated Skeleton: ?
Skeleton, Mindless Undead: ?
Gingerbread Man: ?
Skeleton, Fleshless Corpse: ?
Humanoid Skeleton: ?
Vampire: ?
Zombie, Mindless Undead: ?
Zombie: ?
Undead: ?
Mindless Undead: ?
Ghoul: Legends say the first ghoul was an elf who practiced depraved, cannibalistic rituals to curry favor with the demon lord of undeath. When this elf repented, the gods decreed that he and his kind would be forever immune to the ghouls' paralytic touch. Still, the demon lord continues to reward feasters of flesh by transforming them into ghouls. Even those who turn to cannibalism out of desperation might unwillingly receive the lord's dark blessing. Aboleths, hags, and necromancers know rites to create ghouls, as well.
Anyone who practices cannibalism may transform into an undead creature known as a ghoul.
Ghoul, Undead Cursed With an Eternal Hunger for Humanoid Flesh: ?
Ghoul, Ravening Monster: ?
Ghoul Whose Appetites Are Routinely Satisfied: ?
Noble Ghoul: ?
Ghast: ?
Lacedon Ghoul: ?
Scarecrow, Magical Scarecrow: A scarecrow is animated by the echo of a malign spirit.
Spellcasters create scarecrows to guard the entrances to their homes. Made of rags and straw, scarecrows are particularly susceptible to fire.
Though terrifying, scarecrows fall to pieces if the magic that animates them is dispelled. The spirit of a dead humanoid inhabits each scarecrow; banishing this spirit also destroys the scarecrow.
Scarecrows are usually created by spellcasters in temperate environments.
Scarecrow, Construct, Eerie Effigy, Short-Lived Sentinel, Uncanny Copy: ?
Snowman: ?
Sandling: ?
Skeleton: Skeletons are fleshless corpses imbued by necromantic energies with a mockery of life. Most often, spellcasters create skeletons to act as guards and servants, but it's not unheard of for skeletons to arise from cursed grounds where the living are outnumbered by the unburied dead.
Necromancy imbues skeletons with a semblance of life, although some skeletons rise spontaneously on cursed battlefields or in cities ravaged by plague.
Nearly anything with bones can be reanimated as a skeleton.
Skeleton, Reanimated Skeleton: ?
Skeleton, Mindless Undead: ?
Gingerbread Man: ?
Skeleton, Fleshless Corpse: ?
Humanoid Skeleton: ?
Vampire: ?
Zombie, Mindless Undead: ?
Zombie: ?
Level Up: Monstrous Menagerie (A5E)
Banshee: Banshees are created when a humanoid is killed in an act of horrific violence, or when a mourner of such a violent death dies of grief.
A banshee is the spirit of a creature that was a victim of violence.
Banshee, Wispy Spirit With a Faint Glow That Resembles Moonlight, Ghostly Spirit, Spirit of a Creature That Was a Victim of Violence: ?
Banshee Variant Warlord's Ghost: ?
Banshee Variant Warlord's Ghost, Armored Warrior Wielding a Sword and a Bugle: ?
Banshee, Lesser Undead Follower: ?
Demilich, Normal Demilich: While a lich’s unnatural semblance of life can last for millennia, the passing centuries blunt its ambitions and crumble its bones to dust. A demilich is what remains when a lich’s body and spirit have all but decomposed, leaving behind only a gem-encrusted skull and perhaps a few bone shards.
An ancient lich can extend its unnatural lifespan by binding its soul to one or two flawless gems set in its skull, usually in its eye sockets. When a jeweled lich’s bones finally molder past recognition, these soul gems preserve its skull and prevent its soul from passing on.
Demilich, Inanimate Gemmed Skull Lying Amidst Bone Powder, Wraithlike Form: ?
Demilich Variant Demilich Mastermind: ?
Medon, Skull of Medon, Powerful Demilich: ?
Dragon Lich, Undead Dragon Lich: In order to become a dragon lich, a dragon must imbue its spirit into a soul vessel. The vessel is usually some treasured item from the dragon’s hoard, such as a particularly valuable gem or piece of jewelry.
Any adult or older dragon with spellcasting ability may become a dragon lich. Chromatic dragons most often become dragon liches.
Obsessed with death, black dragons sometimes extend their existences through an arcane ritual that turns them into liches.
In the midst of a ritual to turn [the black dragon] to a dragon lich.
Dragon Lich, Dragon Variant: ?
Adult Black Dragon Lich, Sample Dragon Lich: ?
Dread Knight, Doom Knight, Death Knight: Infernal powers and evil gods can transform paragons of knightly virtue into malevolent undead creatures of hate and loathing—dread knights, also called doom knights or death knights. These fallen knights are cursed to exist forever as brooding mockeries of their former selves: armored skeletal warriors with fearsome martial and magical powers.
Tragic figures, dread knights were once honorable warriors who suffered a fall from grace.
Dread Knight, Malevolent Undead Creature of Hate and Loathing, Fallen Knight, Brooding Mockery, Armored Skeletal Warrior With Fearsome Martial and Magical Powers, Dark Commander, Honorable Warrior, Tragic Figure, Gifted Leader: ?
Dread Knight Champion: ?
Queen Cir, Dread Knight Champion: Queen Cir was a beloved monarch and holy knight dedicated to the sun god. When invasion imperiled her nation, she accepted a gift from a mysterious stranger: a magical sword named Legion. Anyone slain by this sword rose as a zombie under Cir's control. With Legion's help, Queen Cir slaughtered invaders and transformed them into undead defenders, winning a grisly victory. Not yet content, she then massacred a surrendering army to swell her zombie horde.
Cir's religious order turned against her. In a mighty battle, she was slain by her former knightly peers. With her dying breath, she vowed revenge from beyond the grave—a promise she fulfilled when she rose from the dead as a dread knight.
Ghost: A ghost is the soul of a deceased humanoid tied to a specific location, item, or creature, doomed to haunt them until their spirit is laid to rest. The focus of a ghost’s haunting is almost always something or someone that was significant to them in life.
Emotionally Bound. A ghost might be tied to the place where they lived or died, a ring from their betrothed, or the person who betrayed them. Whatever form it takes, the bond represents the ghost’s grief or anger regarding their death, and the ghost can’t find peace until those emotions are resolved. The ghost may need to see that their house is cared for, their beloved’s ring returned, or their killer brought to justice before they can move on. The ghost may not even be aware they are dead and might lash out at anyone who forces them to face the reality of their situation.
Ghosts are the spirits of humanoids who died under tragic circumstances. They can’t find rest until their unfinished business is resolved.
Vengeful Ghost: ?
Ghoul: Legends say the first ghoul was an elf who practiced depraved, cannibalistic rituals to curry favor with the demon lord of undeath. When this elf repented, the gods decreed that he and his kind would be forever immune to the ghouls’ paralytic touch. Still, the demon lord continues to reward feasters of flesh by transforming them into ghouls. Even those who turn to cannibalism out of desperation might unwillingly receive the lord’s dark blessing. Aboleths, hags, and necromancers know rites to create ghouls, as well.
Anyone who practices cannibalism may transform into an undead creature known as a ghoul.
Ghoul, Undead Cursed With an Eternal Hunger for Humanoid Flesh: ?
Noble Ghoul: ?
Ghast: ?
Lacedon Ghoul: Many were once sailors who turned to cannibalism to avoid starvation at sea or after being shipwrecked. Others are the handiwork of evil underwater creatures such as sahuagins and aboleths, who use magic rituals to create them.
Lacedon Ghast: Many were once sailors who turned to cannibalism to avoid starvation at sea or after being shipwrecked. Others are the handiwork of evil underwater creatures such as sahuagins and aboleths, who use magic rituals to create them.
Lacedon Ghoul, Aquatic Undead: ?
Lacedon Ghast, Aquatic Undead: ?
Lich: A spellcaster who seeks knowledge above all else may turn to fell rituals to transcend the limitations of mortality, becoming a lich, an undead being of immense power.
Nameless Horrors. The foul rituals that fuel a lich’s transformation are all but forgotten in this age. Dabblers in necromancy know that becoming a lich requires the sacrifice of one’s life, but the true cost is greater still. To become a lich, the caster abandons their mortal identity. They must renounce their true name without claiming another, casting their past into howling astral winds or the infinite abyss. Their names fade from history books, and their mortal accomplishments disappear from memory or are ascribed to others. Liches shun names, referring to themselves with honorifics like “The Drowned King” or “The Speaker of Oblivion.”
Soul Vessels. A lich binds its soul within a specially prepared object inscribed with magical sigils of power, warding, and binding. This soul vessel maintains the lich’s existence and ensures its survival.
Only the most powerful mortal spellcasters can perform the ritual to become a lich. The process requires the spellcaster to sacrifice their life and erases all evidence of their former existence.
A lich stores its soul in a specially prepared object called a soul vessel. Soul vessels can take many forms and are usually protected by powerful magical wards.
Lich, Undead Being of Immense Power, Nameless Horror, Master of Magic: ?
Ancient Lich: ?
Jewelled Lich: An ancient lich can extend its unnatural lifespan by binding its soul to one or two flawless gems set in its skull, usually in its eye sockets.
Azkaroth, Lich, Archlich, Dark Lord: ?
Mummy, Ordinary Mummy: Cloth wrappings and preservative ointments protect a mummy’s body from rot, even as mystic rituals ensure its spirit remains bound to the mortal realm for all eternity.
Prepared for Unlife. A mummy is purposefully prepared for undeath from the moment it dies. A mummy is intended to rise again centuries after it was laid to rest inside its sarcophagus.
Mummies are the remains of mortals specifically prepared to rise as undead after their death. They guard tombs or sites of religious significance.
The wrappings and chemicals used to preserve their bodies make mummies particularly flammable.
Most mummies lie inert for centuries, oblivious to the passage of time until their rest is disturbed. Some are created to protect the burial chambers of more powerful mummy lords from tomb robbers. Others stand guard at the border of the Bleak Gate, fighting the malign spirits that seek to return to the realm of the living. Still others act as custodians of ancient, arcane secrets—knowledge they might share with those they deem worthy.
Mummy Lord: Some ancient priest-monarchs were mummified using powerful necromantic techniques that preserved not only their bodies, but their souls as well. When their eternal slumber is disturbed, these mummy lords return to the material world with all the wisdom, arrogance, and might they possessed in life.
Shortly after death, each mummy lord has its heart removed and hidden somewhere in its burial chamber. Until this still-beating heart is silenced, a mummy lord can’t truly be defeated.
Mummy Lord, Sleeping Monarch: ?
Revenant: Sometimes a person’s will is so strong it endures beyond death. A person unjustly killed may find their soul transformed into a revenant, a vengeful spirit that seeks to punish its murderers.
Revenant, Vengeful Spirit, Merciless Hunter, Unquiet Spirit: ?
Scarecrow: A scarecrow is animated by the echo of a malign spirit.
Scarecrows are easier to create than other constructs but are far less durable, falling to pieces no more than a year after their creation.
Spellcasters create scarecrows to guard the entrances to their homes. Made of rags and straw, scarecrows are particularly susceptible to fire.
The spirit of a dead humanoid inhabits each scarecrow. Though terrifying, scarecrows fall to pieces if the magic that animates them is dispelled.
A rare version of the animate dead spell allows a spellcaster to create a scarecrow, snowman, or sandling. If the spell is cast on the same effigy 30 days in a row, the construct animates and takes on a rudimentary intelligence. Like any creation of animate dead, it can be commanded as a bonus action, but it serves its creator for the duration of its existence (one year) instead of for 24 hours.
Scarecrow, Eerie Effigy, Short-Lived Sentinel, Uncanny Copy: ?
Scarecrow Variant Sandling: A rare version of the animate dead spell allows a spellcaster to create a scarecrow, snowman, or sandling. If the spell is cast on the same effigy 30 days in a row, the construct animates and takes on a rudimentary intelligence. Like any creation of animate dead, it can be commanded as a bonus action, but it serves its creator for the duration of its existence (one year) instead of for 24 hours.
Scarecrow Variant Snowman: A rare version of the animate dead spell allows a spellcaster to create a scarecrow, snowman, or sandling. If the spell is cast on the same effigy 30 days in a row, the construct animates and takes on a rudimentary intelligence. Like any creation of animate dead, it can be commanded as a bonus action, but it serves its creator for the duration of its existence (one year) instead of for 24 hours.
Scarecrow Harvester: A rare version of the animate dead spell allows a spellcaster to create a scarecrow, snowman, or sandling. If the spell is cast on the same effigy 30 days in a row, the construct animates and takes on a rudimentary intelligence. Like any creation of animate dead, it can be commanded as a bonus action, but it serves its creator for the duration of its existence (one year) instead of for 24 hours.
Similarly, a rare version of the create undead spell cast 30 days in a row creates a single scarecrow harvester. If a spellcaster creates a second scarecrow harvester, the first is destroyed.
Shadow, Undead Shadow: Darkness given form and will, imbued with a hunger for light and the warmth of the living, shadows are dreadful undead born from those who die in the dark. As they slake their terrible hunger, more shadows arise.
The bodies of those slain by this draining touch cast no shadow, for their shadows have left, becoming new undead shadows with wills of their own.
Shadows are created by powerful undead. Vampires and liches that have journeyed beyond the Bleak Gate know the secrets of tearing away a living being’s shade to create an unliving shadow.
When a person dies in the dark, their spirit may rise again as a shadow. Necromancers and undead (including other shadows) can create shadows, as well.
If the target dies while cursed [by a shadow's claw attack], a new undead shadow rises from the corpse in 1d4 hours, the corpse no longer casts a natural shadow, and the target can’t be raised from the dead until the new shadow is destroyed.
Shadow, Darkness Given Form and Will, Dreadful Undead, Hungering Dark: ?
Skeleton: Skeletons are fleshless corpses imbued by necromantic energies with a mockery of life. Most often, spellcasters create skeletons to act as guards and servants, but it’s not unheard of for skeletons to arise from cursed grounds where the living are outnumbered by the unburied dead.
Necromancy imbues skeletons with a semblance of life, although some skeletons rise spontaneously on cursed battlefields or in cities ravaged by plague.
Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons.
When the [skeleton] horde is reduced to 0 hit points, it turns into 2 (1d4) skeletons with 6 hit points each.
Skeletal Creature: Nearly anything with bones can be reanimated as a skeleton.
Any beast, giant, humanoid, or monstrosity that has bones can be animated as a skeleton.
When the [skeletal] horde is reduced to 0 hit points, it turns into 2 (1d4) skeletons with 6 hit points each.
Instead of preparing clairvoyance, the necromancer prepares animate dead. The necromancer can turn the intact corpses of creatures up to CR 5 into skeletons and zombies (applying the skeleton or zombie template to the base creature).
Skeleton, Fleshless Corpse: ?
Skeleton, Guard: ?
Skeleton, Servant: ?
Skeletal Warhorse: ?
Skeletal Champion: ?
Skeletal Tyrannosaurus Rex: ?
Humanoid Skeleton: ?
Beast Skeleton: ?
Skeleton Horde, Skeletal Horde, Hordes of Skeletons: ?
Skeleton Bear, Horror: ?
Skeleton Berserker, Horror: ?
Skeleton Bullete, Horror: ?
Moldering Skeleton, Undead Servant: ?
Skeleton, Lesser Undead Follower: ?
Skeleton, Mindless Undead: ?
Skeletal Griffin: ?
Gingerbread Man: [Hag b]aking gingerbread men.
Pet Skeleton: ?
Specter: A specter is an angry, undead spirit that has been prevented from moving on to the afterlife. Its emotional connection to its former life has been severed, yet it is doomed to remain on the Material Plane by dark magic, a vengeful god, or an unremembered tragedy.
Supernatural Origin. Some specters are created by evil creatures: a wraith’s victims rise as specters, and a living spellcaster can raise a specter from the dead. Other specters arise naturally. Over centuries, a ghost may forget its connections to the world, remembering only its anger. Such a spirit gradually transforms into a specter.
A specter is the angry spirit of a mortal that has entirely forgotten its former self.
Sire of Specters. A wraith can create a specter from the spirit of a humanoid creature that has recently died by violence.
A humanoid killed by a wraith may rise again as a specter under the wraith’s control.
Wraith Create Specter power.
Specter, Angry Undead Spirit That Has Been Prevented From Moving on to the Afterlife, Angry Spirit of a Mortal That Has Entirely Forgotten Its Former Self: ?
Patrolling Specter: ?
Vampire, True Vampire: It’s said that the first vampires were nobles cursed for their cruelty to their subjects, and indeed vampirism is often an affliction of the upper class.
Vampire spawn become true vampires only when their master dies or voluntarily releases them.
Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons. Others, like vampires, are the products of an evil ritual or curse.
Vampire, Intelligent Nocturnal Undead, Twisted Hunter, Nocturnal Undead That Drinks Blood, Shapechanger, More Powerful Undead: ?
Vampire, Stern Protector: ?
Vampire Spellcaster: ?
Vampire Spawn Scout: ?
Vampiric Protector: ?
Vampire, Master: ?
Vampire, Apprentice: ?
Vampire, Lover: ?
Vampire, Ambassador: ?
Elder Vampire: ?
Immensely Powerful Elder Vampire: ?
Vampire Assassin: ?
Vampire Mage: ?
Vampire Warrior: Noble knights and bloodthirsty warlords that rise as vampires maintain the habit of discipline, marshaling minions under their command.
Vampire Spawn: If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampire’s thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation.
Many of a vampire’s victims rise as vampire spawn that serve their creators’ every whim.
Elder Vampire Create Spawn power.
Vampire, More Powerful Undead Creature: ?
Wight, Person: Long ago, the word “wight” meant “person” in the language of an ancient culture. But then those who used the word were cursed with undeath for seeking immortality.
Wight, Essence Eater, Former Humanoid Cursed With Undeath: ?
Enormous Wight: ?
Will-o'-Wisp, Corpse Light: ?
Will-o'-Wisp, Glowing Ball of Light, Marker of Hidden Treasure, Undead Spirit of a Miser Who Couldn't Bear to Leave Their Worldly Wealth Behind As They Passed On to the Afterlife, Malevolent Spirit, Undead Spirit, Cunning Undead Creature: ?
Will-o'-Wisp, Undead Shade of a Greedy Pirate: ?
Wraith: Vile Transformation. A wraith is formed when a humanoid with an evil alignment dies. The humanoid’s spirit, dedicated to cosmic evil and warped by depravity, becomes so suffused with negative energy that it is transformed at the moment of death into a font of cold, nullifying force.
Wraiths are the spirits of mortals so evil their malevolence endures into undeath.
Wraith, Incorporeal Spirit of Pure Hatred and Malice, Font of Cold Nullifying Force, Spirit of a Mortal So Evil Their Malevolence Endures Into Undeath: ?
Wraith Lord: Mortal champions of evil, such as high priests and sorcerer kings, can rise from death as wraith lords.
Wraith Lord Create Wraith power.
Wraith Lord, Mighty Agent of Evil: ?
Wraith, More Powerful Undead Creature: ?
Zombie: Most often, zombies are created by necromancers or other evil spellcasters, although it’s not unheard of for zombies to arise spontaneously in areas marked by profound evil or unholy energy.
Although the necromantic energies involved in animating a zombie greatly slow further decay, all zombies eventually molder away.
Zombies are the mindless husks of formerly living creatures re-animated by foul necrotic energies.
When the [zombie] horde is reduced to 0 hit points, it turns into 2 (1d4) zombies with 7 hit points each.
Queen Cir was a beloved monarch and holy knight dedicated to the sun god. When invasion imperiled her nation, she accepted a gift from a mysterious stranger: a magical sword named Legion. Anyone slain by this sword rose as a zombie under Cir's control. With Legion's help, Queen Cir slaughtered invaders and transformed them into undead defenders, winning a grisly victory. Not yet content, she then massacred a surrendering army to swell her zombie horde.
A humanoid killed by damage from this sword [Legion] rises the next dusk as a zombie.
Wights desperately hunt living things in an effort to regain the spark of life they’ve lost. Their cold touch drains the living, and those they kill rise again as zombies.
A creature killed by a wight might rise again the following night as a zombie.
A humanoid or beast reduced to 0 hit points by [a wight's life drain] attack dies. Its corpse rises 24 hours later as a zombie under the wight’s control.
Finger of Death spell.
Zombie, Animated Corpse Stripped of Any Spirit or Intelligence it Possessed in Life, Mindless Husk of a Formerly Living Creature Re-Animated by Foul Necrotic Energy: ?
Zombified Creature: Any beast, dragon, giant, humanoid, or monstrosity can be raised as a zombie.
Instead of preparing clairvoyance, the necromancer prepares animate dead. The necromancer can turn the intact corpses of creatures up to CR 5 into skeletons and zombies (applying the skeleton or zombie template to the base creature).
Zombie Variant Infectious Bite power.
Ogre Zombie: ?
Ogre Zombie Variant Ogre Flesh Heap: An ogre’s dense, resilient bones allow its frame to support a surprising amount of weight. For this reason, some necromancers integrate flesh from other bodies into their ogre zombies, creating an ogre zombie made from a patchwork of other creatures.
Young Red Dragon Zombie: ?
Zombie Knight: ?
Zombie Horde: ?
Zombie, Shambling Undead: ?
Zombie, Mindless Undead: ?
Enormous Zombie: ?
Oversized Zombie: ?
Desiccated Zombie: ?
Well-Preserved Zombie: ?
Zombie Minion: ?
Undead, Undead Creature: Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons. Others, like vampires, are the products of an evil ritual or curse.
Supernatural Creature: ?
Spirit: ?
Undead Guard: ?
Lesser Undead Follower: ?
Restless Dead: ?
Mindless Undead: ?
Undead Keeper: ?
Intelligent Undead: ?
More Powerful Undead Creature, More Powerful Undead: ?
Finger of Death (7th-Level; S). A creature within 60 feet makes a DC 20 Constitution saving throw, taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a zombie under the lich’s control at the start of the lich’s next turn.
Create Spawn (1/Day). The vampire magically raises a dead humanoid as a vampire spawn under the vampire’s control.
Create Specter. The wraith touches a humanoid corpse it killed less than 1 day ago. The creature’s spirit rises as a specter under the wraith’s control.
Create Wraith. The wraith lord touches a humanoid corpse it killed up to 1 day ago. The creature’s spirit rises as a wraith under the wraith lord’s control.
Infectious Bite. A creature bitten by the zombie takes 2 (1d4) ongoing necrotic damage until it regains hit points or a creature makes a DC 15 Medicine check to treat the wound. If a beast, dragon, giant, humanoid, or monstrosity dies while suffering from this effect, it becomes a zombie after 1 minute, gaining the zombie template.
A banshee is the spirit of a creature that was a victim of violence.
Banshee, Wispy Spirit With a Faint Glow That Resembles Moonlight, Ghostly Spirit, Spirit of a Creature That Was a Victim of Violence: ?
Banshee Variant Warlord's Ghost: ?
Banshee Variant Warlord's Ghost, Armored Warrior Wielding a Sword and a Bugle: ?
Banshee, Lesser Undead Follower: ?
Demilich, Normal Demilich: While a lich’s unnatural semblance of life can last for millennia, the passing centuries blunt its ambitions and crumble its bones to dust. A demilich is what remains when a lich’s body and spirit have all but decomposed, leaving behind only a gem-encrusted skull and perhaps a few bone shards.
An ancient lich can extend its unnatural lifespan by binding its soul to one or two flawless gems set in its skull, usually in its eye sockets. When a jeweled lich’s bones finally molder past recognition, these soul gems preserve its skull and prevent its soul from passing on.
Demilich, Inanimate Gemmed Skull Lying Amidst Bone Powder, Wraithlike Form: ?
Demilich Variant Demilich Mastermind: ?
Medon, Skull of Medon, Powerful Demilich: ?
Dragon Lich, Undead Dragon Lich: In order to become a dragon lich, a dragon must imbue its spirit into a soul vessel. The vessel is usually some treasured item from the dragon’s hoard, such as a particularly valuable gem or piece of jewelry.
Any adult or older dragon with spellcasting ability may become a dragon lich. Chromatic dragons most often become dragon liches.
Obsessed with death, black dragons sometimes extend their existences through an arcane ritual that turns them into liches.
In the midst of a ritual to turn [the black dragon] to a dragon lich.
Dragon Lich, Dragon Variant: ?
Adult Black Dragon Lich, Sample Dragon Lich: ?
Dread Knight, Doom Knight, Death Knight: Infernal powers and evil gods can transform paragons of knightly virtue into malevolent undead creatures of hate and loathing—dread knights, also called doom knights or death knights. These fallen knights are cursed to exist forever as brooding mockeries of their former selves: armored skeletal warriors with fearsome martial and magical powers.
Tragic figures, dread knights were once honorable warriors who suffered a fall from grace.
Dread Knight, Malevolent Undead Creature of Hate and Loathing, Fallen Knight, Brooding Mockery, Armored Skeletal Warrior With Fearsome Martial and Magical Powers, Dark Commander, Honorable Warrior, Tragic Figure, Gifted Leader: ?
Dread Knight Champion: ?
Queen Cir, Dread Knight Champion: Queen Cir was a beloved monarch and holy knight dedicated to the sun god. When invasion imperiled her nation, she accepted a gift from a mysterious stranger: a magical sword named Legion. Anyone slain by this sword rose as a zombie under Cir's control. With Legion's help, Queen Cir slaughtered invaders and transformed them into undead defenders, winning a grisly victory. Not yet content, she then massacred a surrendering army to swell her zombie horde.
Cir's religious order turned against her. In a mighty battle, she was slain by her former knightly peers. With her dying breath, she vowed revenge from beyond the grave—a promise she fulfilled when she rose from the dead as a dread knight.
Ghost: A ghost is the soul of a deceased humanoid tied to a specific location, item, or creature, doomed to haunt them until their spirit is laid to rest. The focus of a ghost’s haunting is almost always something or someone that was significant to them in life.
Emotionally Bound. A ghost might be tied to the place where they lived or died, a ring from their betrothed, or the person who betrayed them. Whatever form it takes, the bond represents the ghost’s grief or anger regarding their death, and the ghost can’t find peace until those emotions are resolved. The ghost may need to see that their house is cared for, their beloved’s ring returned, or their killer brought to justice before they can move on. The ghost may not even be aware they are dead and might lash out at anyone who forces them to face the reality of their situation.
Ghosts are the spirits of humanoids who died under tragic circumstances. They can’t find rest until their unfinished business is resolved.
Vengeful Ghost: ?
Ghoul: Legends say the first ghoul was an elf who practiced depraved, cannibalistic rituals to curry favor with the demon lord of undeath. When this elf repented, the gods decreed that he and his kind would be forever immune to the ghouls’ paralytic touch. Still, the demon lord continues to reward feasters of flesh by transforming them into ghouls. Even those who turn to cannibalism out of desperation might unwillingly receive the lord’s dark blessing. Aboleths, hags, and necromancers know rites to create ghouls, as well.
Anyone who practices cannibalism may transform into an undead creature known as a ghoul.
Ghoul, Undead Cursed With an Eternal Hunger for Humanoid Flesh: ?
Noble Ghoul: ?
Ghast: ?
Lacedon Ghoul: Many were once sailors who turned to cannibalism to avoid starvation at sea or after being shipwrecked. Others are the handiwork of evil underwater creatures such as sahuagins and aboleths, who use magic rituals to create them.
Lacedon Ghast: Many were once sailors who turned to cannibalism to avoid starvation at sea or after being shipwrecked. Others are the handiwork of evil underwater creatures such as sahuagins and aboleths, who use magic rituals to create them.
Lacedon Ghoul, Aquatic Undead: ?
Lacedon Ghast, Aquatic Undead: ?
Lich: A spellcaster who seeks knowledge above all else may turn to fell rituals to transcend the limitations of mortality, becoming a lich, an undead being of immense power.
Nameless Horrors. The foul rituals that fuel a lich’s transformation are all but forgotten in this age. Dabblers in necromancy know that becoming a lich requires the sacrifice of one’s life, but the true cost is greater still. To become a lich, the caster abandons their mortal identity. They must renounce their true name without claiming another, casting their past into howling astral winds or the infinite abyss. Their names fade from history books, and their mortal accomplishments disappear from memory or are ascribed to others. Liches shun names, referring to themselves with honorifics like “The Drowned King” or “The Speaker of Oblivion.”
Soul Vessels. A lich binds its soul within a specially prepared object inscribed with magical sigils of power, warding, and binding. This soul vessel maintains the lich’s existence and ensures its survival.
Only the most powerful mortal spellcasters can perform the ritual to become a lich. The process requires the spellcaster to sacrifice their life and erases all evidence of their former existence.
A lich stores its soul in a specially prepared object called a soul vessel. Soul vessels can take many forms and are usually protected by powerful magical wards.
Lich, Undead Being of Immense Power, Nameless Horror, Master of Magic: ?
Ancient Lich: ?
Jewelled Lich: An ancient lich can extend its unnatural lifespan by binding its soul to one or two flawless gems set in its skull, usually in its eye sockets.
Azkaroth, Lich, Archlich, Dark Lord: ?
Mummy, Ordinary Mummy: Cloth wrappings and preservative ointments protect a mummy’s body from rot, even as mystic rituals ensure its spirit remains bound to the mortal realm for all eternity.
Prepared for Unlife. A mummy is purposefully prepared for undeath from the moment it dies. A mummy is intended to rise again centuries after it was laid to rest inside its sarcophagus.
Mummies are the remains of mortals specifically prepared to rise as undead after their death. They guard tombs or sites of religious significance.
The wrappings and chemicals used to preserve their bodies make mummies particularly flammable.
Most mummies lie inert for centuries, oblivious to the passage of time until their rest is disturbed. Some are created to protect the burial chambers of more powerful mummy lords from tomb robbers. Others stand guard at the border of the Bleak Gate, fighting the malign spirits that seek to return to the realm of the living. Still others act as custodians of ancient, arcane secrets—knowledge they might share with those they deem worthy.
Mummy Lord: Some ancient priest-monarchs were mummified using powerful necromantic techniques that preserved not only their bodies, but their souls as well. When their eternal slumber is disturbed, these mummy lords return to the material world with all the wisdom, arrogance, and might they possessed in life.
Shortly after death, each mummy lord has its heart removed and hidden somewhere in its burial chamber. Until this still-beating heart is silenced, a mummy lord can’t truly be defeated.
Mummy Lord, Sleeping Monarch: ?
Revenant: Sometimes a person’s will is so strong it endures beyond death. A person unjustly killed may find their soul transformed into a revenant, a vengeful spirit that seeks to punish its murderers.
Revenant, Vengeful Spirit, Merciless Hunter, Unquiet Spirit: ?
Scarecrow: A scarecrow is animated by the echo of a malign spirit.
Scarecrows are easier to create than other constructs but are far less durable, falling to pieces no more than a year after their creation.
Spellcasters create scarecrows to guard the entrances to their homes. Made of rags and straw, scarecrows are particularly susceptible to fire.
The spirit of a dead humanoid inhabits each scarecrow. Though terrifying, scarecrows fall to pieces if the magic that animates them is dispelled.
A rare version of the animate dead spell allows a spellcaster to create a scarecrow, snowman, or sandling. If the spell is cast on the same effigy 30 days in a row, the construct animates and takes on a rudimentary intelligence. Like any creation of animate dead, it can be commanded as a bonus action, but it serves its creator for the duration of its existence (one year) instead of for 24 hours.
Scarecrow, Eerie Effigy, Short-Lived Sentinel, Uncanny Copy: ?
Scarecrow Variant Sandling: A rare version of the animate dead spell allows a spellcaster to create a scarecrow, snowman, or sandling. If the spell is cast on the same effigy 30 days in a row, the construct animates and takes on a rudimentary intelligence. Like any creation of animate dead, it can be commanded as a bonus action, but it serves its creator for the duration of its existence (one year) instead of for 24 hours.
Scarecrow Variant Snowman: A rare version of the animate dead spell allows a spellcaster to create a scarecrow, snowman, or sandling. If the spell is cast on the same effigy 30 days in a row, the construct animates and takes on a rudimentary intelligence. Like any creation of animate dead, it can be commanded as a bonus action, but it serves its creator for the duration of its existence (one year) instead of for 24 hours.
Scarecrow Harvester: A rare version of the animate dead spell allows a spellcaster to create a scarecrow, snowman, or sandling. If the spell is cast on the same effigy 30 days in a row, the construct animates and takes on a rudimentary intelligence. Like any creation of animate dead, it can be commanded as a bonus action, but it serves its creator for the duration of its existence (one year) instead of for 24 hours.
Similarly, a rare version of the create undead spell cast 30 days in a row creates a single scarecrow harvester. If a spellcaster creates a second scarecrow harvester, the first is destroyed.
Shadow, Undead Shadow: Darkness given form and will, imbued with a hunger for light and the warmth of the living, shadows are dreadful undead born from those who die in the dark. As they slake their terrible hunger, more shadows arise.
The bodies of those slain by this draining touch cast no shadow, for their shadows have left, becoming new undead shadows with wills of their own.
Shadows are created by powerful undead. Vampires and liches that have journeyed beyond the Bleak Gate know the secrets of tearing away a living being’s shade to create an unliving shadow.
When a person dies in the dark, their spirit may rise again as a shadow. Necromancers and undead (including other shadows) can create shadows, as well.
If the target dies while cursed [by a shadow's claw attack], a new undead shadow rises from the corpse in 1d4 hours, the corpse no longer casts a natural shadow, and the target can’t be raised from the dead until the new shadow is destroyed.
Shadow, Darkness Given Form and Will, Dreadful Undead, Hungering Dark: ?
Skeleton: Skeletons are fleshless corpses imbued by necromantic energies with a mockery of life. Most often, spellcasters create skeletons to act as guards and servants, but it’s not unheard of for skeletons to arise from cursed grounds where the living are outnumbered by the unburied dead.
Necromancy imbues skeletons with a semblance of life, although some skeletons rise spontaneously on cursed battlefields or in cities ravaged by plague.
Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons.
When the [skeleton] horde is reduced to 0 hit points, it turns into 2 (1d4) skeletons with 6 hit points each.
Skeletal Creature: Nearly anything with bones can be reanimated as a skeleton.
Any beast, giant, humanoid, or monstrosity that has bones can be animated as a skeleton.
When the [skeletal] horde is reduced to 0 hit points, it turns into 2 (1d4) skeletons with 6 hit points each.
Instead of preparing clairvoyance, the necromancer prepares animate dead. The necromancer can turn the intact corpses of creatures up to CR 5 into skeletons and zombies (applying the skeleton or zombie template to the base creature).
Skeleton, Fleshless Corpse: ?
Skeleton, Guard: ?
Skeleton, Servant: ?
Skeletal Warhorse: ?
Skeletal Champion: ?
Skeletal Tyrannosaurus Rex: ?
Humanoid Skeleton: ?
Beast Skeleton: ?
Skeleton Horde, Skeletal Horde, Hordes of Skeletons: ?
Skeleton Bear, Horror: ?
Skeleton Berserker, Horror: ?
Skeleton Bullete, Horror: ?
Moldering Skeleton, Undead Servant: ?
Skeleton, Lesser Undead Follower: ?
Skeleton, Mindless Undead: ?
Skeletal Griffin: ?
Gingerbread Man: [Hag b]aking gingerbread men.
Pet Skeleton: ?
Specter: A specter is an angry, undead spirit that has been prevented from moving on to the afterlife. Its emotional connection to its former life has been severed, yet it is doomed to remain on the Material Plane by dark magic, a vengeful god, or an unremembered tragedy.
Supernatural Origin. Some specters are created by evil creatures: a wraith’s victims rise as specters, and a living spellcaster can raise a specter from the dead. Other specters arise naturally. Over centuries, a ghost may forget its connections to the world, remembering only its anger. Such a spirit gradually transforms into a specter.
A specter is the angry spirit of a mortal that has entirely forgotten its former self.
Sire of Specters. A wraith can create a specter from the spirit of a humanoid creature that has recently died by violence.
A humanoid killed by a wraith may rise again as a specter under the wraith’s control.
Wraith Create Specter power.
Specter, Angry Undead Spirit That Has Been Prevented From Moving on to the Afterlife, Angry Spirit of a Mortal That Has Entirely Forgotten Its Former Self: ?
Patrolling Specter: ?
Vampire, True Vampire: It’s said that the first vampires were nobles cursed for their cruelty to their subjects, and indeed vampirism is often an affliction of the upper class.
Vampire spawn become true vampires only when their master dies or voluntarily releases them.
Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons. Others, like vampires, are the products of an evil ritual or curse.
Vampire, Intelligent Nocturnal Undead, Twisted Hunter, Nocturnal Undead That Drinks Blood, Shapechanger, More Powerful Undead: ?
Vampire, Stern Protector: ?
Vampire Spellcaster: ?
Vampire Spawn Scout: ?
Vampiric Protector: ?
Vampire, Master: ?
Vampire, Apprentice: ?
Vampire, Lover: ?
Vampire, Ambassador: ?
Elder Vampire: ?
Immensely Powerful Elder Vampire: ?
Vampire Assassin: ?
Vampire Mage: ?
Vampire Warrior: Noble knights and bloodthirsty warlords that rise as vampires maintain the habit of discipline, marshaling minions under their command.
Vampire Spawn: If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampire’s thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation.
Many of a vampire’s victims rise as vampire spawn that serve their creators’ every whim.
Elder Vampire Create Spawn power.
Vampire, More Powerful Undead Creature: ?
Wight, Person: Long ago, the word “wight” meant “person” in the language of an ancient culture. But then those who used the word were cursed with undeath for seeking immortality.
Wight, Essence Eater, Former Humanoid Cursed With Undeath: ?
Enormous Wight: ?
Will-o'-Wisp, Corpse Light: ?
Will-o'-Wisp, Glowing Ball of Light, Marker of Hidden Treasure, Undead Spirit of a Miser Who Couldn't Bear to Leave Their Worldly Wealth Behind As They Passed On to the Afterlife, Malevolent Spirit, Undead Spirit, Cunning Undead Creature: ?
Will-o'-Wisp, Undead Shade of a Greedy Pirate: ?
Wraith: Vile Transformation. A wraith is formed when a humanoid with an evil alignment dies. The humanoid’s spirit, dedicated to cosmic evil and warped by depravity, becomes so suffused with negative energy that it is transformed at the moment of death into a font of cold, nullifying force.
Wraiths are the spirits of mortals so evil their malevolence endures into undeath.
Wraith, Incorporeal Spirit of Pure Hatred and Malice, Font of Cold Nullifying Force, Spirit of a Mortal So Evil Their Malevolence Endures Into Undeath: ?
Wraith Lord: Mortal champions of evil, such as high priests and sorcerer kings, can rise from death as wraith lords.
Wraith Lord Create Wraith power.
Wraith Lord, Mighty Agent of Evil: ?
Wraith, More Powerful Undead Creature: ?
Zombie: Most often, zombies are created by necromancers or other evil spellcasters, although it’s not unheard of for zombies to arise spontaneously in areas marked by profound evil or unholy energy.
Although the necromantic energies involved in animating a zombie greatly slow further decay, all zombies eventually molder away.
Zombies are the mindless husks of formerly living creatures re-animated by foul necrotic energies.
When the [zombie] horde is reduced to 0 hit points, it turns into 2 (1d4) zombies with 7 hit points each.
Queen Cir was a beloved monarch and holy knight dedicated to the sun god. When invasion imperiled her nation, she accepted a gift from a mysterious stranger: a magical sword named Legion. Anyone slain by this sword rose as a zombie under Cir's control. With Legion's help, Queen Cir slaughtered invaders and transformed them into undead defenders, winning a grisly victory. Not yet content, she then massacred a surrendering army to swell her zombie horde.
A humanoid killed by damage from this sword [Legion] rises the next dusk as a zombie.
Wights desperately hunt living things in an effort to regain the spark of life they’ve lost. Their cold touch drains the living, and those they kill rise again as zombies.
A creature killed by a wight might rise again the following night as a zombie.
A humanoid or beast reduced to 0 hit points by [a wight's life drain] attack dies. Its corpse rises 24 hours later as a zombie under the wight’s control.
Finger of Death spell.
Zombie, Animated Corpse Stripped of Any Spirit or Intelligence it Possessed in Life, Mindless Husk of a Formerly Living Creature Re-Animated by Foul Necrotic Energy: ?
Zombified Creature: Any beast, dragon, giant, humanoid, or monstrosity can be raised as a zombie.
Instead of preparing clairvoyance, the necromancer prepares animate dead. The necromancer can turn the intact corpses of creatures up to CR 5 into skeletons and zombies (applying the skeleton or zombie template to the base creature).
Zombie Variant Infectious Bite power.
Ogre Zombie: ?
Ogre Zombie Variant Ogre Flesh Heap: An ogre’s dense, resilient bones allow its frame to support a surprising amount of weight. For this reason, some necromancers integrate flesh from other bodies into their ogre zombies, creating an ogre zombie made from a patchwork of other creatures.
Young Red Dragon Zombie: ?
Zombie Knight: ?
Zombie Horde: ?
Zombie, Shambling Undead: ?
Zombie, Mindless Undead: ?
Enormous Zombie: ?
Oversized Zombie: ?
Desiccated Zombie: ?
Well-Preserved Zombie: ?
Zombie Minion: ?
Undead, Undead Creature: Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons. Others, like vampires, are the products of an evil ritual or curse.
Supernatural Creature: ?
Spirit: ?
Undead Guard: ?
Lesser Undead Follower: ?
Restless Dead: ?
Mindless Undead: ?
Undead Keeper: ?
Intelligent Undead: ?
More Powerful Undead Creature, More Powerful Undead: ?
Finger of Death (7th-Level; S). A creature within 60 feet makes a DC 20 Constitution saving throw, taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a zombie under the lich’s control at the start of the lich’s next turn.
Create Spawn (1/Day). The vampire magically raises a dead humanoid as a vampire spawn under the vampire’s control.
Create Specter. The wraith touches a humanoid corpse it killed less than 1 day ago. The creature’s spirit rises as a specter under the wraith’s control.
Create Wraith. The wraith lord touches a humanoid corpse it killed up to 1 day ago. The creature’s spirit rises as a wraith under the wraith lord’s control.
Infectious Bite. A creature bitten by the zombie takes 2 (1d4) ongoing necrotic damage until it regains hit points or a creature makes a DC 15 Medicine check to treat the wound. If a beast, dragon, giant, humanoid, or monstrosity dies while suffering from this effect, it becomes a zombie after 1 minute, gaining the zombie template.
Level Up: Trials & Treasures (A5E)
Harbinger of Death: ?
Skeleton Creature: Dread Cadeucus artifact.
Zombie Creature: Dread Cadeucus artifact.
Rotter Zombie: Some zombies are creations of magic but others are the spawn of an affliction known as rotter plague. Whether this disease developed naturally or is the result of some mad necromancer’s experiment is unknown.
A living creature infected with rotter plague suffers no negative effects from the disease and cannot transmit it unless it dies. An infected creature that dies rises as a rotter zombie after 1 minute. Sprinkling the creature’s corpse with holy water or dealing it at least 1 damage prevents this transformation. A gentle repose spell cast on the body also prevents it from rising as a rotter zombie for the spell’s duration.
Lesser restoration cures rotter plague. Casting lesser restoration on an infected zombie removes its ability to transmit rotter plague but has no other effect.
Undead, Undead Creature: The Plane of Death has dark grottos, vacuous expanses of drifting asteroids, and rivers of negative energies that awaken undead.
Any corpse that is not completely destroyed [in a lifeless desolation] rises as an undead 24 hours later. The type of undead is at the Narrator’s discretion.
Netherblight malady.
Necrocrat, Powerful Undead: ?
Undead Spirit: ?
Powerful Undead Being: ?
Mindless Undead: ?
Incorporeal Undead: ?
Undead Spellcaster: ?
Banshee: ?
Dread Knight: ?
Ghast: ?
Lacedon Ghast: ?
Ghost: ?
Vengeful Ghost: ?
Ghostly Spirit: ?
Ghost of a Fallen Traveller: ?
Ghost From Another Plane: ?
Ghoul: ?
Lacedon Ghoul: ?
Ghoul Native to the Infernal Realms: ?
Demilich: ?
Skull of Medon, Elite Demilich: ?
Lich: ?
Adult Black Dragon Lich: ?
Lich, Powerful Creature: ?
Lich From Another Plane: ?
Azkaroth, Lich, Archlich: ?
Mummy: ?
Mummy Lord: ?
Revenant: ?
Scarecrow: ?
Scarecrow Harvester: ?
Snowman: ?
Animated Scarecrow: ?
Shadow: ?
Skeleton: ?
Skeletal Champion: ?
Skeleton Horde: ?
Skeletal Tyrannosaurus Rex: ?
Skeletal Warhorse: ?
Skeleton, Mindless Undead: ?
Specter: ?
Invisible Undead Spirit, Friendly Specter: ?
Vampire That Turns to Mist: ?
Vampire: ?
Vampire Spawn: ?
Sinister Vampire: ?
Elder Vampire: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Wraith Lord: ?
Zombie: Some zombies are creations of magic but others are the spawn of an affliction known as rotter plague.
Unliving Rune magic item.
Ogre Zombie: ?
Zombie Horde: ?
Zombie Knight: ?
Zombie Dragon: ?
Zombie, Mindless Undead: ?
Unliving Rune
Wondrous item, common (cost 75 gp)
Crafting Components: Gilded manuscript ruined by giant octopus ink
Found in desecrated holy texts, an unliving rune is a Tiny construct of negative energy resembling a splotch of darkly glowing ink. The rune can be applied to your skin much like a temporary tattoo, and while attached you can channel negative energy into an attack. On a successful hit with a melee weapon attack you can use your reaction to activate the rune, dealing an additional 1d4 necrotic damage and preventing the target from regaining hit points until the start of your next turn. You can’t do so again until you finish a short or long rest.
The rune feeds on your vitality while attached to your skin. You gain a slightly sickly appearance, and the rune consumes one use of your Hit Dice each dawn. During a short rest, you can peel the rune off your skin, taking 1d6 necrotic damage. The rune can be stored in a book instead of your skin but offers no benefit unless attached to you. When exposed to direct sunlight for a minute or more, the rune is destroyed.
As an action you can place the rune on a humanoid corpse that has died within the last 8 hours. The rune is destroyed as its magic is absorbed by the corpse, animating it as a zombie. When placing the rune, you can feed it a portion of your life force by spending hit points. The zombie obeys your spoken commands and is friendly to you and your companions for 1 round per hit point you spent when placing the rune. At the end of this duration it becomes hostile to all living creatures.
Curse. The unliving rune is cursed and while it is attached to you any senses or divinations that can detect undead incorrectly detect you as undead. If you die while the rune is attached to you, you are reanimated as a zombie after 1d4 rounds.
Dread Caduceus
Wondrous item, artifact (requires attunement)
Crafting Components: Unique (uncraftable)
When wizards go to war their desperation reveals the bleak depths and miraculous heights of magic. Long ago it was a desire to both bolster and renew their forces that led a mage to create a relic many would consider unthinkable: a scepter that twists the essence of life itself. With it the dead are remade into unrecognizable tangles of flesh that despite their deformity do the wielder of the scepter’s bidding, all as their allies are healed and empowered with vigor far beyond mortal bounds.
This heavy silver scepter has two heads, both cast in metal and staring out of glassy onyx eyes. One head is a skull, its jaw thrown open and its teeth unnaturally elongated. At the other end of the scepter is a cherubic human face that is turned upwards as though determined not to look at its sibling.
No one is certain whether it was the creator’s shame that led them to hide the scepter, or if their enemies cast it out of memory for fear of its power. What is known is that the legend of the Dread Caduceus has endured and that whispers of its whereabouts have not been silenced by time.
While you are attuned to the Dread Caduceus you may use either end of the scepter to activate its powers.
Legends and Lore
Success on an Arcana or History check reveals the following:
DC 15 This is the Dread Caduceus, a holy scepter with the power to raise the dead.
DC 18 The cherub and skull heads cause healing and necromantic effects, respectively.
DC 21 Those who use the scepter risk having their very flesh corrupted and their souls devoured.
Artifact Properties
The Dread Caduceus has one lesser artifact benefit, one greater artifact benefit, one lesser artifact detriment, and one greater artifact detriment.
The Dread Caduceus warps your life energy, twisting your flesh as it corrupts that of others. While you are attuned to the scepter, your organs shift and twist, sticking to one another within you. Take 1d6 necrotic damage each dawn from this effect. This damage can only be healed by a long or short rest. You also have disadvantage on initiative rolls as you are distracted by this tangible shifting within.
The Dread Caduceus has 2d10 charges and regains 1d10 charges each dawn. When you reduce the Dread Caduceus to 0 charges, you take 10d10 necrotic damage. If this damage reduces you to 0 hit points, you instantly die and cannot be resurrected (even by a wish spell).
Cherub
You can use an action and expend charges from the Dread Caduceus to cause one of the following effects to extend from the cherub head of the scepter, targeting yourself or a creature within 30 feet:
Heal. The creature regains 1d8+1 hit points for each expended charge.
Healing Nimbus (3 Charges). A nimbus of healing appears around the creature for 1d6 rounds. For the duration, whenever the creature takes damage from an attack it regains 1 hit point, and when an attack misses the creature it regains 1d4 hit points.
Invulnerability (3 Charges). The creature becomes immune to damage from nonmagical attacks for 1d4 rounds.
Exhaustless (5 Charges). The creature becomes immune to fatigue for 1d6 days.
Resistance (5 Charges). The creature becomes resistant to one type of damage of your choice for 1d6 rounds. This property has no effect if the creature already has resistance to that damage type.
Cure (10 Charges). The creature is healed of any curses, diseases, poisons, or other negative effects, even if a wish spell has previously been unsuccessful.
Invigorate (10 Charges). The creature permanently increases its maximum hit points by 1d8+1. A creature can only benefit from this property once.
Skull
You can use an action and expend charges from the Dread Caduceus to cause one of the following effects to extend from the skull head of the scepter, targeting yourself or a creature within 100 feet:
Animate Skeleton (1 Charge). You return a dead creature to a semblance of life, animating the skeleton of its body to serve at your whim. The creature gains the skeleton template and remains under your control until you die or are no longer attuned to the Dread Caduceus.
Animate Zombie (2 Charges). You return a dead creature to a semblance of life, animating it as a zombie to serve at your whim. The creature gains the zombie template and remains under your control until you die or are no longer attuned to the Dread Caduceus.
Empower Undead (2 Charges). Choose 1d6 undead that you can see within range. Whenever one of the chosen undead makes a weapon attack it deals an extra 1d4 necrotic damage. Even on a miss, the undead deals 1d4 necrotic damage.
Animate Legion (6 Charges). You return 3d10 dead humanoids to a semblance of life, transforming their corpses into zombies.
You can use a bonus action to mentally command the undead you create using the Dread Caduceus. When you command multiple undead, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.
In addition, any creature you animate in this fashion retains injuries or disfigurements that were upon its corpse, and it continues to decompose.
TABLE: NETHERBLIGHT
1D6
MALADY
1
The creature’s voice becomes flat and lifeless, and it has disadvantage on Deception and Persuasion checks made to influence living creatures.
2
The creature’s zest for life fades, and it becomes unable to gain inspiration or benefit from Bardic Inspiration.
3
The creature’s type changes to undead. At the Narrator’s discretion, mindless undead (such as skeletons or zombies) may ignore the creature’s presence.
4
The gods themselves shun the creature. Whenever a spell or magical effect would restore the creature’s hit points, the creature regains only half the hit points it would have normally regained.
5
The creature’s grip on life becomes tenuous and it has disadvantage on death saving throws.
6
Death calls for the creature’s return. The creature gains the doomed condition, dying at a time determined by the Narrator. A spell of 7th-level or higher (such as resurrection) can remove the doomed condition but does not cure the disease.
Skeleton Creature: Dread Cadeucus artifact.
Zombie Creature: Dread Cadeucus artifact.
Rotter Zombie: Some zombies are creations of magic but others are the spawn of an affliction known as rotter plague. Whether this disease developed naturally or is the result of some mad necromancer’s experiment is unknown.
A living creature infected with rotter plague suffers no negative effects from the disease and cannot transmit it unless it dies. An infected creature that dies rises as a rotter zombie after 1 minute. Sprinkling the creature’s corpse with holy water or dealing it at least 1 damage prevents this transformation. A gentle repose spell cast on the body also prevents it from rising as a rotter zombie for the spell’s duration.
Lesser restoration cures rotter plague. Casting lesser restoration on an infected zombie removes its ability to transmit rotter plague but has no other effect.
Undead, Undead Creature: The Plane of Death has dark grottos, vacuous expanses of drifting asteroids, and rivers of negative energies that awaken undead.
Any corpse that is not completely destroyed [in a lifeless desolation] rises as an undead 24 hours later. The type of undead is at the Narrator’s discretion.
Netherblight malady.
Necrocrat, Powerful Undead: ?
Undead Spirit: ?
Powerful Undead Being: ?
Mindless Undead: ?
Incorporeal Undead: ?
Undead Spellcaster: ?
Banshee: ?
Dread Knight: ?
Ghast: ?
Lacedon Ghast: ?
Ghost: ?
Vengeful Ghost: ?
Ghostly Spirit: ?
Ghost of a Fallen Traveller: ?
Ghost From Another Plane: ?
Ghoul: ?
Lacedon Ghoul: ?
Ghoul Native to the Infernal Realms: ?
Demilich: ?
Skull of Medon, Elite Demilich: ?
Lich: ?
Adult Black Dragon Lich: ?
Lich, Powerful Creature: ?
Lich From Another Plane: ?
Azkaroth, Lich, Archlich: ?
Mummy: ?
Mummy Lord: ?
Revenant: ?
Scarecrow: ?
Scarecrow Harvester: ?
Snowman: ?
Animated Scarecrow: ?
Shadow: ?
Skeleton: ?
Skeletal Champion: ?
Skeleton Horde: ?
Skeletal Tyrannosaurus Rex: ?
Skeletal Warhorse: ?
Skeleton, Mindless Undead: ?
Specter: ?
Invisible Undead Spirit, Friendly Specter: ?
Vampire That Turns to Mist: ?
Vampire: ?
Vampire Spawn: ?
Sinister Vampire: ?
Elder Vampire: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Wraith Lord: ?
Zombie: Some zombies are creations of magic but others are the spawn of an affliction known as rotter plague.
Unliving Rune magic item.
Ogre Zombie: ?
Zombie Horde: ?
Zombie Knight: ?
Zombie Dragon: ?
Zombie, Mindless Undead: ?
Unliving Rune
Wondrous item, common (cost 75 gp)
Crafting Components: Gilded manuscript ruined by giant octopus ink
Found in desecrated holy texts, an unliving rune is a Tiny construct of negative energy resembling a splotch of darkly glowing ink. The rune can be applied to your skin much like a temporary tattoo, and while attached you can channel negative energy into an attack. On a successful hit with a melee weapon attack you can use your reaction to activate the rune, dealing an additional 1d4 necrotic damage and preventing the target from regaining hit points until the start of your next turn. You can’t do so again until you finish a short or long rest.
The rune feeds on your vitality while attached to your skin. You gain a slightly sickly appearance, and the rune consumes one use of your Hit Dice each dawn. During a short rest, you can peel the rune off your skin, taking 1d6 necrotic damage. The rune can be stored in a book instead of your skin but offers no benefit unless attached to you. When exposed to direct sunlight for a minute or more, the rune is destroyed.
As an action you can place the rune on a humanoid corpse that has died within the last 8 hours. The rune is destroyed as its magic is absorbed by the corpse, animating it as a zombie. When placing the rune, you can feed it a portion of your life force by spending hit points. The zombie obeys your spoken commands and is friendly to you and your companions for 1 round per hit point you spent when placing the rune. At the end of this duration it becomes hostile to all living creatures.
Curse. The unliving rune is cursed and while it is attached to you any senses or divinations that can detect undead incorrectly detect you as undead. If you die while the rune is attached to you, you are reanimated as a zombie after 1d4 rounds.
Dread Caduceus
Wondrous item, artifact (requires attunement)
Crafting Components: Unique (uncraftable)
When wizards go to war their desperation reveals the bleak depths and miraculous heights of magic. Long ago it was a desire to both bolster and renew their forces that led a mage to create a relic many would consider unthinkable: a scepter that twists the essence of life itself. With it the dead are remade into unrecognizable tangles of flesh that despite their deformity do the wielder of the scepter’s bidding, all as their allies are healed and empowered with vigor far beyond mortal bounds.
This heavy silver scepter has two heads, both cast in metal and staring out of glassy onyx eyes. One head is a skull, its jaw thrown open and its teeth unnaturally elongated. At the other end of the scepter is a cherubic human face that is turned upwards as though determined not to look at its sibling.
No one is certain whether it was the creator’s shame that led them to hide the scepter, or if their enemies cast it out of memory for fear of its power. What is known is that the legend of the Dread Caduceus has endured and that whispers of its whereabouts have not been silenced by time.
While you are attuned to the Dread Caduceus you may use either end of the scepter to activate its powers.
Legends and Lore
Success on an Arcana or History check reveals the following:
DC 15 This is the Dread Caduceus, a holy scepter with the power to raise the dead.
DC 18 The cherub and skull heads cause healing and necromantic effects, respectively.
DC 21 Those who use the scepter risk having their very flesh corrupted and their souls devoured.
Artifact Properties
The Dread Caduceus has one lesser artifact benefit, one greater artifact benefit, one lesser artifact detriment, and one greater artifact detriment.
The Dread Caduceus warps your life energy, twisting your flesh as it corrupts that of others. While you are attuned to the scepter, your organs shift and twist, sticking to one another within you. Take 1d6 necrotic damage each dawn from this effect. This damage can only be healed by a long or short rest. You also have disadvantage on initiative rolls as you are distracted by this tangible shifting within.
The Dread Caduceus has 2d10 charges and regains 1d10 charges each dawn. When you reduce the Dread Caduceus to 0 charges, you take 10d10 necrotic damage. If this damage reduces you to 0 hit points, you instantly die and cannot be resurrected (even by a wish spell).
Cherub
You can use an action and expend charges from the Dread Caduceus to cause one of the following effects to extend from the cherub head of the scepter, targeting yourself or a creature within 30 feet:
Heal. The creature regains 1d8+1 hit points for each expended charge.
Healing Nimbus (3 Charges). A nimbus of healing appears around the creature for 1d6 rounds. For the duration, whenever the creature takes damage from an attack it regains 1 hit point, and when an attack misses the creature it regains 1d4 hit points.
Invulnerability (3 Charges). The creature becomes immune to damage from nonmagical attacks for 1d4 rounds.
Exhaustless (5 Charges). The creature becomes immune to fatigue for 1d6 days.
Resistance (5 Charges). The creature becomes resistant to one type of damage of your choice for 1d6 rounds. This property has no effect if the creature already has resistance to that damage type.
Cure (10 Charges). The creature is healed of any curses, diseases, poisons, or other negative effects, even if a wish spell has previously been unsuccessful.
Invigorate (10 Charges). The creature permanently increases its maximum hit points by 1d8+1. A creature can only benefit from this property once.
Skull
You can use an action and expend charges from the Dread Caduceus to cause one of the following effects to extend from the skull head of the scepter, targeting yourself or a creature within 100 feet:
Animate Skeleton (1 Charge). You return a dead creature to a semblance of life, animating the skeleton of its body to serve at your whim. The creature gains the skeleton template and remains under your control until you die or are no longer attuned to the Dread Caduceus.
Animate Zombie (2 Charges). You return a dead creature to a semblance of life, animating it as a zombie to serve at your whim. The creature gains the zombie template and remains under your control until you die or are no longer attuned to the Dread Caduceus.
Empower Undead (2 Charges). Choose 1d6 undead that you can see within range. Whenever one of the chosen undead makes a weapon attack it deals an extra 1d4 necrotic damage. Even on a miss, the undead deals 1d4 necrotic damage.
Animate Legion (6 Charges). You return 3d10 dead humanoids to a semblance of life, transforming their corpses into zombies.
You can use a bonus action to mentally command the undead you create using the Dread Caduceus. When you command multiple undead, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.
In addition, any creature you animate in this fashion retains injuries or disfigurements that were upon its corpse, and it continues to decompose.
TABLE: NETHERBLIGHT
1D6
MALADY
1
The creature’s voice becomes flat and lifeless, and it has disadvantage on Deception and Persuasion checks made to influence living creatures.
2
The creature’s zest for life fades, and it becomes unable to gain inspiration or benefit from Bardic Inspiration.
3
The creature’s type changes to undead. At the Narrator’s discretion, mindless undead (such as skeletons or zombies) may ignore the creature’s presence.
4
The gods themselves shun the creature. Whenever a spell or magical effect would restore the creature’s hit points, the creature regains only half the hit points it would have normally regained.
5
The creature’s grip on life becomes tenuous and it has disadvantage on death saving throws.
6
Death calls for the creature’s return. The creature gains the doomed condition, dying at a time determined by the Narrator. A spell of 7th-level or higher (such as resurrection) can remove the doomed condition but does not cure the disease.
Liches: Dance Macabre
Lich, Sorrow Lord, Standard Lich, Bog-Standard Lich, Normal Lich: [A] potent and evil spell caster who has used a combination of spells to transform into a type of undead that employs a katadesmos.
It is important to remember that liches damned themselves. It was neither an accident nor something that happened as a whim. They sacrificed loved ones and formed evil pacts with vile entities to become a Sorrow Lord.
The Lichdom Ritual
This is a generic description of what is required to transform someone into a lich. Game Masters are encouraged to tailor this as much as possible to suit their campaign.
Level: 14 (one of which must be a caster level)
Skills: [Pathfinder] Craft 5, Knowledge (arcana) or (religion) 10; Spellcraft 10. [5E] Arcana 10 or Religion 10
Feats: [Pathfinder] brew potion and craft wondrous item. [5E] the Artificer rules from Unearthed Arcana, or house rules permitting the creation of magic potions and items.
Spells: Magic jar, animate dead, dark vision, or clairaudience and clairvoyance. The spells fear and enervation are required for the lich to possess the fear aura and paralyzing touch, respectively.
Special: The patron first requires the supplicant to commit a sin that pushes them over the moral event horizon.
Liches assemble themselves from equal parts malice and power.
So, someone doesn’t have to be a spell caster to become a lich – contrary to popular perception. A spell caster or a patron may do the necessary work for someone else. However, the subject still must be willing to undergo the procedure. Basically, any sentient mortal individual may become a lich.
Tailor-Made Evil
To transform from a living spell caster into a lich requires three separate Spellcraft checks. The first is for preparing the katadesmos, the second is for brewing the potion, and the third is for conducting the ritual. The DC of these checks depends on the target CR of the lich.
New Rule: The DC for each step – preparing the katadesmos, brewing the potion, and conducting the ritual – is always DC = the target CR of the lich +10.
Example: Neal wishes to regenerate his corpse if it is destroyed (Bleak Resurrection CR +0), to incapacitate foes with a touch (Paralyzer +1), to frighten his foes (Dreaded +½), and to resist the power of clerics (Turn Resistance+½). This means the CR modifier for the lich Neal seeks to become is +2 (+2=0+1+½+½). Becoming a lich will add +4 to Neal’s CR. Neal is an 18th level wizard. So the target CR is 20 (20=18+2).
For Neal each step is DC 30 (30 = Target CR of 20+10).
A spell caster must make the katadesmos. This requires the [Pathfinder] Craft Wondrous Item feat or [5E] the right skill set and a forgiving Game Master. The character must employ the spells magic jar, dark vision, and clairaudience.
Creating the katadesmos requires 120 days +100 days per addition or modification to the basic lich formula.
It costs 120,000 gp +10,000 gp per addition or modification to the basic lich formula.
It consumes 4,500 XP +1,000 XP per addition or modification to the basic lich formula.
Example: Regenerating his corpse if it is destroyed (Bleak Resurrection), incapacitating foes with a touch (Paralyzer), and frightening foes (Dreaded) are powers already included in the 120 days and 120k gp cost of creating the katadesmos. However, Neal will further transform his heart into his katadesmos. That is one modification. His katadesmos requires (120 + 100 =) 220 days to create. It costs (120k + 10k =) 130k gp to create. It consumes 4,500 XP + 1,000 XP =) 5,500 XP to create. Note, he will only remove his heart after he is dead.
The spell caster must then use [Pathfinder] Brew Potion or [5E] craft the elixir as a magical item with the spell animate dead. The elixir must also be toxic to the drinker, incorporating a poison such as midnight tears or wyvern poison.
It requires eight days plus 2 days per addition or modification to the basic lich formula.
It costs 7,500 gp +1,000 gp for every addition or modification to the basic lich formula.
It consumes 500 XP +100 XP for every addition or modification to the basic lich formula.
Example: As noted above, Neal wishes to make one addition to lichdom (heart katadesmos). It requires (8 + 2 =) 10 days to brew the potion. It costs (7,500 + 1,000 =) 8,500 gp to make the potion. It consumes (500 + 100 =) 600 XP to make the potion. The total cost of all three steps will be 230 days, 138,500 gp, and 6,100 XP at a minimum to make the attempt.
Finally, the caster should conduct the ritual itself, which traditionally includes drinking the potion inside a circle of death. The ritual requires one hour per caster level to complete. The ritual’s nature does not permit retries – failure means the caster dies.The spell caster may reduce the Spellcraft DC of one of the three rolls required (katadesmos, potion, and ritual) depending on what they sacrifice. Further, performing the steps at a profane location may reduce the Spellcraft DC, as does performing the steps on a profane date or holiday. These mortal sins may be performed in advance and the modifier applied to the roll later.
Table: Reducing the Ritual’s DC
Method Modifier
Immediate blood relation’s life sacrificed -2
Loved one’s life sacrificed -2
Innocent’s life sacrificed -1
Immediate blood relation’s soul sacrificed -4
Loved one’s soul sacrificed -4
Innocent’s soul sacrificed -2
Performed at a profane location -1
Performed on a profane date -1
Katadesmos
An integral part of becoming a lich is creating a magic katadesmos in which the spell caster stores its life force.
Patrons
Would-be liches must learn the lichdom ritual somewhere. One possibility is that the would-be Sorrow Lord reaches an arrangement with a patron entity. The patron supplies the ritual, and dark power, to the would-be lich. The lich supplies captured souls to the patron entity in return. This works like a person taking a loan from a loan shark. This person is motivated to repay the loan but is not working for the loan shark per se.
Eldritch Abominations
These entities exist outside of sane and comprehensible space and time. According to some legends, these same entities created lichdom to wound the fabric of existence.
It is possible for liches to serve as patrons to other liches.
The typical fantasy setting includes several dozen evil entities, ranging from demons, devils, to outright evil deities. These entities create liches to serve their own nefarious goals.
The mad and bad fey, in their appealing and terrifying psychedelic courts, are alien in both their thinking and their morals. Such creatures may become patrons of liches for inscrutable reasons.
Liches were once mortal spell casters that chose to transform themselves into the undead.
A sane lich would be unique. All liches started as mortals with flesh and blood. The process of becoming a Sorrow Lord is so excruciating that none escape it without mental “alterations.”
Lich, Fleshless Creature, Personification of Pride and Wrath, Mere Bones, Potent Evil Spellcaster, Undead That Employs a Katadesmos, Undead Thing, Vile Undead Magic User, Tainted Dishonorable Creature, Intellectual and Spiritual Parasite, Formidable Creature, Death Incarnate, Debased Angel of Death, Most Powerful Humanoid Monster, Hateful Beast, Lonely Creature, Aischron Creature, Powerful Undead, Parasite, Horror, Corruptor, Evil Psychopomp, Self-Created Undead, Powerful Enemy, Soul Hunter, Soul Collector, Soul Eater, Boogeyman, Powerful Creature, Creature of Dangerous Power, Sentient Free-Willed Open Wound in Reality: ?
Nihil, Neal, Lich: It is a nearly colorless winter. Neal is looking at pinned butterflies and their colorful wings in a glass display case. He is thinking.
It is a logical thing to do. There is not enough to keep him here. Not even his relationship with the elf warrior. Not even what she offered.
Too few people thought about the larger situation strategically.
Death defines things too much. It provides unnecessary limits on possibilities. Why should any-one abandon an opportunity if avenues for sustaining the opportunity are available? Those seeking fulfilling self-actualization are by definition transgressive. Ipso facto, successful individuals always moved to an existence beyond the limits and ends of society.
Of course, this required bargains. It required sacrifice and performing onerous tasks. This is hardly exceptional. The same thing is true of the construction of a house.
Not everyone realizes his or her potential. Those who do not realize their potential… others might still make something useful of them. Marching armies make use of people. This is not a rationalization. It is logic. That is how Patron of the Velcha family described the situation. The Patron–a Lord of some place called Aita–offered Neal resources, including information. The Patron asserted he appreciated Neal’s tactical and strategic abilities, abilities unappreciated by the establishment.
If… reasonable possibilities present themselves, and the only real hurdle is the childish inhibi-tions of others, then logic called on one to pursue their ambitions.
The Patron had discussed the step with him and provided a detailed description of the process. Neal had followed the instructions carefully. Getting the materials had ruined his relationship with his former colleagues, including her. Petty rules had led to his excommunication from his former church. This simply provided one less thing to bind him to his previous situation.
Dwelling on the dead child in the corner would be irrational.
He picked up the potion.
He drank.
Logic demanded nothing less.
He presumed what came next would be an interesting experience…
Anchorite Lich: ?
Cosmopolitan Lich: ?
Good Lich, Arkhos Ptoma, Genuinely Good and Unique Lich: On a related note, it is possible to be a “good” lich. (How do any of you people, who are utterly not Plato or Aristotle, define good?) Such tragic creatures will never have a patron deal requiring them to capture souls, pursue genocide, or anything similar. (I doubt you can define tragic either.) However, a stern patron might require them to protect a place or family against harm, or task the lich with undoing some evil they did in life.
True Demi-Lich: Patron Destruction
d20 Results
1-4 Unstable; The power and status of the Sorrow Lord become unstable. Please refer to the table below.
5-8 Decline; Power gradually ebbs from the lich, and over the course of a year, it gradually transforms into a true demi-lich.
9-12 Transformation; The lich immediately transforms into a true demi-lich.
13-18 Somewhat Freed; Although it must consume souls, the lich no longer must deal with a patron.
19-20 Truly Freed; It does not have to consume souls, and the lich no longer must deal with a patron.
If the Sorrow Lord fails to provide the necessary number of souls, it will suffer a loss of one level, or one-special ability, for every soul below quota. This is a path to becoming a true demi-lich.
GM may add this template to any creature that has gone through the lichdom ritual – not all liches perform the magic for themselves.
Xykon, Lich: ?
The Master of Endless Fear, Lich: ?
The Final Word in Fear, Mortimer, Lich: ?
Skeletal Lich: ?
Gnome Lich: ?
Human Lich: ?
Dragon Lich: ?
Werewolf Lich: ?
Elf Lich, Xylon Ptoma: ?
Dwarf Lich, Petro Ptoma: ?
Hobgoblin Lich, Khalkos Ptoma: ?
Surtr-Disir Lich: ?
Ankou Lich: In some stories, the Ankou is actually a cruel prince who lost a bet with the Angel of Death and endures an eternal curse for his vanity and failure.
Anzillu Lich: ?
Apostate Lich: Once upon a time, an empire moved from the worship of multiple bloodthirsty gods to the worship of a single deity of discipline and light. One of the anointed emperors sought to roll back the change shortly after this transition. He became the Apostate, and he died without reaching his goal. Then something happened. This emperor – who in life was not a magician – reappeared as multiple liches centuries later.
More specifically, Roman Emperor Julian the Apostate ruled briefly. He rejected his Christian upbringing and sought to return the empire to its pagan roots and ethical system. However, he died too early in his reign to accomplish much. The early church declared him apostate after his death. The Apostate template supposes such an individual reappeared centuries later as multiple liches. How this happened is a mystery.
Awakened Demi-Lich, Epifovos, Dreadful, Unsafe: Some Sorrow Lords lose themselves in introspection across centuries (or more) of existence. Eventually, they are unable to rouse the passion required to face the endless march of days. Many cast their shades far from their bones and wander strange planes and realities. The physical form of such a lich succumbs to decay over the centuries. Only the lich’s skull remains intact. However, the power of undeath keeps these final remains from true dissolution. Echoes of the lich’s intellect remain within the skull.
It becomes worse when the shade returns to its form for some purposes. Perhaps it needs to complete some plot set into motion generations ago. Perhaps it needs to catch enough souls. Perhaps madness drives it to return.
Telkhine Lich: The Telkhines were spirits, magicians, or both according to ancient Greek myths. Titaness Rhea enlisted them to protect the infant Zeus according to some Greek legends. However, Zeus threw his former defenders into the darkness of Tartaros for wickedness. Some legends assert they crafted the sickle Kronos used to castrate Ouranos before the time of Zeus. They are sometimes associated with the Daktyloi. They are also said to have brought beekeeping and metalworking to mankind. Or so the general legends go.
The story is different according to the Alexander Pope translation of the Titanomachia by Thamyris. Or rather, the English translation of Titus Sempronius Blaesus’s Latin translation of Thamyris – itself composed after Blaesus’s notorious days of wandering madness. In any case, in this telling Zeus cast down the creatures capable of constructing god-killing weapons. This is when they stopped being among the Daktyloi, found themselves at the mercy of Tartaros, and became Telkhine.
Ankou Lich, Fairy Tale Lich, Lich Associated With the Dark Fey: ?
Ankou Lich, Personification of Death: ?
Ankou Lich, Henchman of Death: ?
Ankou Lich, King of the Dead: ?
Anzillu Lich, Cosmic Horror Lich, Sorrow Lord of Cosmic Horror, Deadly Wicked Servant, Abomination, Something Utterly Alien: ?
Apostate Lich, Lich With Aggregate Mind and Imperial Ambition, Dire Threat to the World, Philosopher King Ideal Exemplar: ?
Awakened Demi-Lich, Horrifically Powerful Skull: ?
Telkhine Lich, Shadow Lich, Ghastly Darkness-Bringing Lich Cursed by the Gods, Creature of Vengeance and Darkness, Shadowy Horror: ?
Demi-Lich: Some Sorrow Lords lose themselves in introspection across centuries (or more) of existence. Eventually, they are unable to rouse the passion required to face the endless march of days. Many cast their shades far from their bones and wander strange planes and realities. The physical form of such a lich succumbs to decay over the centuries. Only the lich’s skull remains intact. However, the power of undeath keeps these final remains from true dissolution. Echoes of the lich’s intellect remain within the skull.
Damnameneus, Telkhine Lich, Lying Schemer: ?
Lycos, Lycus, Telkhine Lich: ?
Makelo, Macelo, Telkhine Lich: ?
Skelmis, Tulchulcha, Telkhine Lich: ?
Demonax, Damon, Telkhine Lich: ?
Actaeus, Antaeus, Telkhine Lich: ?
Megalesius, Telkhine Lich: ?
Hormenius, Ormenos, Telkhine Lich: ?
Mylas, Telkhine Lich: ?
Atabyrius, Telkhine Lich: ?
Mimon, Telkhine Lich: ?
Nicon, Telkhine Lich: ?
Argyron, Telkhine Lich: ?
Chalcon, Telkhine Lich: ?
Chryson, Telkhine Lich: ?
Dexithea, Dexione, Telkhine Lich: ?
Halia, Telkhine Lich: ?
Lysagora, Telkhine Lich: ?
Pulvis, Ariel Greenleaf, Master of the Acedia Monastery, Telkhine Lich Human Necromancer 18, Creature of Guile, Kindly Old Abbot: ?
Sufficiently Lucid Lich: ?
Lich, Well-Known Undead Entity: ?
Sane Lich: ?
Lich With Intermittent Explosive Disorder: ?
Lich Possessing a Narcissistic Personality Disorder: ?
Lich Possessing Uranophobia: ?
Arcane Sorrow Lord: ?
Rare Pious Lich: ?
Clerical Lich: ?
Warlock Lich: ?
Powerful Echthroi Lich: ?
Good Lich, Unique Creature, Tragic Creature: ?
Mr. Odom Wagner, Ankou Lich Human Bard 11: ?
The Duinn Beast, Crom Cruach, Apostate Lich Human Druid 15: How they changed a dead druid hero into a druidic lich and part of the Apostates is unknown.
Ishnari Cabalax, Anzillu Lich Human Sorcerer 15: ?
The Gettan, Demi-Lich Human Wizard 20: ?
Romanoe Fornier, William Fornier, The Lord of the Castle, Lich Human Wizard 17, Psycopath: Several centuries ago the character confessed to conspiring against the rightful king. He escaped royal custody and fled to his castle only to die at the hands of local peasants who were sick of his crap – his depredations from his family castle had harmed the locals for decades. They captured him before he completed his lichdom ritual and boiled him in molten lead inside Ninestane Rig, a local circle of standing stones. It became a lich despite the unorthodox death.
William, a 14th century Scottish noble, confessed to plotting against the Scottish king. He is reputed to have performed black magic, consorted with the Devil, possessed a familiar named Robin Redcap, and died when the peasants got sick of his crap and boiled him in molten lead. Historians suspect the political activities of the historical William Fornier became confused with the supposed supernatural proclivities of Romanoe Fornier, a 13th century Scottish noble of the same family and castle. The Fornier castle – Hermitage Castle – is haunted and home to unpleasant stories according to traditional Scots folklore.
The story of William and Romanoe Fornier represents almost a bog-standard backstory of a lich for fantasy games. The character was a noble and possessed enough resources and power to study magic. The character did so, then things took a dark and political turn and someone executed him. There is confusion over who did what and when. However, rumors persist the castle is haunted…
Charles Manx, Lich: ?
Subtle Lich: ?
Rasputin, Lich: ?
The Lich, Lich: ?
Voldemort, Lich: ?
Nix the Puritan, Lich: ?
Arthas, Lich King, Lich: ?
Polykritos, Lich, Supernatural Being, Ghost: ?
Koschei the Deathless, Koschei the Unnamer, Koschei the Man of Darkness, The Deathless One, Lich, Warlock, Deathless Warlock: ?
Seyf el-Mulook, Lich: ?
Punchkin, Lich, Magician: ?
Gaunt Jack, Jack of the Lantern, Lich, Ghostly Figure: “Young People have been making Jack O’ Lanterns for centuries for the night before any number of holy days. The practice is based on a story about a man nicknamed ‘Gaunt Jack.’ According to a story that has several variations, mean Jack once invited the Devil to have a drink with him. Of course, stingy Jack didn’t want to pay for his drink, so he carefully convinced the Devil to turn himself into a coin that the man could then use to buy their drinks. Once the Devil did so, sly Jack opted to keep the money and dropped it into his pocket next to a silver cross, which prevented the Devil from changing back into his original form. Jack freed the Devil, but did so only under the condition that the Devil wouldn’t bother Jack for one year, and that when Jack died, the Devil would not claim Jack’s meager soul. The following year, Jack again tricked the Devil – this time getting the fiend to climb high into a tree to pick an apple. While the fiend was up in the tree, wicked Jack carved a cross into the tree’s bark so that the Devil could not come down until it promised callous Jack not to bother him for another decade.
“Soon thereafter, Jack died. He arrived at the gates of Heaven and was promptly told by Saint Peter that he was ineligible for entry, being mean, stingy, sly, wicked, and callous. Winding up at the not-so-pearly gates of Hell, the Devil greeted him, and keeping its long-standing promise, refused to let Jack enter Hell. The fiend sent Jack off into the dark night with only a burning coal – which now held Jack’s soul, forever burning in its hate – to light his way. Jack put the coal into the likeness of a man-skull, carved from a large turnip, and has roamed the world ever since. Many refer to this ghostly figure as ‘Jack of the Lantern.’
“You should, then, take care on the dark night, before a holy day, if you see in the gloomy distance the reddish glow of a lantern carried by someone who appears gaunt. Because in death Jack has grown gaunt, but he has remained mean, stingy, sly, wicked, and callous.”
El Comte Arnau: According to Catalan mythology, God cursed Comte (Count) Arnau for the man’s cruelty and lechery, damning him to an eternity of flames devouring his flesh as he rides about on an undead horse.
Vanilla Lich: ?
Potent Lich: ?
Simon Magu, Simon the Magician, Simon the Sorcerer, Father of all Heresies, Lich: ?
Count of St. Germain: Myths, legends, and speculations about St. Germain began to be widespread in the late 19th and early 20th centuries and continue today. They include beliefs that he is immortal. His katadesmos might be the now-lost original painting of the man.
Tithonius: The gods granted Tithonus eternal life but did not grant him eternal youth in Greek mythology. He transformed into a grasshopper in some myths. He became aged, feeble, and begged for death in other stories. For our purposes, he became a lich because that provided him something better than the blessings of the gods; revenge on the gods, among other dark blessings. His katadesmos might be a grasshopper stuck in amber.
Acephali: A powerful necromancer applies this acquired template to undead.
Acephali, Corporeal Undead: ?
Demi-Lich Dormant: ?
Flesh-Eating Zombie, Flesh Eater: Flesh-eating zombies are corpses reanimated through sinister means that seek to devour their own race’s flesh. They are not dangerous individually. However, they travel in groups, and the bite of a flesh-eating zombie transmits a dangerous supernatural disease.
The flesh eater is an acquired template that may be added to any corporeal creature (other than an undead) that has a skeletal system.
Lares: ?
Lares, Ancestor Shade, Ancestor Spirit, Ghost of a Family Member: ?
Sarka: Specifically, Sarka are the animated hide and flesh of a creature stripped of its bones. Necromancers create these creatures by flaying someone alive.
Sarka, Grotesque Undead, Animated Hide and Flesh of a Creature Stripped of its Bones: ?
Vrykolakas: This is what results when a Sarka envelopes a skeleton, zombie, or ghoul (hereafter referred to as the host creature).
Undead Treant: Sorrow Lords create undead treants. They may do this deliberately because they are horrible people, or they may do it indirectly through their corruption and the aischron effect they have on a district.
Waxed Undead: “Waxed” is an acquired template that is possible to add to most corporeal undead creatures. A complex procedure replaces the natural moisture of the corpse with wax or a similar substance. This slows the decay process, allows the creature to pass as one of the living under the right circumstances, and makes it resistant to certain types of damage.
Acephali Skeleton: ?
Waxed Tattooed Zombie: ?
Waxed Zombie: ?
Undead, Undead Creature: Liches create undead – from zombies to vampires – and those undead actively prey upon the living.
Restless Hungry Dead: ?
Undead Humanoid: ?
Undead Servant: Generate Undead power.
Sentient Undead: ?
Corporeal Undead, Corporeal Undead Creature: ?
Undead Person: ?
Undead Guardian: ?
Undead Tree: ?
Memory Slave: The lich employs memory slaves: living and sentient undead slaves that have had portions of their memory replaced by information the lich considers valuable.
Memory Slave, Sentient Undead Slave: ?
Well-Known Undead Entity: ?
Mindless Undead: ?
Undead Minion: ?
Undead Horse: ?
Undead Animal: ?
Undead Bear: ?
Undead Boar: ?
Undead Moose: ?
Undead Cow: ?
Flame Skull: A character dies if their Constitution score reaches 0 from the effects of corruption. Then 1d6 hours later, they return as an undead under the GM’s control. The sort of creature they become depends on their character level before death. Burning a corpse prevents this effect. Simply having an evil alignment is no defense against corruption - it is too profound an effect for personal beliefs or moral codes to ward away.
Corruption Transformation
Victim Level Undead Created
1-4 Ghoul
5-8 Ghast
9-12 Wight
13-16 Flame Skull
17-20 Vampire Spawn
Excarnation spell.
Ghast: A character dies if their Constitution score reaches 0 from the effects of corruption. Then 1d6 hours later, they return as an undead under the GM’s control. The sort of creature they become depends on their character level before death. Burning a corpse prevents this effect. Simply having an evil alignment is no defense against corruption - it is too profound an effect for personal beliefs or moral codes to ward away.
Corruption Transformation
Victim Level Undead Created
1-4 Ghoul
5-8 Ghast
9-12 Wight
13-16 Flame Skull
17-20 Vampire Spawn
Excarnation spell.
Ghost: ?
Ghost, Sentient Undead: ?
Ghoul: A character dies if their Constitution score reaches 0 from the effects of corruption. Then 1d6 hours later, they return as an undead under the GM’s control. The sort of creature they become depends on their character level before death. Burning a corpse prevents this effect. Simply having an evil alignment is no defense against corruption - it is too profound an effect for personal beliefs or moral codes to ward away.
Corruption Transformation
Victim Level Undead Created
1-4 Ghoul
5-8 Ghast
9-12 Wight
13-16 Flame Skull
17-20 Vampire Spawn
Excarnation spell.
Mummy: ?
Yummy Mummy: ?
Revenant: Excarnation spell.
Shadow: ?
Skeleton, Undead Skeleton, Regular Skeleton: ?
Specter: ?
Vampire: ?
Vampire, Personification of Gluttony and Lust, Sensual Creature, Sentient Undead: ?
Vampire Spawn: A character dies if their Constitution score reaches 0 from the effects of corruption. Then 1d6 hours later, they return as an undead under the GM’s control. The sort of creature they become depends on their character level before death. Burning a corpse prevents this effect. Simply having an evil alignment is no defense against corruption - it is too profound an effect for personal beliefs or moral codes to ward away.
Corruption Transformation
Victim Level Undead Created
1-4 Ghoul
5-8 Ghast
9-12 Wight
13-16 Flame Skull
17-20 Vampire Spawn
Wight: A character dies if their Constitution score reaches 0 from the effects of corruption. Then 1d6 hours later, they return as an undead under the GM’s control. The sort of creature they become depends on their character level before death. Burning a corpse prevents this effect. Simply having an evil alignment is no defense against corruption - it is too profound an effect for personal beliefs or moral codes to ward away.
Corruption Transformation
Victim Level Undead Created
1-4 Ghoul
5-8 Ghast
9-12 Wight
13-16 Flame Skull
Excarnation spell.
Wight, Sentient Undead: ?
Zombie: Pulvis has created the disease called Noonday Demon (please see the disease below). Thematically this is anhedonia as a communicable disease. Mechanically, this is crushing despair, as a spell-like effect, as a communicable disease – and it progresses to creating zombies.
Noonday Demon disease.
Conversant Zombie: ?
Rotting Zombie: ?
Human Flesh-Eating Zombie: ?
Human Commoner Zombie: ?
Zombie Horse: ?
Excarnation
[5E]
6th level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V S M
Duration: Permanent
[Pathfinder]
School transmutation; Level magus 6, sorcerer/wizard 6
Casting Time: 1 standard action
Components: V S M
Range: Touch
Duration: Permanent, please see text
This gruesome, and painful, spell allows a caster to transform a target into an undead and to claim the target’s soul.
The spell’s target is a living creature that is in some way bound, restrained, or otherwise prevented from escaping. Typical examples include murder cages, prison cells, shackled to a wall, or bound and placed inside a large rawhide sack over a fire. The caster then abandons the target to die, inflicts an injury that will slowly result in death, or simply tortures the target to death. Outright killing the target causes the spell to fail. The target transforms into an undead creature upon death, and the target’s level or CR determines the type of undead.
Excarnation Target Transformation
Target Level / CR Undead Created
1-4 Ghoul
5-8 Ghast
9-12 Wight
13-16 Flame Skull
17-20 Revenant
Disease: Noonday Demon
This supernatural, and lethal, disease transforms the victim into a zombie through Constitution loss. The victim may go on to spread the disease further. The victim will rise as a zombie 2d10 minutes after death. Both remove disease and remove curse are required as a magical cure. If the victim is dead, but not yet undead, then remove curse is sufficient to prevent the zombie transformation. If the victim survives, lost Constitution points do not heal, but are restorable with magic. For information on diseases, please refer to the Dungeon Master’s Guide.
Noonday Demon
Infection: Injury
DC: [Pathfinder] Fortitude DC 25; [5E] Constitution DC 25
Incubation: 1d8 days
Effect: The victim suffers 1 point of Constitution point per hour until they reach 0, at which point they die and rise 1d4 hours later as a zombie.
Generate Undead (Sp) CR +1
Through use of create undead as a spell-like ability the lich may create undead servants. However, undead created in this way may not exceed CR 8, either individually or collectively.
It is important to remember that liches damned themselves. It was neither an accident nor something that happened as a whim. They sacrificed loved ones and formed evil pacts with vile entities to become a Sorrow Lord.
The Lichdom Ritual
This is a generic description of what is required to transform someone into a lich. Game Masters are encouraged to tailor this as much as possible to suit their campaign.
Level: 14 (one of which must be a caster level)
Skills: [Pathfinder] Craft 5, Knowledge (arcana) or (religion) 10; Spellcraft 10. [5E] Arcana 10 or Religion 10
Feats: [Pathfinder] brew potion and craft wondrous item. [5E] the Artificer rules from Unearthed Arcana, or house rules permitting the creation of magic potions and items.
Spells: Magic jar, animate dead, dark vision, or clairaudience and clairvoyance. The spells fear and enervation are required for the lich to possess the fear aura and paralyzing touch, respectively.
Special: The patron first requires the supplicant to commit a sin that pushes them over the moral event horizon.
Liches assemble themselves from equal parts malice and power.
So, someone doesn’t have to be a spell caster to become a lich – contrary to popular perception. A spell caster or a patron may do the necessary work for someone else. However, the subject still must be willing to undergo the procedure. Basically, any sentient mortal individual may become a lich.
Tailor-Made Evil
To transform from a living spell caster into a lich requires three separate Spellcraft checks. The first is for preparing the katadesmos, the second is for brewing the potion, and the third is for conducting the ritual. The DC of these checks depends on the target CR of the lich.
New Rule: The DC for each step – preparing the katadesmos, brewing the potion, and conducting the ritual – is always DC = the target CR of the lich +10.
Example: Neal wishes to regenerate his corpse if it is destroyed (Bleak Resurrection CR +0), to incapacitate foes with a touch (Paralyzer +1), to frighten his foes (Dreaded +½), and to resist the power of clerics (Turn Resistance+½). This means the CR modifier for the lich Neal seeks to become is +2 (+2=0+1+½+½). Becoming a lich will add +4 to Neal’s CR. Neal is an 18th level wizard. So the target CR is 20 (20=18+2).
For Neal each step is DC 30 (30 = Target CR of 20+10).
A spell caster must make the katadesmos. This requires the [Pathfinder] Craft Wondrous Item feat or [5E] the right skill set and a forgiving Game Master. The character must employ the spells magic jar, dark vision, and clairaudience.
Creating the katadesmos requires 120 days +100 days per addition or modification to the basic lich formula.
It costs 120,000 gp +10,000 gp per addition or modification to the basic lich formula.
It consumes 4,500 XP +1,000 XP per addition or modification to the basic lich formula.
Example: Regenerating his corpse if it is destroyed (Bleak Resurrection), incapacitating foes with a touch (Paralyzer), and frightening foes (Dreaded) are powers already included in the 120 days and 120k gp cost of creating the katadesmos. However, Neal will further transform his heart into his katadesmos. That is one modification. His katadesmos requires (120 + 100 =) 220 days to create. It costs (120k + 10k =) 130k gp to create. It consumes 4,500 XP + 1,000 XP =) 5,500 XP to create. Note, he will only remove his heart after he is dead.
The spell caster must then use [Pathfinder] Brew Potion or [5E] craft the elixir as a magical item with the spell animate dead. The elixir must also be toxic to the drinker, incorporating a poison such as midnight tears or wyvern poison.
It requires eight days plus 2 days per addition or modification to the basic lich formula.
It costs 7,500 gp +1,000 gp for every addition or modification to the basic lich formula.
It consumes 500 XP +100 XP for every addition or modification to the basic lich formula.
Example: As noted above, Neal wishes to make one addition to lichdom (heart katadesmos). It requires (8 + 2 =) 10 days to brew the potion. It costs (7,500 + 1,000 =) 8,500 gp to make the potion. It consumes (500 + 100 =) 600 XP to make the potion. The total cost of all three steps will be 230 days, 138,500 gp, and 6,100 XP at a minimum to make the attempt.
Finally, the caster should conduct the ritual itself, which traditionally includes drinking the potion inside a circle of death. The ritual requires one hour per caster level to complete. The ritual’s nature does not permit retries – failure means the caster dies.The spell caster may reduce the Spellcraft DC of one of the three rolls required (katadesmos, potion, and ritual) depending on what they sacrifice. Further, performing the steps at a profane location may reduce the Spellcraft DC, as does performing the steps on a profane date or holiday. These mortal sins may be performed in advance and the modifier applied to the roll later.
Table: Reducing the Ritual’s DC
Method Modifier
Immediate blood relation’s life sacrificed -2
Loved one’s life sacrificed -2
Innocent’s life sacrificed -1
Immediate blood relation’s soul sacrificed -4
Loved one’s soul sacrificed -4
Innocent’s soul sacrificed -2
Performed at a profane location -1
Performed on a profane date -1
Katadesmos
An integral part of becoming a lich is creating a magic katadesmos in which the spell caster stores its life force.
Patrons
Would-be liches must learn the lichdom ritual somewhere. One possibility is that the would-be Sorrow Lord reaches an arrangement with a patron entity. The patron supplies the ritual, and dark power, to the would-be lich. The lich supplies captured souls to the patron entity in return. This works like a person taking a loan from a loan shark. This person is motivated to repay the loan but is not working for the loan shark per se.
Eldritch Abominations
These entities exist outside of sane and comprehensible space and time. According to some legends, these same entities created lichdom to wound the fabric of existence.
It is possible for liches to serve as patrons to other liches.
The typical fantasy setting includes several dozen evil entities, ranging from demons, devils, to outright evil deities. These entities create liches to serve their own nefarious goals.
The mad and bad fey, in their appealing and terrifying psychedelic courts, are alien in both their thinking and their morals. Such creatures may become patrons of liches for inscrutable reasons.
Liches were once mortal spell casters that chose to transform themselves into the undead.
A sane lich would be unique. All liches started as mortals with flesh and blood. The process of becoming a Sorrow Lord is so excruciating that none escape it without mental “alterations.”
Lich, Fleshless Creature, Personification of Pride and Wrath, Mere Bones, Potent Evil Spellcaster, Undead That Employs a Katadesmos, Undead Thing, Vile Undead Magic User, Tainted Dishonorable Creature, Intellectual and Spiritual Parasite, Formidable Creature, Death Incarnate, Debased Angel of Death, Most Powerful Humanoid Monster, Hateful Beast, Lonely Creature, Aischron Creature, Powerful Undead, Parasite, Horror, Corruptor, Evil Psychopomp, Self-Created Undead, Powerful Enemy, Soul Hunter, Soul Collector, Soul Eater, Boogeyman, Powerful Creature, Creature of Dangerous Power, Sentient Free-Willed Open Wound in Reality: ?
Nihil, Neal, Lich: It is a nearly colorless winter. Neal is looking at pinned butterflies and their colorful wings in a glass display case. He is thinking.
It is a logical thing to do. There is not enough to keep him here. Not even his relationship with the elf warrior. Not even what she offered.
Too few people thought about the larger situation strategically.
Death defines things too much. It provides unnecessary limits on possibilities. Why should any-one abandon an opportunity if avenues for sustaining the opportunity are available? Those seeking fulfilling self-actualization are by definition transgressive. Ipso facto, successful individuals always moved to an existence beyond the limits and ends of society.
Of course, this required bargains. It required sacrifice and performing onerous tasks. This is hardly exceptional. The same thing is true of the construction of a house.
Not everyone realizes his or her potential. Those who do not realize their potential… others might still make something useful of them. Marching armies make use of people. This is not a rationalization. It is logic. That is how Patron of the Velcha family described the situation. The Patron–a Lord of some place called Aita–offered Neal resources, including information. The Patron asserted he appreciated Neal’s tactical and strategic abilities, abilities unappreciated by the establishment.
If… reasonable possibilities present themselves, and the only real hurdle is the childish inhibi-tions of others, then logic called on one to pursue their ambitions.
The Patron had discussed the step with him and provided a detailed description of the process. Neal had followed the instructions carefully. Getting the materials had ruined his relationship with his former colleagues, including her. Petty rules had led to his excommunication from his former church. This simply provided one less thing to bind him to his previous situation.
Dwelling on the dead child in the corner would be irrational.
He picked up the potion.
He drank.
Logic demanded nothing less.
He presumed what came next would be an interesting experience…
Anchorite Lich: ?
Cosmopolitan Lich: ?
Good Lich, Arkhos Ptoma, Genuinely Good and Unique Lich: On a related note, it is possible to be a “good” lich. (How do any of you people, who are utterly not Plato or Aristotle, define good?) Such tragic creatures will never have a patron deal requiring them to capture souls, pursue genocide, or anything similar. (I doubt you can define tragic either.) However, a stern patron might require them to protect a place or family against harm, or task the lich with undoing some evil they did in life.
True Demi-Lich: Patron Destruction
d20 Results
1-4 Unstable; The power and status of the Sorrow Lord become unstable. Please refer to the table below.
5-8 Decline; Power gradually ebbs from the lich, and over the course of a year, it gradually transforms into a true demi-lich.
9-12 Transformation; The lich immediately transforms into a true demi-lich.
13-18 Somewhat Freed; Although it must consume souls, the lich no longer must deal with a patron.
19-20 Truly Freed; It does not have to consume souls, and the lich no longer must deal with a patron.
If the Sorrow Lord fails to provide the necessary number of souls, it will suffer a loss of one level, or one-special ability, for every soul below quota. This is a path to becoming a true demi-lich.
GM may add this template to any creature that has gone through the lichdom ritual – not all liches perform the magic for themselves.
Xykon, Lich: ?
The Master of Endless Fear, Lich: ?
The Final Word in Fear, Mortimer, Lich: ?
Skeletal Lich: ?
Gnome Lich: ?
Human Lich: ?
Dragon Lich: ?
Werewolf Lich: ?
Elf Lich, Xylon Ptoma: ?
Dwarf Lich, Petro Ptoma: ?
Hobgoblin Lich, Khalkos Ptoma: ?
Surtr-Disir Lich: ?
Ankou Lich: In some stories, the Ankou is actually a cruel prince who lost a bet with the Angel of Death and endures an eternal curse for his vanity and failure.
Anzillu Lich: ?
Apostate Lich: Once upon a time, an empire moved from the worship of multiple bloodthirsty gods to the worship of a single deity of discipline and light. One of the anointed emperors sought to roll back the change shortly after this transition. He became the Apostate, and he died without reaching his goal. Then something happened. This emperor – who in life was not a magician – reappeared as multiple liches centuries later.
More specifically, Roman Emperor Julian the Apostate ruled briefly. He rejected his Christian upbringing and sought to return the empire to its pagan roots and ethical system. However, he died too early in his reign to accomplish much. The early church declared him apostate after his death. The Apostate template supposes such an individual reappeared centuries later as multiple liches. How this happened is a mystery.
Awakened Demi-Lich, Epifovos, Dreadful, Unsafe: Some Sorrow Lords lose themselves in introspection across centuries (or more) of existence. Eventually, they are unable to rouse the passion required to face the endless march of days. Many cast their shades far from their bones and wander strange planes and realities. The physical form of such a lich succumbs to decay over the centuries. Only the lich’s skull remains intact. However, the power of undeath keeps these final remains from true dissolution. Echoes of the lich’s intellect remain within the skull.
It becomes worse when the shade returns to its form for some purposes. Perhaps it needs to complete some plot set into motion generations ago. Perhaps it needs to catch enough souls. Perhaps madness drives it to return.
Telkhine Lich: The Telkhines were spirits, magicians, or both according to ancient Greek myths. Titaness Rhea enlisted them to protect the infant Zeus according to some Greek legends. However, Zeus threw his former defenders into the darkness of Tartaros for wickedness. Some legends assert they crafted the sickle Kronos used to castrate Ouranos before the time of Zeus. They are sometimes associated with the Daktyloi. They are also said to have brought beekeeping and metalworking to mankind. Or so the general legends go.
The story is different according to the Alexander Pope translation of the Titanomachia by Thamyris. Or rather, the English translation of Titus Sempronius Blaesus’s Latin translation of Thamyris – itself composed after Blaesus’s notorious days of wandering madness. In any case, in this telling Zeus cast down the creatures capable of constructing god-killing weapons. This is when they stopped being among the Daktyloi, found themselves at the mercy of Tartaros, and became Telkhine.
Ankou Lich, Fairy Tale Lich, Lich Associated With the Dark Fey: ?
Ankou Lich, Personification of Death: ?
Ankou Lich, Henchman of Death: ?
Ankou Lich, King of the Dead: ?
Anzillu Lich, Cosmic Horror Lich, Sorrow Lord of Cosmic Horror, Deadly Wicked Servant, Abomination, Something Utterly Alien: ?
Apostate Lich, Lich With Aggregate Mind and Imperial Ambition, Dire Threat to the World, Philosopher King Ideal Exemplar: ?
Awakened Demi-Lich, Horrifically Powerful Skull: ?
Telkhine Lich, Shadow Lich, Ghastly Darkness-Bringing Lich Cursed by the Gods, Creature of Vengeance and Darkness, Shadowy Horror: ?
Demi-Lich: Some Sorrow Lords lose themselves in introspection across centuries (or more) of existence. Eventually, they are unable to rouse the passion required to face the endless march of days. Many cast their shades far from their bones and wander strange planes and realities. The physical form of such a lich succumbs to decay over the centuries. Only the lich’s skull remains intact. However, the power of undeath keeps these final remains from true dissolution. Echoes of the lich’s intellect remain within the skull.
Damnameneus, Telkhine Lich, Lying Schemer: ?
Lycos, Lycus, Telkhine Lich: ?
Makelo, Macelo, Telkhine Lich: ?
Skelmis, Tulchulcha, Telkhine Lich: ?
Demonax, Damon, Telkhine Lich: ?
Actaeus, Antaeus, Telkhine Lich: ?
Megalesius, Telkhine Lich: ?
Hormenius, Ormenos, Telkhine Lich: ?
Mylas, Telkhine Lich: ?
Atabyrius, Telkhine Lich: ?
Mimon, Telkhine Lich: ?
Nicon, Telkhine Lich: ?
Argyron, Telkhine Lich: ?
Chalcon, Telkhine Lich: ?
Chryson, Telkhine Lich: ?
Dexithea, Dexione, Telkhine Lich: ?
Halia, Telkhine Lich: ?
Lysagora, Telkhine Lich: ?
Pulvis, Ariel Greenleaf, Master of the Acedia Monastery, Telkhine Lich Human Necromancer 18, Creature of Guile, Kindly Old Abbot: ?
Sufficiently Lucid Lich: ?
Lich, Well-Known Undead Entity: ?
Sane Lich: ?
Lich With Intermittent Explosive Disorder: ?
Lich Possessing a Narcissistic Personality Disorder: ?
Lich Possessing Uranophobia: ?
Arcane Sorrow Lord: ?
Rare Pious Lich: ?
Clerical Lich: ?
Warlock Lich: ?
Powerful Echthroi Lich: ?
Good Lich, Unique Creature, Tragic Creature: ?
Mr. Odom Wagner, Ankou Lich Human Bard 11: ?
The Duinn Beast, Crom Cruach, Apostate Lich Human Druid 15: How they changed a dead druid hero into a druidic lich and part of the Apostates is unknown.
Ishnari Cabalax, Anzillu Lich Human Sorcerer 15: ?
The Gettan, Demi-Lich Human Wizard 20: ?
Romanoe Fornier, William Fornier, The Lord of the Castle, Lich Human Wizard 17, Psycopath: Several centuries ago the character confessed to conspiring against the rightful king. He escaped royal custody and fled to his castle only to die at the hands of local peasants who were sick of his crap – his depredations from his family castle had harmed the locals for decades. They captured him before he completed his lichdom ritual and boiled him in molten lead inside Ninestane Rig, a local circle of standing stones. It became a lich despite the unorthodox death.
William, a 14th century Scottish noble, confessed to plotting against the Scottish king. He is reputed to have performed black magic, consorted with the Devil, possessed a familiar named Robin Redcap, and died when the peasants got sick of his crap and boiled him in molten lead. Historians suspect the political activities of the historical William Fornier became confused with the supposed supernatural proclivities of Romanoe Fornier, a 13th century Scottish noble of the same family and castle. The Fornier castle – Hermitage Castle – is haunted and home to unpleasant stories according to traditional Scots folklore.
The story of William and Romanoe Fornier represents almost a bog-standard backstory of a lich for fantasy games. The character was a noble and possessed enough resources and power to study magic. The character did so, then things took a dark and political turn and someone executed him. There is confusion over who did what and when. However, rumors persist the castle is haunted…
Charles Manx, Lich: ?
Subtle Lich: ?
Rasputin, Lich: ?
The Lich, Lich: ?
Voldemort, Lich: ?
Nix the Puritan, Lich: ?
Arthas, Lich King, Lich: ?
Polykritos, Lich, Supernatural Being, Ghost: ?
Koschei the Deathless, Koschei the Unnamer, Koschei the Man of Darkness, The Deathless One, Lich, Warlock, Deathless Warlock: ?
Seyf el-Mulook, Lich: ?
Punchkin, Lich, Magician: ?
Gaunt Jack, Jack of the Lantern, Lich, Ghostly Figure: “Young People have been making Jack O’ Lanterns for centuries for the night before any number of holy days. The practice is based on a story about a man nicknamed ‘Gaunt Jack.’ According to a story that has several variations, mean Jack once invited the Devil to have a drink with him. Of course, stingy Jack didn’t want to pay for his drink, so he carefully convinced the Devil to turn himself into a coin that the man could then use to buy their drinks. Once the Devil did so, sly Jack opted to keep the money and dropped it into his pocket next to a silver cross, which prevented the Devil from changing back into his original form. Jack freed the Devil, but did so only under the condition that the Devil wouldn’t bother Jack for one year, and that when Jack died, the Devil would not claim Jack’s meager soul. The following year, Jack again tricked the Devil – this time getting the fiend to climb high into a tree to pick an apple. While the fiend was up in the tree, wicked Jack carved a cross into the tree’s bark so that the Devil could not come down until it promised callous Jack not to bother him for another decade.
“Soon thereafter, Jack died. He arrived at the gates of Heaven and was promptly told by Saint Peter that he was ineligible for entry, being mean, stingy, sly, wicked, and callous. Winding up at the not-so-pearly gates of Hell, the Devil greeted him, and keeping its long-standing promise, refused to let Jack enter Hell. The fiend sent Jack off into the dark night with only a burning coal – which now held Jack’s soul, forever burning in its hate – to light his way. Jack put the coal into the likeness of a man-skull, carved from a large turnip, and has roamed the world ever since. Many refer to this ghostly figure as ‘Jack of the Lantern.’
“You should, then, take care on the dark night, before a holy day, if you see in the gloomy distance the reddish glow of a lantern carried by someone who appears gaunt. Because in death Jack has grown gaunt, but he has remained mean, stingy, sly, wicked, and callous.”
El Comte Arnau: According to Catalan mythology, God cursed Comte (Count) Arnau for the man’s cruelty and lechery, damning him to an eternity of flames devouring his flesh as he rides about on an undead horse.
Vanilla Lich: ?
Potent Lich: ?
Simon Magu, Simon the Magician, Simon the Sorcerer, Father of all Heresies, Lich: ?
Count of St. Germain: Myths, legends, and speculations about St. Germain began to be widespread in the late 19th and early 20th centuries and continue today. They include beliefs that he is immortal. His katadesmos might be the now-lost original painting of the man.
Tithonius: The gods granted Tithonus eternal life but did not grant him eternal youth in Greek mythology. He transformed into a grasshopper in some myths. He became aged, feeble, and begged for death in other stories. For our purposes, he became a lich because that provided him something better than the blessings of the gods; revenge on the gods, among other dark blessings. His katadesmos might be a grasshopper stuck in amber.
Acephali: A powerful necromancer applies this acquired template to undead.
Acephali, Corporeal Undead: ?
Demi-Lich Dormant: ?
Flesh-Eating Zombie, Flesh Eater: Flesh-eating zombies are corpses reanimated through sinister means that seek to devour their own race’s flesh. They are not dangerous individually. However, they travel in groups, and the bite of a flesh-eating zombie transmits a dangerous supernatural disease.
The flesh eater is an acquired template that may be added to any corporeal creature (other than an undead) that has a skeletal system.
Lares: ?
Lares, Ancestor Shade, Ancestor Spirit, Ghost of a Family Member: ?
Sarka: Specifically, Sarka are the animated hide and flesh of a creature stripped of its bones. Necromancers create these creatures by flaying someone alive.
Sarka, Grotesque Undead, Animated Hide and Flesh of a Creature Stripped of its Bones: ?
Vrykolakas: This is what results when a Sarka envelopes a skeleton, zombie, or ghoul (hereafter referred to as the host creature).
Undead Treant: Sorrow Lords create undead treants. They may do this deliberately because they are horrible people, or they may do it indirectly through their corruption and the aischron effect they have on a district.
Waxed Undead: “Waxed” is an acquired template that is possible to add to most corporeal undead creatures. A complex procedure replaces the natural moisture of the corpse with wax or a similar substance. This slows the decay process, allows the creature to pass as one of the living under the right circumstances, and makes it resistant to certain types of damage.
Acephali Skeleton: ?
Waxed Tattooed Zombie: ?
Waxed Zombie: ?
Undead, Undead Creature: Liches create undead – from zombies to vampires – and those undead actively prey upon the living.
Restless Hungry Dead: ?
Undead Humanoid: ?
Undead Servant: Generate Undead power.
Sentient Undead: ?
Corporeal Undead, Corporeal Undead Creature: ?
Undead Person: ?
Undead Guardian: ?
Undead Tree: ?
Memory Slave: The lich employs memory slaves: living and sentient undead slaves that have had portions of their memory replaced by information the lich considers valuable.
Memory Slave, Sentient Undead Slave: ?
Well-Known Undead Entity: ?
Mindless Undead: ?
Undead Minion: ?
Undead Horse: ?
Undead Animal: ?
Undead Bear: ?
Undead Boar: ?
Undead Moose: ?
Undead Cow: ?
Flame Skull: A character dies if their Constitution score reaches 0 from the effects of corruption. Then 1d6 hours later, they return as an undead under the GM’s control. The sort of creature they become depends on their character level before death. Burning a corpse prevents this effect. Simply having an evil alignment is no defense against corruption - it is too profound an effect for personal beliefs or moral codes to ward away.
Corruption Transformation
Victim Level Undead Created
1-4 Ghoul
5-8 Ghast
9-12 Wight
13-16 Flame Skull
17-20 Vampire Spawn
Excarnation spell.
Ghast: A character dies if their Constitution score reaches 0 from the effects of corruption. Then 1d6 hours later, they return as an undead under the GM’s control. The sort of creature they become depends on their character level before death. Burning a corpse prevents this effect. Simply having an evil alignment is no defense against corruption - it is too profound an effect for personal beliefs or moral codes to ward away.
Corruption Transformation
Victim Level Undead Created
1-4 Ghoul
5-8 Ghast
9-12 Wight
13-16 Flame Skull
17-20 Vampire Spawn
Excarnation spell.
Ghost: ?
Ghost, Sentient Undead: ?
Ghoul: A character dies if their Constitution score reaches 0 from the effects of corruption. Then 1d6 hours later, they return as an undead under the GM’s control. The sort of creature they become depends on their character level before death. Burning a corpse prevents this effect. Simply having an evil alignment is no defense against corruption - it is too profound an effect for personal beliefs or moral codes to ward away.
Corruption Transformation
Victim Level Undead Created
1-4 Ghoul
5-8 Ghast
9-12 Wight
13-16 Flame Skull
17-20 Vampire Spawn
Excarnation spell.
Mummy: ?
Yummy Mummy: ?
Revenant: Excarnation spell.
Shadow: ?
Skeleton, Undead Skeleton, Regular Skeleton: ?
Specter: ?
Vampire: ?
Vampire, Personification of Gluttony and Lust, Sensual Creature, Sentient Undead: ?
Vampire Spawn: A character dies if their Constitution score reaches 0 from the effects of corruption. Then 1d6 hours later, they return as an undead under the GM’s control. The sort of creature they become depends on their character level before death. Burning a corpse prevents this effect. Simply having an evil alignment is no defense against corruption - it is too profound an effect for personal beliefs or moral codes to ward away.
Corruption Transformation
Victim Level Undead Created
1-4 Ghoul
5-8 Ghast
9-12 Wight
13-16 Flame Skull
17-20 Vampire Spawn
Wight: A character dies if their Constitution score reaches 0 from the effects of corruption. Then 1d6 hours later, they return as an undead under the GM’s control. The sort of creature they become depends on their character level before death. Burning a corpse prevents this effect. Simply having an evil alignment is no defense against corruption - it is too profound an effect for personal beliefs or moral codes to ward away.
Corruption Transformation
Victim Level Undead Created
1-4 Ghoul
5-8 Ghast
9-12 Wight
13-16 Flame Skull
Excarnation spell.
Wight, Sentient Undead: ?
Zombie: Pulvis has created the disease called Noonday Demon (please see the disease below). Thematically this is anhedonia as a communicable disease. Mechanically, this is crushing despair, as a spell-like effect, as a communicable disease – and it progresses to creating zombies.
Noonday Demon disease.
Conversant Zombie: ?
Rotting Zombie: ?
Human Flesh-Eating Zombie: ?
Human Commoner Zombie: ?
Zombie Horse: ?
Excarnation
[5E]
6th level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V S M
Duration: Permanent
[Pathfinder]
School transmutation; Level magus 6, sorcerer/wizard 6
Casting Time: 1 standard action
Components: V S M
Range: Touch
Duration: Permanent, please see text
This gruesome, and painful, spell allows a caster to transform a target into an undead and to claim the target’s soul.
The spell’s target is a living creature that is in some way bound, restrained, or otherwise prevented from escaping. Typical examples include murder cages, prison cells, shackled to a wall, or bound and placed inside a large rawhide sack over a fire. The caster then abandons the target to die, inflicts an injury that will slowly result in death, or simply tortures the target to death. Outright killing the target causes the spell to fail. The target transforms into an undead creature upon death, and the target’s level or CR determines the type of undead.
Excarnation Target Transformation
Target Level / CR Undead Created
1-4 Ghoul
5-8 Ghast
9-12 Wight
13-16 Flame Skull
17-20 Revenant
Disease: Noonday Demon
This supernatural, and lethal, disease transforms the victim into a zombie through Constitution loss. The victim may go on to spread the disease further. The victim will rise as a zombie 2d10 minutes after death. Both remove disease and remove curse are required as a magical cure. If the victim is dead, but not yet undead, then remove curse is sufficient to prevent the zombie transformation. If the victim survives, lost Constitution points do not heal, but are restorable with magic. For information on diseases, please refer to the Dungeon Master’s Guide.
Noonday Demon
Infection: Injury
DC: [Pathfinder] Fortitude DC 25; [5E] Constitution DC 25
Incubation: 1d8 days
Effect: The victim suffers 1 point of Constitution point per hour until they reach 0, at which point they die and rise 1d4 hours later as a zombie.
Generate Undead (Sp) CR +1
Through use of create undead as a spell-like ability the lich may create undead servants. However, undead created in this way may not exceed CR 8, either individually or collectively.
Lord of Gloomthrone (Level 12 PCs)
Ghost, Viceroy Stoddis Albrec: However, misfortune abruptly befell the Albrec family. One clear, cold, autumn night, a horrible noise could be heard around the countryside coming from their tower home. A flash tore across the night sky, rending Gleamthrone’s silhouette upon the horizon. In an instant the once prominent tower had been wrenched in two. Its top levels collapsed, spilling over the pines and fields below, claiming the lives of Cormyra, Gregor, Harris, and all of the family’s servants. The townsfolk were able to pull Stoddis from the wreckage, and though he lived, he could not speak, and his wounds were mortal. The viceroy expired days later, and was buried in a small mausoleum on his estate.
The events that led to the tower’s collapse is a mystery to the townsfolk. Many have their own theories, ranging from wrathful gods to shoddy craftsmanship, but the truth is different altogether.
Harris Albrec, Stoddis’ youngest son, was born a sorcerer - something equally inexplicable and terrifying to the viceroy. When Harris’ magic began to manifest, the viceroy did everything he could to suppress his son’s powers, and kept them secret from the public. Harris proved unable to control his magic, and was confined to his room on the tower’s second floor until Stoddis could reach a sage for council.
That council would never make it in time. Traumatized by his powers, Harris lost any grip of control over the power flowing through him. A magical cacophony erupted from him that split the walls and foundations of the tower, causing it [to] crumble and collapse.
The Albrec family still remains in the ruins of the tower, only now as ghosts that do not tarry far from one spot. The tragedy that led to their deaths has doomed them to such a fate. To worsen matters, most of the ghosts do not realize they are dead.
Ghost, Ghost of a Child, Harris Albrec: However, misfortune abruptly befell the Albrec family. One clear, cold, autumn night, a horrible noise could be heard around the countryside coming from their tower home. A flash tore across the night sky, rending Gleamthrone’s silhouette upon the horizon. In an instant the once prominent tower had been wrenched in two. Its top levels collapsed, spilling over the pines and fields below, claiming the lives of Cormyra, Gregor, Harris, and all of the family’s servants. The townsfolk were able to pull Stoddis from the wreckage, and though he lived, he could not speak, and his wounds were mortal. The viceroy expired days later, and was buried in a small mausoleum on his estate.
The events that led to the tower’s collapse is a mystery to the townsfolk. Many have their own theories, ranging from wrathful gods to shoddy craftsmanship, but the truth is different altogether.
Harris Albrec, Stoddis’ youngest son, was born a sorcerer - something equally inexplicable and terrifying to the viceroy. When Harris’ magic began to manifest, the viceroy did everything he could to suppress his son’s powers, and kept them secret from the public. Harris proved unable to control his magic, and was confined to his room on the tower’s second floor until Stoddis could reach a sage for council.
That council would never make it in time. Traumatized by his powers, Harris lost any grip of control over the power flowing through him. A magical cacophony erupted from him that split the walls and foundations of the tower, causing it [to] crumble and collapse.
The Albrec family still remains in the ruins of the tower, only now as ghosts that do not tarry far from one spot. The tragedy that led to their deaths has doomed them to such a fate. To worsen matters, most of the ghosts do not realize they are dead.
Ghost, Ghost of a Middle-Aged Woman, Lady Cormyra Albrec: However, misfortune abruptly befell the Albrec family. One clear, cold, autumn night, a horrible noise could be heard around the countryside coming from their tower home. A flash tore across the night sky, rending Gleamthrone’s silhouette upon the horizon. In an instant the once prominent tower had been wrenched in two. Its top levels collapsed, spilling over the pines and fields below, claiming the lives of Cormyra, Gregor, Harris, and all of the family’s servants. The townsfolk were able to pull Stoddis from the wreckage, and though he lived, he could not speak, and his wounds were mortal. The viceroy expired days later, and was buried in a small mausoleum on his estate.
The events that led to the tower’s collapse is a mystery to the townsfolk. Many have their own theories, ranging from wrathful gods to shoddy craftsmanship, but the truth is different altogether.
Harris Albrec, Stoddis’ youngest son, was born a sorcerer - something equally inexplicable and terrifying to the viceroy. When Harris’ magic began to manifest, the viceroy did everything he could to suppress his son’s powers, and kept them secret from the public. Harris proved unable to control his magic, and was confined to his room on the tower’s second floor until Stoddis could reach a sage for council.
That council would never make it in time. Traumatized by his powers, Harris lost any grip of control over the power flowing through him. A magical cacophony erupted from him that split the walls and foundations of the tower, causing it [to] crumble and collapse.
The Albrec family still remains in the ruins of the tower, only now as ghosts that do not tarry far from one spot. The tragedy that led to their deaths has doomed them to such a fate. To worsen matters, most of the ghosts do not realize they are dead.
Ghost, Transparent Image, Gregor Albrec: However, misfortune abruptly befell the Albrec family. One clear, cold, autumn night, a horrible noise could be heard around the countryside coming from their tower home. A flash tore across the night sky, rending Gleamthrone’s silhouette upon the horizon. In an instant the once prominent tower had been wrenched in two. Its top levels collapsed, spilling over the pines and fields below, claiming the lives of Cormyra, Gregor, Harris, and all of the family’s servants. The townsfolk were able to pull Stoddis from the wreckage, and though he lived, he could not speak, and his wounds were mortal. The viceroy expired days later, and was buried in a small mausoleum on his estate.
The events that led to the tower’s collapse is a mystery to the townsfolk. Many have their own theories, ranging from wrathful gods to shoddy craftsmanship, but the truth is different altogether.
Harris Albrec, Stoddis’ youngest son, was born a sorcerer - something equally inexplicable and terrifying to the viceroy. When Harris’ magic began to manifest, the viceroy did everything he could to suppress his son’s powers, and kept them secret from the public. Harris proved unable to control his magic, and was confined to his room on the tower’s second floor until Stoddis could reach a sage for council.
That council would never make it in time. Traumatized by his powers, Harris lost any grip of control over the power flowing through him. A magical cacophony erupted from him that split the walls and foundations of the tower, causing it [to] crumble and collapse.
The Albrec family still remains in the ruins of the tower, only now as ghosts that do not tarry far from one spot. The tragedy that led to their deaths has doomed them to such a fate. To worsen matters, most of the ghosts do not realize they are dead.
The events that led to the tower’s collapse is a mystery to the townsfolk. Many have their own theories, ranging from wrathful gods to shoddy craftsmanship, but the truth is different altogether.
Harris Albrec, Stoddis’ youngest son, was born a sorcerer - something equally inexplicable and terrifying to the viceroy. When Harris’ magic began to manifest, the viceroy did everything he could to suppress his son’s powers, and kept them secret from the public. Harris proved unable to control his magic, and was confined to his room on the tower’s second floor until Stoddis could reach a sage for council.
That council would never make it in time. Traumatized by his powers, Harris lost any grip of control over the power flowing through him. A magical cacophony erupted from him that split the walls and foundations of the tower, causing it [to] crumble and collapse.
The Albrec family still remains in the ruins of the tower, only now as ghosts that do not tarry far from one spot. The tragedy that led to their deaths has doomed them to such a fate. To worsen matters, most of the ghosts do not realize they are dead.
Ghost, Ghost of a Child, Harris Albrec: However, misfortune abruptly befell the Albrec family. One clear, cold, autumn night, a horrible noise could be heard around the countryside coming from their tower home. A flash tore across the night sky, rending Gleamthrone’s silhouette upon the horizon. In an instant the once prominent tower had been wrenched in two. Its top levels collapsed, spilling over the pines and fields below, claiming the lives of Cormyra, Gregor, Harris, and all of the family’s servants. The townsfolk were able to pull Stoddis from the wreckage, and though he lived, he could not speak, and his wounds were mortal. The viceroy expired days later, and was buried in a small mausoleum on his estate.
The events that led to the tower’s collapse is a mystery to the townsfolk. Many have their own theories, ranging from wrathful gods to shoddy craftsmanship, but the truth is different altogether.
Harris Albrec, Stoddis’ youngest son, was born a sorcerer - something equally inexplicable and terrifying to the viceroy. When Harris’ magic began to manifest, the viceroy did everything he could to suppress his son’s powers, and kept them secret from the public. Harris proved unable to control his magic, and was confined to his room on the tower’s second floor until Stoddis could reach a sage for council.
That council would never make it in time. Traumatized by his powers, Harris lost any grip of control over the power flowing through him. A magical cacophony erupted from him that split the walls and foundations of the tower, causing it [to] crumble and collapse.
The Albrec family still remains in the ruins of the tower, only now as ghosts that do not tarry far from one spot. The tragedy that led to their deaths has doomed them to such a fate. To worsen matters, most of the ghosts do not realize they are dead.
Ghost, Ghost of a Middle-Aged Woman, Lady Cormyra Albrec: However, misfortune abruptly befell the Albrec family. One clear, cold, autumn night, a horrible noise could be heard around the countryside coming from their tower home. A flash tore across the night sky, rending Gleamthrone’s silhouette upon the horizon. In an instant the once prominent tower had been wrenched in two. Its top levels collapsed, spilling over the pines and fields below, claiming the lives of Cormyra, Gregor, Harris, and all of the family’s servants. The townsfolk were able to pull Stoddis from the wreckage, and though he lived, he could not speak, and his wounds were mortal. The viceroy expired days later, and was buried in a small mausoleum on his estate.
The events that led to the tower’s collapse is a mystery to the townsfolk. Many have their own theories, ranging from wrathful gods to shoddy craftsmanship, but the truth is different altogether.
Harris Albrec, Stoddis’ youngest son, was born a sorcerer - something equally inexplicable and terrifying to the viceroy. When Harris’ magic began to manifest, the viceroy did everything he could to suppress his son’s powers, and kept them secret from the public. Harris proved unable to control his magic, and was confined to his room on the tower’s second floor until Stoddis could reach a sage for council.
That council would never make it in time. Traumatized by his powers, Harris lost any grip of control over the power flowing through him. A magical cacophony erupted from him that split the walls and foundations of the tower, causing it [to] crumble and collapse.
The Albrec family still remains in the ruins of the tower, only now as ghosts that do not tarry far from one spot. The tragedy that led to their deaths has doomed them to such a fate. To worsen matters, most of the ghosts do not realize they are dead.
Ghost, Transparent Image, Gregor Albrec: However, misfortune abruptly befell the Albrec family. One clear, cold, autumn night, a horrible noise could be heard around the countryside coming from their tower home. A flash tore across the night sky, rending Gleamthrone’s silhouette upon the horizon. In an instant the once prominent tower had been wrenched in two. Its top levels collapsed, spilling over the pines and fields below, claiming the lives of Cormyra, Gregor, Harris, and all of the family’s servants. The townsfolk were able to pull Stoddis from the wreckage, and though he lived, he could not speak, and his wounds were mortal. The viceroy expired days later, and was buried in a small mausoleum on his estate.
The events that led to the tower’s collapse is a mystery to the townsfolk. Many have their own theories, ranging from wrathful gods to shoddy craftsmanship, but the truth is different altogether.
Harris Albrec, Stoddis’ youngest son, was born a sorcerer - something equally inexplicable and terrifying to the viceroy. When Harris’ magic began to manifest, the viceroy did everything he could to suppress his son’s powers, and kept them secret from the public. Harris proved unable to control his magic, and was confined to his room on the tower’s second floor until Stoddis could reach a sage for council.
That council would never make it in time. Traumatized by his powers, Harris lost any grip of control over the power flowing through him. A magical cacophony erupted from him that split the walls and foundations of the tower, causing it [to] crumble and collapse.
The Albrec family still remains in the ruins of the tower, only now as ghosts that do not tarry far from one spot. The tragedy that led to their deaths has doomed them to such a fate. To worsen matters, most of the ghosts do not realize they are dead.
Love'n Fools Adventure & Maps
Undead: ?
M1 Rise of the Nefarious
Undead: ?
Lord Arlin, Semi-Lich: This is the room where the PCs will find the tome of necromancy titled “Delvin’s History of Untamed Power”.
Once the tome is returned to Alfie’s Claudia and Vardon will require three days to study it and un-derstand what information Lord Arlin is attempting to gather. In this time, they should have already had the dinner with Arlin, or they should have already refused his offer. After three days, Claudia and Vardon will pull the PCs in private. They will explain [to] the PCs that they believe Arlin is attempting to acquire lichdom. The book speaks about the process in becoming a lich.
Arlin had recently sacrificed her in the name of Hades. He did so because he thought Hades would reward him with full lichdom; however, as you should know, Hades has no hand in this.
Arlin is not a lich nor demilich because his path to lichdom was blocked by him not being powerful enough. He is a semi-lich. However, he did follow the proper steps, so he is rewarded with being a semi-lich.
Lich: ?
Demilich: ?
Mummy: ?
Mummy Lord: ?
Specter: The specter is the old captain of the adventurer [band] bound to the keep because he was often tormented by the nobles who would come visit. Regardless of his accomplishments, he was looked down upon since he was not a noble.
Wraith Create Specter power.
Vampire Spawn: ?
Wight, Pale Humanoid Figure: This wight was an elf adventurer who failed to complete its final tasks, including the initiation chamber.
Wraith: ?
Zombie: The two zombies are former cultists looking for Exwyn that the wight sl[ew].
This room was created by Lord Arlin to preserve the dead to be once more risen. He keeps the bodies here so not everyone would stumble upon them. He did not just wish for them to be raised as zombies, but as a much more feral and inhumane foe. However, his magic was not strong enough. If any of the PCs interact with the bodies or pedestals, 12 of the 14 bodies will rise and fight as zombies.
Avatar of Death: ?
Ghostly Humanoid Skeleton: ?
Create Specter: The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
Lord Arlin, Semi-Lich: This is the room where the PCs will find the tome of necromancy titled “Delvin’s History of Untamed Power”.
Once the tome is returned to Alfie’s Claudia and Vardon will require three days to study it and un-derstand what information Lord Arlin is attempting to gather. In this time, they should have already had the dinner with Arlin, or they should have already refused his offer. After three days, Claudia and Vardon will pull the PCs in private. They will explain [to] the PCs that they believe Arlin is attempting to acquire lichdom. The book speaks about the process in becoming a lich.
Arlin had recently sacrificed her in the name of Hades. He did so because he thought Hades would reward him with full lichdom; however, as you should know, Hades has no hand in this.
Arlin is not a lich nor demilich because his path to lichdom was blocked by him not being powerful enough. He is a semi-lich. However, he did follow the proper steps, so he is rewarded with being a semi-lich.
Lich: ?
Demilich: ?
Mummy: ?
Mummy Lord: ?
Specter: The specter is the old captain of the adventurer [band] bound to the keep because he was often tormented by the nobles who would come visit. Regardless of his accomplishments, he was looked down upon since he was not a noble.
Wraith Create Specter power.
Vampire Spawn: ?
Wight, Pale Humanoid Figure: This wight was an elf adventurer who failed to complete its final tasks, including the initiation chamber.
Wraith: ?
Zombie: The two zombies are former cultists looking for Exwyn that the wight sl[ew].
This room was created by Lord Arlin to preserve the dead to be once more risen. He keeps the bodies here so not everyone would stumble upon them. He did not just wish for them to be raised as zombies, but as a much more feral and inhumane foe. However, his magic was not strong enough. If any of the PCs interact with the bodies or pedestals, 12 of the 14 bodies will rise and fight as zombies.
Avatar of Death: ?
Ghostly Humanoid Skeleton: ?
Create Specter: The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
Ma Zaan 5e Campaign Setting (World of Myrr)
Undead, Undead Creature: ?
Ghost: ?
Shadow: ?
Will-o'-Wisp: ?
Ghost: ?
Shadow: ?
Will-o'-Wisp: ?
Magic Items of the Flanaess
Undead, Undead Creature: ?
Specter: ?
Vampire: ?
Ghost: ?
Einherjar, Spectral Einheriar, Spirit Warrior: Black Sails of the Schnai magic item.
Undead Warrior: ?
Special Undead: ?
Bladestar, Alair Daraan: Bladestar is made sentient by the haunting of its former owner, the assassin Alair Daraan.
Noncorporeal Undead: ?
Undead Crew: ?
Undead Servitor: ?
Shadow: ?
Wraith: ?
Walking Corpse: Necklace of Vengeance magic item.
Corporeal Undead: ?
Undead Dragon: ?
BLACK SAILS OF THE SCHNAI
Wondrous item, very rare
These religious artifacts are in fact powerful magical items, unique to the Snow Barbarian priests. Used only on funeral ships of great Schnai heroes, a small square of the sail is retained before the ship is sent into the sea and burned. Once the body has been sent to the afterlife in this way, the soul of the deceased is linked to the remnant of the sail, and can be called upon by burning the remaining fragment of the sail. These undead warriors are called einherjar, and are detailed below. Many Schnai villages will have up to ten such sails that they can use to summon einherjar protectors. They will obey the orders of the one who burned the sail for up to 1 week or until they are slain, after which time they will leave the material plane forever.
NECKLACE OF VENGEANCE
Wondrous item, rare (requires attunement)
This enchanted piece of jewelry appears as a rusted and worthless bit of chain. It is cursed, and cannot be removed once worn as a necklace, save by use of the spell remove curse. Ironically, the wizard who first crafted it died a peaceful death, and thus did not engage its powers.
If you die while wearing the necklace, your corpse will rise from the dead nine days later as a walking corpse, and your singular mission will be to slay those who were responsible for your death. You will ignore anyone and anything that is not directly involved with that mission, except if they attempt to interfere with you. In that case, you will fight to remove such interference, but once it is removed, you will return to your original mission. Once you have slain the creature that slew you, there is a 50% chance you will continue your campaign for revenge, in the following order:
1. Your slayer’s companions at the time you were killed
2. Your slayer’s companions at the time you killed your slayer
3. Whomever killed your slayer before you did, thus depriving you of your vengeance
While walking the earth in search of vengeance, your corpse cannot be turned and regenerates all but fire damage, but still shows signs of decay. Only immolation will destroy the corpse. 15 days after rising from the dead, your spirit departs your body, even if your mission of vengeance has not yet been completed. Your body will collapse where it stands, and you can never be raised, resurrected, or reincarnated after that point.
Specter: ?
Vampire: ?
Ghost: ?
Einherjar, Spectral Einheriar, Spirit Warrior: Black Sails of the Schnai magic item.
Undead Warrior: ?
Special Undead: ?
Bladestar, Alair Daraan: Bladestar is made sentient by the haunting of its former owner, the assassin Alair Daraan.
Noncorporeal Undead: ?
Undead Crew: ?
Undead Servitor: ?
Shadow: ?
Wraith: ?
Walking Corpse: Necklace of Vengeance magic item.
Corporeal Undead: ?
Undead Dragon: ?
BLACK SAILS OF THE SCHNAI
Wondrous item, very rare
These religious artifacts are in fact powerful magical items, unique to the Snow Barbarian priests. Used only on funeral ships of great Schnai heroes, a small square of the sail is retained before the ship is sent into the sea and burned. Once the body has been sent to the afterlife in this way, the soul of the deceased is linked to the remnant of the sail, and can be called upon by burning the remaining fragment of the sail. These undead warriors are called einherjar, and are detailed below. Many Schnai villages will have up to ten such sails that they can use to summon einherjar protectors. They will obey the orders of the one who burned the sail for up to 1 week or until they are slain, after which time they will leave the material plane forever.
NECKLACE OF VENGEANCE
Wondrous item, rare (requires attunement)
This enchanted piece of jewelry appears as a rusted and worthless bit of chain. It is cursed, and cannot be removed once worn as a necklace, save by use of the spell remove curse. Ironically, the wizard who first crafted it died a peaceful death, and thus did not engage its powers.
If you die while wearing the necklace, your corpse will rise from the dead nine days later as a walking corpse, and your singular mission will be to slay those who were responsible for your death. You will ignore anyone and anything that is not directly involved with that mission, except if they attempt to interfere with you. In that case, you will fight to remove such interference, but once it is removed, you will return to your original mission. Once you have slain the creature that slew you, there is a 50% chance you will continue your campaign for revenge, in the following order:
1. Your slayer’s companions at the time you were killed
2. Your slayer’s companions at the time you killed your slayer
3. Whomever killed your slayer before you did, thus depriving you of your vengeance
While walking the earth in search of vengeance, your corpse cannot be turned and regenerates all but fire damage, but still shows signs of decay. Only immolation will destroy the corpse. 15 days after rising from the dead, your spirit departs your body, even if your mission of vengeance has not yet been completed. Your body will collapse where it stands, and you can never be raised, resurrected, or reincarnated after that point.
Maera Gazetteer
Malleous, Green Draconic Lich, Ruler of the Town of Deuburn, Great Undead Dragon, Atwar, Undead Dragon: Shini’Par himself oversaw the ritual to transform Malleous into a lich, and upon awakening from the ritual Malleous turned on his creator, destroying him and shattering his phylactery.
Beguiler: ?
Dotch: This gruesome creature sometimes begins its existence as a normal zombie that has retained some level of living intellect.
Purple Ash Knight: The creation of the lich Rin Shini’Par introduced the undead to Maera and laid the groundwork for an expanded undead presence there. As the forlorn were dealt with, the undead became more powerful and abundant on the island, finally laying siege to and conquering the town of Deuburn.
To broker peace, the Ash Pact was created, and the Purple Ash was created as the legitimized arm of the undead. Its paladins and wizards enforce the pact, assuring the destruction of any undead entities operating outside the pact while simultaneously providing a show of power to the rest of the island that the undead of Deuburn are not to be crossed.
This ritual chamber can be used to transform a candidate into a Purple Ash Knight if all of the proper components and key participants are gathered here.
Mortals from many walks of life are recruited into the Knights of the Purple Ash. Some come willingly, while others are sought after by the order for their skills and forced into undeath. Still others join as a punishment for actions they’ve taken against the people of Maera.
The Purple Ash don’t allow just anyone into their elite ranks. Prior to making the leap from living being to undead entity, candidates must prove their worthiness to the Purple Ash. Furthermore, the ritual will destroy an individual who does not already wield sufficient power. Any character not of sufficient level will be destroyed by the ritual if attempted.
Becoming a powerful undead being requires a powerful mortal, and mortals who prove themselves worthy to the order (on purpose or unwittingly) may be invited to attempt the transformation ritual.
The Knights of the Purple Ash keep their rituals well guarded, allowing them to control the power of undeath on the island. Some information is known, however. Much of the ritual revolves around keeping the influence of Bile, god of death, away from the candidate. As undeath cheats death, Bile has a searing hatred toward all creatures that are undead. The rest of the ritual focuses on preparation of the body, readying it for its journey into eternal twilight.
Specific requirements for each individual candidate are divined by Purple Ash wizards and vary greatly.
Purple Ash Paladin: Recreating much of the ritual originally used to create the lich Shini’Par, the ranks of the Knights are filled with those who have already shown themselves as powerful mortals. Whether those people are volunteers or forced into the order is unknown and likely varies, but what is obvious is that any encounter with a Purple Ash paladin or wizard is an encounter with a powerful being indeed.
The Temple of Ash is the headquarters of the Purple Ash and is where the rituals are performed to create new undead paladins and wizards to fill the ranks of the sentient undead.
The Purple Ash don’t allow just anyone into their elite ranks. Prior to making the leap from living being to undead entity, candidates must prove their worthiness to the Purple Ash. Furthermore, the ritual will destroy an individual who does not already wield sufficient power. Any character not of sufficient level will be destroyed by the ritual if attempted. To become a Purple Ash paladin, a character must be at least level 10; and to become a Purple Ash wizard, a character must have at least 10 wizard levels.
Purple Ash Wizard: Recreating much of the ritual originally used to create the lich Shini’Par, the ranks of the Knights are filled with those who have already shown themselves as powerful mortals. Whether those people are volunteers or forced into the order is unknown and likely varies, but what is obvious is that any encounter with a Purple Ash paladin or wizard is an encounter with a powerful being indeed.
The Temple of Ash is the headquarters of the Purple Ash and is where the rituals are performed to create new undead paladins and wizards to fill the ranks of the sentient undead.
The Purple Ash don’t allow just anyone into their elite ranks. Prior to making the leap from living being to undead entity, candidates must prove their worthiness to the Purple Ash. Furthermore, the ritual will destroy an individual who does not already wield sufficient power. Any character not of sufficient level will be destroyed by the ritual if attempted. To become a Purple Ash paladin, a character must be at least level 10; and to become a Purple Ash wizard, a character must have at least 10 wizard levels.
Rock Thumper Zombie: Perhaps even more brutal than life in their natural habitat is their use as soldiers by the orcs of Ornock and the undead of Deuburn, both of whom make use of them as bodyguards or laborers in exchange for an endless supply of meat. For the undead, when the living rock thumper expires, more often than not its remains are animated so the unfortunate creature can continue to serve.
Skeleton Tier 1: ?
Skeleton Tier 2: ?
Skeleton Tier 3: ?
Skeleton Tier 4: ?
Skeleton Tier 5: ?
Zombie Tier 1: ?
Zombie Tier 2: ?
Zombie Tier 3: ?
Zombie Tier 4: ?
Zombie Tier 5: ?
Beguiler, Intelligent Form of Undead, Hideous Humanoid With Blurred Facial Features: ?
Dotch, Hideous Undead Creature, Large Mutating Mound of Zombie Flesh, Gruesome Creature: ?
Dotch, Several Creatures Melded Together: ?
Purple Ash Knight, Powerful Sentient Undead Being: ?
Purple Ash Paladin, Powerful Being, Sentient Undead, Being Dedicated to Destruction in Combat: ?
Overlord Ridge Rez, High Marshall of the Purple Ash, Overlord of the Deuburn, Purple Ash Paladin, Undead Orc Warlord, Undead Lord: ?
Purple Ash Renegade: Purple Ash Renegades are paladins or wizards that have either broken their vows to the Knights of the Purple Ash or have used the rituals to become a Purple Ash Paladin or Wizard without the authorization of the order itself.
Purple Ash Wizard, Powerful Being, Sentient Undead: ?
Purple Ash Agent: ?
Undead, Undead Creature, Undead Entity, Undead Being: As mortals focused their energy on driving back the forlorn, Shini’Par created an undead army in the town of Deuburn.
Undead Renegade: ?
Animated Non-Sentient Undead: ?
Sentient Undead: ?
Sanctioned Undead, Authorized Undead, Legal Undead: ?
Powerful Undead: ?
Undead Adversary: ?
Humorless Undead: ?
Undead Noble: ?
Undead Defender: ?
Ghoul: ?
Rin Shini'Par, Lich, Powerful Lich: Centuries ago a group of elven wizards completed a ritual which turned the wizard Rin Shini’Par into a lich. It was thought to be the first time undead set foot on Maera.
Skeleton: ?
Spectre: ?
Wight, Jailer: ?
Wraith: ?
Zombie, Normal Zombie: ?
Beguiler: ?
Dotch: This gruesome creature sometimes begins its existence as a normal zombie that has retained some level of living intellect.
Purple Ash Knight: The creation of the lich Rin Shini’Par introduced the undead to Maera and laid the groundwork for an expanded undead presence there. As the forlorn were dealt with, the undead became more powerful and abundant on the island, finally laying siege to and conquering the town of Deuburn.
To broker peace, the Ash Pact was created, and the Purple Ash was created as the legitimized arm of the undead. Its paladins and wizards enforce the pact, assuring the destruction of any undead entities operating outside the pact while simultaneously providing a show of power to the rest of the island that the undead of Deuburn are not to be crossed.
This ritual chamber can be used to transform a candidate into a Purple Ash Knight if all of the proper components and key participants are gathered here.
Mortals from many walks of life are recruited into the Knights of the Purple Ash. Some come willingly, while others are sought after by the order for their skills and forced into undeath. Still others join as a punishment for actions they’ve taken against the people of Maera.
The Purple Ash don’t allow just anyone into their elite ranks. Prior to making the leap from living being to undead entity, candidates must prove their worthiness to the Purple Ash. Furthermore, the ritual will destroy an individual who does not already wield sufficient power. Any character not of sufficient level will be destroyed by the ritual if attempted.
Becoming a powerful undead being requires a powerful mortal, and mortals who prove themselves worthy to the order (on purpose or unwittingly) may be invited to attempt the transformation ritual.
The Knights of the Purple Ash keep their rituals well guarded, allowing them to control the power of undeath on the island. Some information is known, however. Much of the ritual revolves around keeping the influence of Bile, god of death, away from the candidate. As undeath cheats death, Bile has a searing hatred toward all creatures that are undead. The rest of the ritual focuses on preparation of the body, readying it for its journey into eternal twilight.
Specific requirements for each individual candidate are divined by Purple Ash wizards and vary greatly.
Purple Ash Paladin: Recreating much of the ritual originally used to create the lich Shini’Par, the ranks of the Knights are filled with those who have already shown themselves as powerful mortals. Whether those people are volunteers or forced into the order is unknown and likely varies, but what is obvious is that any encounter with a Purple Ash paladin or wizard is an encounter with a powerful being indeed.
The Temple of Ash is the headquarters of the Purple Ash and is where the rituals are performed to create new undead paladins and wizards to fill the ranks of the sentient undead.
The Purple Ash don’t allow just anyone into their elite ranks. Prior to making the leap from living being to undead entity, candidates must prove their worthiness to the Purple Ash. Furthermore, the ritual will destroy an individual who does not already wield sufficient power. Any character not of sufficient level will be destroyed by the ritual if attempted. To become a Purple Ash paladin, a character must be at least level 10; and to become a Purple Ash wizard, a character must have at least 10 wizard levels.
Purple Ash Wizard: Recreating much of the ritual originally used to create the lich Shini’Par, the ranks of the Knights are filled with those who have already shown themselves as powerful mortals. Whether those people are volunteers or forced into the order is unknown and likely varies, but what is obvious is that any encounter with a Purple Ash paladin or wizard is an encounter with a powerful being indeed.
The Temple of Ash is the headquarters of the Purple Ash and is where the rituals are performed to create new undead paladins and wizards to fill the ranks of the sentient undead.
The Purple Ash don’t allow just anyone into their elite ranks. Prior to making the leap from living being to undead entity, candidates must prove their worthiness to the Purple Ash. Furthermore, the ritual will destroy an individual who does not already wield sufficient power. Any character not of sufficient level will be destroyed by the ritual if attempted. To become a Purple Ash paladin, a character must be at least level 10; and to become a Purple Ash wizard, a character must have at least 10 wizard levels.
Rock Thumper Zombie: Perhaps even more brutal than life in their natural habitat is their use as soldiers by the orcs of Ornock and the undead of Deuburn, both of whom make use of them as bodyguards or laborers in exchange for an endless supply of meat. For the undead, when the living rock thumper expires, more often than not its remains are animated so the unfortunate creature can continue to serve.
Skeleton Tier 1: ?
Skeleton Tier 2: ?
Skeleton Tier 3: ?
Skeleton Tier 4: ?
Skeleton Tier 5: ?
Zombie Tier 1: ?
Zombie Tier 2: ?
Zombie Tier 3: ?
Zombie Tier 4: ?
Zombie Tier 5: ?
Beguiler, Intelligent Form of Undead, Hideous Humanoid With Blurred Facial Features: ?
Dotch, Hideous Undead Creature, Large Mutating Mound of Zombie Flesh, Gruesome Creature: ?
Dotch, Several Creatures Melded Together: ?
Purple Ash Knight, Powerful Sentient Undead Being: ?
Purple Ash Paladin, Powerful Being, Sentient Undead, Being Dedicated to Destruction in Combat: ?
Overlord Ridge Rez, High Marshall of the Purple Ash, Overlord of the Deuburn, Purple Ash Paladin, Undead Orc Warlord, Undead Lord: ?
Purple Ash Renegade: Purple Ash Renegades are paladins or wizards that have either broken their vows to the Knights of the Purple Ash or have used the rituals to become a Purple Ash Paladin or Wizard without the authorization of the order itself.
Purple Ash Wizard, Powerful Being, Sentient Undead: ?
Purple Ash Agent: ?
Undead, Undead Creature, Undead Entity, Undead Being: As mortals focused their energy on driving back the forlorn, Shini’Par created an undead army in the town of Deuburn.
Undead Renegade: ?
Animated Non-Sentient Undead: ?
Sentient Undead: ?
Sanctioned Undead, Authorized Undead, Legal Undead: ?
Powerful Undead: ?
Undead Adversary: ?
Humorless Undead: ?
Undead Noble: ?
Undead Defender: ?
Ghoul: ?
Rin Shini'Par, Lich, Powerful Lich: Centuries ago a group of elven wizards completed a ritual which turned the wizard Rin Shini’Par into a lich. It was thought to be the first time undead set foot on Maera.
Skeleton: ?
Spectre: ?
Wight, Jailer: ?
Wraith: ?
Zombie, Normal Zombie: ?
Mage Forge — Magic Items for 5th Edition
Undead, Undead Creature: Wraith Wrap magic item.
Shambling Undead: ?
Powerful Undead: ?
Evil Undead: ?
Skeleton: Flute of the Danse Macabre magic item.
Wight: Necrodrum magic item.
Wraith: Hoarfrost armor magic item.
Flute of the Danse Macabre
Wondrous item, rare (requires attunement by a spellcaster)
This flute is carved from the hollowed out arm bone of a Large creature, with holes drilled into the top to change the pitch of the sound when wind is blown through. As an action you can play the flute and choose a pile of bones within 30 feet, expending a spell slot to animate a number of skeletons equal to the level of the spell slot you expend. The skeletons animate for one minute and you may only have one set of skeletons active at a time.
On each of your turns, you can use a bonus action to mentally command any skeletons you made if they are within 60 feet of you (if you control multiple skeletons you can command any or all of them at the same time, issuing the same command to each one). You decide what action the skeletons will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the skeletons only defend themselves against hostile creatures. Once given an order, the skeletons continue to follow it until the task is complete.
Hoarfrost Armor
Armor (plate), very rare (requires attunement)
This plate armor is constantly cool with a sheen of ice over the metal comprising it. When worn until it is attuned to, it sends a chill to your core. Once attuned to, this chill disappears and the Hoarfrost Armor grants you resistance to cold damage.
You have a +1 bonus to AC while wearing this armor.
Whenever you are hit with a melee attack you can use your reaction to force the attacker to make a DC 13 Constitution saving throw, taking 3d6 cold damage on a failed save and half as much on a successful one as the frost from the armor flashes along the creature’s weapon to nip at their hands and bodies in recompense for daring to strike its master.
While attuned to the armor you are vulnerable to fire. If fire damage reduces you to 0 hit points while wearing the armor you die as your body is incinerated and you rise 24 hours later as a wraith.
Necrodrum
Wondrous item, very rare (requires attunement by a spellcaster)
This drum is imbued with necromantic magic and radiates heavily so under detect magic spells. When you play this drum made of bones covered by stitched and stretched hides with bone drumsticks you can coax dark magic from the rhythm.
While holding the drum you can use your action to choose a Medium or Small humanoid corpse within 60 feet and reanimate it as a wight under your control. (The GM has game statistics for this creature). You can’t use this property again until you finish a long rest. As a bonus action on each of your turns you can mentally command the wight if it is within 60 feet of you. You decide what action the wight takes and where it moves during its next turn, or you can issue a general command. If you issue no commands the wight only defends itself against hostile creatures. Once given an order the wight continues to follow it until its task is complete.
The wight is under your control for 24 hours, after which it stops obeying any command you have given it. Once every 24 hours, you can play the drum to reassert control over the wight you animated with it.
In addition you can play the drum as an action to cast the create undead spell. Once the drum has created an undead creature, it can’t do so again until 7 days have passed.
Wraith Wrap
Wondrous item, rare
While you wear this black and gray tattered scrap of cloth as a mantle about your neck and shoulders your type counts as undead.
You can use your bonus action to become incorporeal for up to 1 minute at a time. Once you use this property it cannot be used again for 10 minutes. While incorporeal you can move through other creatures and objects as if they were difficult terrain. If you are in a solid object when your time runs out you are shunted to the closest unoccupied space regardless of direction and you take 1d6 points of damage for every 5 feet you are forced to travel.
Shambling Undead: ?
Powerful Undead: ?
Evil Undead: ?
Skeleton: Flute of the Danse Macabre magic item.
Wight: Necrodrum magic item.
Wraith: Hoarfrost armor magic item.
Flute of the Danse Macabre
Wondrous item, rare (requires attunement by a spellcaster)
This flute is carved from the hollowed out arm bone of a Large creature, with holes drilled into the top to change the pitch of the sound when wind is blown through. As an action you can play the flute and choose a pile of bones within 30 feet, expending a spell slot to animate a number of skeletons equal to the level of the spell slot you expend. The skeletons animate for one minute and you may only have one set of skeletons active at a time.
On each of your turns, you can use a bonus action to mentally command any skeletons you made if they are within 60 feet of you (if you control multiple skeletons you can command any or all of them at the same time, issuing the same command to each one). You decide what action the skeletons will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the skeletons only defend themselves against hostile creatures. Once given an order, the skeletons continue to follow it until the task is complete.
Hoarfrost Armor
Armor (plate), very rare (requires attunement)
This plate armor is constantly cool with a sheen of ice over the metal comprising it. When worn until it is attuned to, it sends a chill to your core. Once attuned to, this chill disappears and the Hoarfrost Armor grants you resistance to cold damage.
You have a +1 bonus to AC while wearing this armor.
Whenever you are hit with a melee attack you can use your reaction to force the attacker to make a DC 13 Constitution saving throw, taking 3d6 cold damage on a failed save and half as much on a successful one as the frost from the armor flashes along the creature’s weapon to nip at their hands and bodies in recompense for daring to strike its master.
While attuned to the armor you are vulnerable to fire. If fire damage reduces you to 0 hit points while wearing the armor you die as your body is incinerated and you rise 24 hours later as a wraith.
Necrodrum
Wondrous item, very rare (requires attunement by a spellcaster)
This drum is imbued with necromantic magic and radiates heavily so under detect magic spells. When you play this drum made of bones covered by stitched and stretched hides with bone drumsticks you can coax dark magic from the rhythm.
While holding the drum you can use your action to choose a Medium or Small humanoid corpse within 60 feet and reanimate it as a wight under your control. (The GM has game statistics for this creature). You can’t use this property again until you finish a long rest. As a bonus action on each of your turns you can mentally command the wight if it is within 60 feet of you. You decide what action the wight takes and where it moves during its next turn, or you can issue a general command. If you issue no commands the wight only defends itself against hostile creatures. Once given an order the wight continues to follow it until its task is complete.
The wight is under your control for 24 hours, after which it stops obeying any command you have given it. Once every 24 hours, you can play the drum to reassert control over the wight you animated with it.
In addition you can play the drum as an action to cast the create undead spell. Once the drum has created an undead creature, it can’t do so again until 7 days have passed.
Wraith Wrap
Wondrous item, rare
While you wear this black and gray tattered scrap of cloth as a mantle about your neck and shoulders your type counts as undead.
You can use your bonus action to become incorporeal for up to 1 minute at a time. Once you use this property it cannot be used again for 10 minutes. While incorporeal you can move through other creatures and objects as if they were difficult terrain. If you are in a solid object when your time runs out you are shunted to the closest unoccupied space regardless of direction and you take 1d6 points of damage for every 5 feet you are forced to travel.
Magical Wastelands for 5th Edition
Undead: A magical battlefield is likely full of scorched earth, craters, partially melted stones, smoldering tree trunks, and the terrible, broken remains of the unfortunates who lost their lives in the fight. Mists might creep over the land, undead might rise from the remains of those who left tasks incomplete, and environmental dangers likely still lurk amid the wreckage.
Maize and Monsters (5e)
Gnoll Zombie: ?
Unrequited: When a teenager dies tragically, the soul may be reborn as an undead spirit approximately one year after their death.
Sword Wight: ?
Zombie: A humanoid slain by [a sword 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.
Gnoll Zombie, Animated Gnoll Corpse, Minion, Zombie Minion: ?
Conto, Unrequited, Restless Spirit, Unrequited Sibling, Malevolent Spirit, Unrequited Horror, Incorporeal Undead, Vengeful Creature, Undead Monstrosity, Incorporeal Being, Incorporeal Monster, Ghostly Apparition, Sibling, Apparition, Undead Apparition, Ghostly Sibling, Ghostly Spirit: A little more than one year ago, Conto and his younger sister Chipinia spent a lazy afternoon lying in the maizefields just outside their village staring at the clouds moving across the skies.
Away from their parents’ attentive gaze, the teenagers enjoyed a brief respite of freedom in the seldom visited, remote locale just beyond the outskirts of their settlement, where they indulged in smoking some tobacco and drinking pulque. Unfortunately, the youngsters were not the only ones that day who wished to go unseen and unnoticed. Two local pochtecas named Mixoch and Temilaz had spent the last several years cultivating a lucrative business relationship with Uetzopilli, a Poqoza from south of the Great Canal who smuggles psychedelic mushrooms and other hallucinogens into the village for distribution throughout the area. The wily half-elf excelled at eluding the authorities and hiding his contraband, but the shady and untrustworthy peddler also had a penchant for swindling his customers and making unnecessary enemies.
During his previous visit north of the waterway separating the island, Uetzopilli had sold worthless, rotting mushrooms to the unscrupulous merchants for a handsome price. The slight proved too much for the pair to ignore after their commercial partner’s previous shortcomings and false promises had worn their patience to the bone. The duo naturally hid their displeasure and lured Uetzopilli back to their village under the pretense of partaking in another profitable deal with him. When he arrived at the rendezvous site outside their village, Mixoch and Temilaz’s handiwork awaited him. After a few minutes of idle banter and chatter, the startled Uetzopilli quickly came to the realization that something was terribly amiss as he spoke with the duo who were resting their weary arms on their uictlis. When the two men stepped forward, the half-elf suddenly found himself staring into the gaping hole they had dug in the isolated maizefield before his anticipated arrival. In his dangerous line of work, even the naïve Uetzopilli knew what came next, but an unexpected surprise awaited the three conspirators.
The argument and pleas for mercy roused the two youngsters from their tenuous slumber and beckoned them to investigate the transaction further. At first, the teenagers prudently remained quiet and still. However, when the vicious Mixoch thrust his tecpatl into Uetzopilli’s abdomen and punctured his heart, the siblings simultaneously shrieked in horror. The shocked murderers momentarily stared at the children’s scared faces and instinctually realized the steps they must take to maintain their silence. The wicked pair instantly recognized Conto and Chipinia from the village, and the frightened siblings also knew the killers’ identities, marking them for death as well. The panicked 15- and 14-year-olds froze in their tracks, giving Mixoch and Temilaz ample opportunity to pounce on their tragic, innocent witnesses and quickly slay them like livestock for slaughter. The two criminals tossed their limp, lifeless bodies into the hole along with Mixoch’s broken tecpatl and frantically shoveled dirt back into the abscess as if despoiled earth could erase the stains of their sins from the land. The bloodletting lasted less than one minute, but within those 60 seconds, the devious pochtecas had sown the seeds for the terror that would later befall the village.
One year later, Conto and Chipinia’s restless spirits awoke from their uneasy slumber and plunged their homeland into despair.
One year after their deaths, the teenagers’ spirits were reborn as undead monstrosities known as unrequiteds.
The siblings’ spirits transcended their earthly bodies and transformed into 2 unrequiteds that loiter around the grave where Mixoch and Temilaz dumped them more than one year ago alongside Uetzopilli.
Chipina, Unrequited, Restless Spirit, Unrequited Sibling, Malevolent Spirit, Unrequited Horror, Incorporeal Undead, Vengeful Creature, Undead Monstrosity, Incorporeal Being, Incorporeal Monster, Ghostly Apparition, Sibling, Apparition, Undead Apparition, Ghostly Sibling, Ghostly Spirit: A little more than one year ago, Conto and his younger sister Chipinia spent a lazy afternoon lying in the maizefields just outside their village staring at the clouds moving across the skies.
Away from their parents’ attentive gaze, the teenagers enjoyed a brief respite of freedom in the seldom visited, remote locale just beyond the outskirts of their settlement, where they indulged in smoking some tobacco and drinking pulque. Unfortunately, the youngsters were not the only ones that day who wished to go unseen and unnoticed. Two local pochtecas named Mixoch and Temilaz had spent the last several years cultivating a lucrative business relationship with Uetzopilli, a Poqoza from south of the Great Canal who smuggles psychedelic mushrooms and other hallucinogens into the village for distribution throughout the area. The wily half-elf excelled at eluding the authorities and hiding his contraband, but the shady and untrustworthy peddler also had a penchant for swindling his customers and making unnecessary enemies.
During his previous visit north of the waterway separating the island, Uetzopilli had sold worthless, rotting mushrooms to the unscrupulous merchants for a handsome price. The slight proved too much for the pair to ignore after their commercial partner’s previous shortcomings and false promises had worn their patience to the bone. The duo naturally hid their displeasure and lured Uetzopilli back to their village under the pretense of partaking in another profitable deal with him. When he arrived at the rendezvous site outside their village, Mixoch and Temilaz’s handiwork awaited him. After a few minutes of idle banter and chatter, the startled Uetzopilli quickly came to the realization that something was terribly amiss as he spoke with the duo who were resting their weary arms on their uictlis. When the two men stepped forward, the half-elf suddenly found himself staring into the gaping hole they had dug in the isolated maizefield before his anticipated arrival. In his dangerous line of work, even the naïve Uetzopilli knew what came next, but an unexpected surprise awaited the three conspirators.
The argument and pleas for mercy roused the two youngsters from their tenuous slumber and beckoned them to investigate the transaction further. At first, the teenagers prudently remained quiet and still. However, when the vicious Mixoch thrust his tecpatl into Uetzopilli’s abdomen and punctured his heart, the siblings simultaneously shrieked in horror. The shocked murderers momentarily stared at the children’s scared faces and instinctually realized the steps they must take to maintain their silence. The wicked pair instantly recognized Conto and Chipinia from the village, and the frightened siblings also knew the killers’ identities, marking them for death as well. The panicked 15- and 14-year-olds froze in their tracks, giving Mixoch and Temilaz ample opportunity to pounce on their tragic, innocent witnesses and quickly slay them like livestock for slaughter. The two criminals tossed their limp, lifeless bodies into the hole along with Mixoch’s broken tecpatl and frantically shoveled dirt back into the abscess as if despoiled earth could erase the stains of their sins from the land. The bloodletting lasted less than one minute, but within those 60 seconds, the devious pochtecas had sown the seeds for the terror that would later befall the village.
One year later, Conto and Chipinia’s restless spirits awoke from their uneasy slumber and plunged their homeland into despair.
One year after their deaths, the teenagers’ spirits were reborn as undead monstrosities known as unrequiteds.
The siblings’ spirits transcended their earthly bodies and transformed into 2 unrequiteds that loiter around the grave where Mixoch and Temilaz dumped them more than one year ago alongside Uetzopilli.
Uetzopilli, Sword Wight, Reanimated Corpse, Undead Monstrosity, Withering Desiccated Corpse, Obviously Undead Abomination, Undead Horror: During his previous visit north of the waterway separating the island, Uetzopilli had sold worthless, rotting mushrooms to the unscrupulous merchants for a handsome price. The slight proved too much for the pair to ignore after their commercial partner’s previous shortcomings and false promises had worn their patience to the bone. The duo naturally hid their displeasure and lured Uetzopilli back to their village under the pretense of partaking in another profitable deal with him. When he arrived at the rendezvous site outside their village, Mixoch and Temilaz’s handiwork awaited him. After a few minutes of idle banter and chatter, the startled Uetzopilli quickly came to the realization that something was terribly amiss as he spoke with the duo who were resting their weary arms on their uictlis. When the two men stepped forward, the half-elf suddenly found himself staring into the gaping hole they had dug in the isolated maizefield before his anticipated arrival. In his dangerous line of work, even the naïve Uetzopilli knew what came next, but an unexpected surprise awaited the three conspirators.
The argument and pleas for mercy roused the two youngsters from their tenuous slumber and beckoned them to investigate the transaction further. At first, the teenagers prudently remained quiet and still. However, when the vicious Mixoch thrust his tecpatl into Uetzopilli’s abdomen and punctured his heart, the siblings simultaneously shrieked in horror. The shocked murderers momentarily stared at the children’s scared faces and instinctually realized the steps they must take to maintain their silence. The wicked pair instantly recognized Conto and Chipinia from the village, and the frightened siblings also knew the killers’ identities, marking them for death as well. The panicked 15- and 14-year-olds froze in their tracks, giving Mixoch and Temilaz ample opportunity to pounce on their tragic, innocent witnesses and quickly slay them like livestock for slaughter. The two criminals tossed their limp, lifeless bodies into the hole along with Mixoch’s broken tecpatl and frantically shoveled dirt back into the abscess as if despoiled earth could erase the stains of their sins from the land. The bloodletting lasted less than one minute, but within those 60 seconds, the devious pochtecas had sown the seeds for the terror that would later befall the village.
Mixoch and Temilaz’s other victim, Uetzopilli, emerged from the grave as a sword wight who makes his way to Pilhua to seek revenge against his murderers.
Cihuateteo, Malevolent Spirit of a Woman Who Died in Childbirth: She made a pact with the cihuateteo, the malevolent spirits of women who died in childbirth, to give her the power to avenge his death, which she firmly believes came at the hands of another villager.
Undead Spirit: ?
Ghoul, Shambling Undead Monstrosity, Undead Horror: ?
Undead: ?
Unrequited: When a teenager dies tragically, the soul may be reborn as an undead spirit approximately one year after their death.
Sword Wight: ?
Zombie: A humanoid slain by [a sword 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.
Gnoll Zombie, Animated Gnoll Corpse, Minion, Zombie Minion: ?
Conto, Unrequited, Restless Spirit, Unrequited Sibling, Malevolent Spirit, Unrequited Horror, Incorporeal Undead, Vengeful Creature, Undead Monstrosity, Incorporeal Being, Incorporeal Monster, Ghostly Apparition, Sibling, Apparition, Undead Apparition, Ghostly Sibling, Ghostly Spirit: A little more than one year ago, Conto and his younger sister Chipinia spent a lazy afternoon lying in the maizefields just outside their village staring at the clouds moving across the skies.
Away from their parents’ attentive gaze, the teenagers enjoyed a brief respite of freedom in the seldom visited, remote locale just beyond the outskirts of their settlement, where they indulged in smoking some tobacco and drinking pulque. Unfortunately, the youngsters were not the only ones that day who wished to go unseen and unnoticed. Two local pochtecas named Mixoch and Temilaz had spent the last several years cultivating a lucrative business relationship with Uetzopilli, a Poqoza from south of the Great Canal who smuggles psychedelic mushrooms and other hallucinogens into the village for distribution throughout the area. The wily half-elf excelled at eluding the authorities and hiding his contraband, but the shady and untrustworthy peddler also had a penchant for swindling his customers and making unnecessary enemies.
During his previous visit north of the waterway separating the island, Uetzopilli had sold worthless, rotting mushrooms to the unscrupulous merchants for a handsome price. The slight proved too much for the pair to ignore after their commercial partner’s previous shortcomings and false promises had worn their patience to the bone. The duo naturally hid their displeasure and lured Uetzopilli back to their village under the pretense of partaking in another profitable deal with him. When he arrived at the rendezvous site outside their village, Mixoch and Temilaz’s handiwork awaited him. After a few minutes of idle banter and chatter, the startled Uetzopilli quickly came to the realization that something was terribly amiss as he spoke with the duo who were resting their weary arms on their uictlis. When the two men stepped forward, the half-elf suddenly found himself staring into the gaping hole they had dug in the isolated maizefield before his anticipated arrival. In his dangerous line of work, even the naïve Uetzopilli knew what came next, but an unexpected surprise awaited the three conspirators.
The argument and pleas for mercy roused the two youngsters from their tenuous slumber and beckoned them to investigate the transaction further. At first, the teenagers prudently remained quiet and still. However, when the vicious Mixoch thrust his tecpatl into Uetzopilli’s abdomen and punctured his heart, the siblings simultaneously shrieked in horror. The shocked murderers momentarily stared at the children’s scared faces and instinctually realized the steps they must take to maintain their silence. The wicked pair instantly recognized Conto and Chipinia from the village, and the frightened siblings also knew the killers’ identities, marking them for death as well. The panicked 15- and 14-year-olds froze in their tracks, giving Mixoch and Temilaz ample opportunity to pounce on their tragic, innocent witnesses and quickly slay them like livestock for slaughter. The two criminals tossed their limp, lifeless bodies into the hole along with Mixoch’s broken tecpatl and frantically shoveled dirt back into the abscess as if despoiled earth could erase the stains of their sins from the land. The bloodletting lasted less than one minute, but within those 60 seconds, the devious pochtecas had sown the seeds for the terror that would later befall the village.
One year later, Conto and Chipinia’s restless spirits awoke from their uneasy slumber and plunged their homeland into despair.
One year after their deaths, the teenagers’ spirits were reborn as undead monstrosities known as unrequiteds.
The siblings’ spirits transcended their earthly bodies and transformed into 2 unrequiteds that loiter around the grave where Mixoch and Temilaz dumped them more than one year ago alongside Uetzopilli.
Chipina, Unrequited, Restless Spirit, Unrequited Sibling, Malevolent Spirit, Unrequited Horror, Incorporeal Undead, Vengeful Creature, Undead Monstrosity, Incorporeal Being, Incorporeal Monster, Ghostly Apparition, Sibling, Apparition, Undead Apparition, Ghostly Sibling, Ghostly Spirit: A little more than one year ago, Conto and his younger sister Chipinia spent a lazy afternoon lying in the maizefields just outside their village staring at the clouds moving across the skies.
Away from their parents’ attentive gaze, the teenagers enjoyed a brief respite of freedom in the seldom visited, remote locale just beyond the outskirts of their settlement, where they indulged in smoking some tobacco and drinking pulque. Unfortunately, the youngsters were not the only ones that day who wished to go unseen and unnoticed. Two local pochtecas named Mixoch and Temilaz had spent the last several years cultivating a lucrative business relationship with Uetzopilli, a Poqoza from south of the Great Canal who smuggles psychedelic mushrooms and other hallucinogens into the village for distribution throughout the area. The wily half-elf excelled at eluding the authorities and hiding his contraband, but the shady and untrustworthy peddler also had a penchant for swindling his customers and making unnecessary enemies.
During his previous visit north of the waterway separating the island, Uetzopilli had sold worthless, rotting mushrooms to the unscrupulous merchants for a handsome price. The slight proved too much for the pair to ignore after their commercial partner’s previous shortcomings and false promises had worn their patience to the bone. The duo naturally hid their displeasure and lured Uetzopilli back to their village under the pretense of partaking in another profitable deal with him. When he arrived at the rendezvous site outside their village, Mixoch and Temilaz’s handiwork awaited him. After a few minutes of idle banter and chatter, the startled Uetzopilli quickly came to the realization that something was terribly amiss as he spoke with the duo who were resting their weary arms on their uictlis. When the two men stepped forward, the half-elf suddenly found himself staring into the gaping hole they had dug in the isolated maizefield before his anticipated arrival. In his dangerous line of work, even the naïve Uetzopilli knew what came next, but an unexpected surprise awaited the three conspirators.
The argument and pleas for mercy roused the two youngsters from their tenuous slumber and beckoned them to investigate the transaction further. At first, the teenagers prudently remained quiet and still. However, when the vicious Mixoch thrust his tecpatl into Uetzopilli’s abdomen and punctured his heart, the siblings simultaneously shrieked in horror. The shocked murderers momentarily stared at the children’s scared faces and instinctually realized the steps they must take to maintain their silence. The wicked pair instantly recognized Conto and Chipinia from the village, and the frightened siblings also knew the killers’ identities, marking them for death as well. The panicked 15- and 14-year-olds froze in their tracks, giving Mixoch and Temilaz ample opportunity to pounce on their tragic, innocent witnesses and quickly slay them like livestock for slaughter. The two criminals tossed their limp, lifeless bodies into the hole along with Mixoch’s broken tecpatl and frantically shoveled dirt back into the abscess as if despoiled earth could erase the stains of their sins from the land. The bloodletting lasted less than one minute, but within those 60 seconds, the devious pochtecas had sown the seeds for the terror that would later befall the village.
One year later, Conto and Chipinia’s restless spirits awoke from their uneasy slumber and plunged their homeland into despair.
One year after their deaths, the teenagers’ spirits were reborn as undead monstrosities known as unrequiteds.
The siblings’ spirits transcended their earthly bodies and transformed into 2 unrequiteds that loiter around the grave where Mixoch and Temilaz dumped them more than one year ago alongside Uetzopilli.
Uetzopilli, Sword Wight, Reanimated Corpse, Undead Monstrosity, Withering Desiccated Corpse, Obviously Undead Abomination, Undead Horror: During his previous visit north of the waterway separating the island, Uetzopilli had sold worthless, rotting mushrooms to the unscrupulous merchants for a handsome price. The slight proved too much for the pair to ignore after their commercial partner’s previous shortcomings and false promises had worn their patience to the bone. The duo naturally hid their displeasure and lured Uetzopilli back to their village under the pretense of partaking in another profitable deal with him. When he arrived at the rendezvous site outside their village, Mixoch and Temilaz’s handiwork awaited him. After a few minutes of idle banter and chatter, the startled Uetzopilli quickly came to the realization that something was terribly amiss as he spoke with the duo who were resting their weary arms on their uictlis. When the two men stepped forward, the half-elf suddenly found himself staring into the gaping hole they had dug in the isolated maizefield before his anticipated arrival. In his dangerous line of work, even the naïve Uetzopilli knew what came next, but an unexpected surprise awaited the three conspirators.
The argument and pleas for mercy roused the two youngsters from their tenuous slumber and beckoned them to investigate the transaction further. At first, the teenagers prudently remained quiet and still. However, when the vicious Mixoch thrust his tecpatl into Uetzopilli’s abdomen and punctured his heart, the siblings simultaneously shrieked in horror. The shocked murderers momentarily stared at the children’s scared faces and instinctually realized the steps they must take to maintain their silence. The wicked pair instantly recognized Conto and Chipinia from the village, and the frightened siblings also knew the killers’ identities, marking them for death as well. The panicked 15- and 14-year-olds froze in their tracks, giving Mixoch and Temilaz ample opportunity to pounce on their tragic, innocent witnesses and quickly slay them like livestock for slaughter. The two criminals tossed their limp, lifeless bodies into the hole along with Mixoch’s broken tecpatl and frantically shoveled dirt back into the abscess as if despoiled earth could erase the stains of their sins from the land. The bloodletting lasted less than one minute, but within those 60 seconds, the devious pochtecas had sown the seeds for the terror that would later befall the village.
Mixoch and Temilaz’s other victim, Uetzopilli, emerged from the grave as a sword wight who makes his way to Pilhua to seek revenge against his murderers.
Cihuateteo, Malevolent Spirit of a Woman Who Died in Childbirth: She made a pact with the cihuateteo, the malevolent spirits of women who died in childbirth, to give her the power to avenge his death, which she firmly believes came at the hands of another villager.
Undead Spirit: ?
Ghoul, Shambling Undead Monstrosity, Undead Horror: ?
Undead: ?
Manastorm: World of Shin'ar (5e)
Mana Zombie, Mindless Mana Zombie: Created from the remains of a creature suffering from mana psychosis, mana zombies are raised through the excess mana accumulated through the overuse of, or overexposure to, raw mana. Those caught in manastorms are at risk of overexposure to mana and the saturation of the body and mind from it. Only the sickest of the poisoned have enough mana accumulated to become mana zombies after death. It has been theorized by Calvoid researchers that the Manasphere itself raises these poor souls as conduits to vent excess radiation and thus avoid catastrophic and chaotic fits due to too much pressure in the Manasphere.
Mana Psychosis is a disease creatures of Shin'ar suffer from with repeated, long-term exposure to large concentrations of mana.
If they die from mana psychosis, the player will rise as a Mana Zombie within 1d3 hours unless their body is completely destroyed via a disintegrate spell or ability or is otherwise completely burned to ash.
People who die from mana psychosis can be resurrected normally, but the spell must be cast within the first hour after death or the soul is lost, dispersed into the Manasphere and forever unreachable, as it is not transferred to their deities domain.
[Mana Poisoning] Points Effects
1 Disadvantage on All saving throws.
2 -1 hp, 5% spell failure.
3 Decrease all ability scores by 2. (Cannot be healed with anti-poison spells or potions, now suffering from Mana Psychosis)
4 Decrease all ability scores by 3, 1d4 permanent hp loss
5 Decrease all ability scores by 5, 50% chance of spell failure
6 75% chance of spell failure
7 1d4 Negative Levels
8 90% chance of spell failure
9 Intelligence, Wisdom, and Charisma reduced to 1.
10 Death and Rising as a Mana Zombie in 1d3 hours
Anytime a death from Mana Poisoning or Mana Psychosis occurs, either from Constitution loss, HP loss, or accumulating 10 points, eventual rising as a Mana Zombie is imminent unless proper steps are taken.
The use of ManaBoost before the 8 hour cool down period gives the character double the side effect damage and mana poisoning each time it is used this way, (2 mana poisoning points and -4 hp, 4 mana poisoning points and -8 hp, etc.) up to eventual death and rising as a Mana Zombie.
When a creature dies from mana psychosis, there is a very small chance the Manasphere resurrects it as Manaborn, instead of it coming back as a Mana Zombie.
They [manaborn] can die a number of times equal to their HD when they were first reborn. Once that number is depleted, they rise one last time, but as a Mana Zombie. When a Manaborn is brought to 0 HP, they dissolve into dust and vapor and reform somewhere within 100 feet of where they first became Manaborn 1d3 days later. This process is infallible unless there is a Lunar Quickening happening. When the Manasphere is in flux and a Manaborn dies, there is a 10% chance each new death that the Manaborn stays permanently dead and does not reform or rise as a Mana Zombie.
Manaborn begin with 10 mana poisoning points. They lose 1 mana poisoning point every 120 hours. If they are brought to 0 mana poisoning points, they die and reform with 10 points 1d3 days later, if they have another resurrection. If they are out of resurrections, they reform as a mindless Mana Zombie.
Manaborn, Terrifyingly Deadly Manaborn: When a creature dies from mana psychosis, there is a very small chance the Manasphere resurrects it as Manaborn, instead of it coming back as a Mana Zombie. Any time someone or something dies from the deadly accumulation of mana in their bodies, a roll of 1d100 is made. If the roll comes up 100, the creature is turned into Manaborn.
Undead, Undead Creature, Undead Being: Some time later, the ruler of the kingdom, King Alcor, became infected by the whispers of the Archdevil Garloch and was persuaded to sacrifice the life essence of his own people in a selfish bid to gain power. Rather than giving this power to the Archdevil, Alcor took it into himself, transforming the entire kingdom into undead or twisted monstrosity. While those in the noble class remained sentient in their undeath, most peasants became lesser undead, mindless and otherwise, and easy to control. Few of the citizenry survived this betrayal, but among them, those who worshiped Parlam were saved, as the God of the Harvest and Trade sacrificed himself for his followers, transforming them into the bird-like Aravork and, shortly thereafter, experiencing his own rebirth into Phoenix.
2,000 years ago, the humans of Eltra were transformed into undead creatures when King Alcor cast a forbidden spell at the behest of the Archdevil Garloch and transferred the life essence of his subjects into himself, elevating him to godly status. The majority of the nation were transformed into all manner of undead, but the aristocratic ruling class were transformed into powerful vampires.
The Archdevil Garloch, upon finding the growing kingdom, with their cruel and selfish solutions, began to speak to King Alcor, whispering of unlimited power from a single source: souls. Although Garloch intended to take this power for himself, when King Alcor began casting the spell and drew the souls of his citizens out, he instead took them into himself, becoming a god and, in turn, snubbing the Archdevil. While the common people were transformed into all manner of undead, the noble houses were gifted with immortality in the form of a magical vampirism.
The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead.
This area [the city of Thrace] was the first Baka settlement on the coast, founded over a thousand years ago. The ruins of the original settlement can be found north of the city's wall, and until recently, it was the home of a large resistance cell determined to rid the area of Imperial presence. The cell was responsible for the death of two legion commanders and countless Imperial citizens. The Alterian governor chose to take direct action following the cell’s bold attack on his palace, killing half of his servants and guards before detonating an alchemical bomb that ended up maiming his daughter. He ordered the building of a large gallows and rounded up all suspected resistance members. The hangings took place day and night, a cycle of death until the leader of the cell gave himself up in exchange for the freedom of the remaining prisoners. The man was stripped naked and staked to the ground in the middle of the city while the same alchemical substance that was used in the bomb was poured over his body. Half of the remaining prisoners, including all women and those under the age of sixteen, were set free. The rest were killed and raised as undead, set to wander in the ruins to deter any future use of the site.
The Illumnarus lasted for nearly two weeks under siege, but the might of the Atlanteans combined with their use of the substance known as Alterian Fire eventually left the remaining inhabitants without homes to return to. The few survivors were shackled and shipped back to Atlantis, and a small group of Atlanteans sent by the Boule raised a large crystal monolith at the center of the island, ultimately sacrificing a dozen Meek'ah and Illumnarus to infuse the monolith with their blood, causing the entire island to radiate a[n] unholy presence.
Nothing will ever grow here, and any who perish on its shores are doomed to rise as the undead.
The very ground is cursed, as anything that dies in the Umbral not only rises as an undead being, but is empowered by demonic energy, making it all the more difficult to destroy.
Each member of the cult must ingest small amounts of snake venom every day to build up tolerances to the poison, and one in ten cultists die from the venom. Those weak few are raised as undead to forever serve Vesh.
The Ezeru of Eltra are another unfortunate byproduct of the soul stealing spell cast by King Alcor. While the human population transformed into all manner of undead beings, the monstrous inhabitants of the kingdom were warped and twisted; fused together in a jumble of miss-matched limbs and body parts.
Lesser Undead: Some time later, the ruler of the kingdom, King Alcor, became infected by the whispers of the Archdevil Garloch and was persuaded to sacrifice the life essence of his own people in a selfish bid to gain power. Rather than giving this power to the Archdevil, Alcor took it into himself, transforming the entire kingdom into undead or twisted monstrosity. While those in the noble class remained sentient in their undeath, most peasants became lesser undead, mindless and otherwise, and easy to control.
Lesser Undead Mindless: Some time later, the ruler of the kingdom, King Alcor, became infected by the whispers of the Archdevil Garloch and was persuaded to sacrifice the life essence of his own people in a selfish bid to gain power. Rather than giving this power to the Archdevil, Alcor took it into himself, transforming the entire kingdom into undead or twisted monstrosity. While those in the noble class remained sentient in their undeath, most peasants became lesser undead, mindless and otherwise, and easy to control.
Undead Monstrosity: The God of Hatred and Undeath is responsible for the killing spell that transformed the Eltra into undead monstrosities thousands of years ago.
The Crystal Skulls are as much feared for their ferocity as for their tactic of turning their defeated foes into undead monstrosities.
Undead Minion: ?
Mindless Undead: ?
Ethereal Undead: ?
Undead Master: ?
Spiritual Undead: ?
Sentient Undead: ?
Undead Horror: Last Bastion was the scene of an epic battle as thousands of demons and devils assaulted the town. The Army of Light was easily decimated, its survivors carried off to Libon. Groups of cultists soon moved into the ruins, raising thousands of undead horrors to stalk the streets.
The small group of white-necromancers left Eltra around the time Alcor's ascension to the throne, fleeing the kingdom before the killing spell that would plunge the area into darkness was cast, creating tens of thousands of undead horrors overnight.
The southern ruins are infested with undead horrors and deadly aberrations, results of experimentation by the former humans who dwelt there.
Undead Guard: ?
Frightening Undead Horror: The dominating vampire aristocracy have, for the most part, lived well over two millennia in their undead state. Their vampirism was caused not by an outside source, but rather, a soul-stealing spell the Archdevil Garloch intended to use in a bid for power. However, Eltra King Alcor instead used the spell to transfer power to himself in a display of trickery the Archdevil had not expected. The entire population of Eltra was transformed, tens of thousands of humans died instantly as their very life essence was drained from their bodies. Men, women, and children rose again as freighting undead horrors, while the nobility of Eltra awoke to new powers and a new thirst. A small percent of the human commoners, fervent worshipers of the god Parlam, were spared this gruesome fate, instead being spirited away from the carnage by a powerful expenditure of mana caused by the sacrifice of their god.
Undead Citizen: ?
Roaming Undead: ?
Mindless Undead Horror: The Drazil are aware of the market for the [poisonous] water [of Jabberwock Lake] but consider every drop sacred to their god; as such, anyone caught around the lake is either fed to the Jabberwock or made to guard the area forever as some form of mindless undead horror.
Undead Fodder: ?
Frode Undead: ?
Meek'ah Undead: ?
Wandering Undead Spirit of a Vengeful Meek'ah: Thousands of Meek'ah prisoners were killed on the islands, unable to escape the mana-charged killing cloud that was dispersed from the Darkfrost Mountains. Since then, no Jute has set foot on the island in fear of the many wandering undead spirits of vengeful Meek'ah who remain.
Powerful Undead: ?
Mindless Form of Undead Servant: New cult members are tasked with bringing two more people into the cult, one known as the Proposed, one known as the Submitted. A secret party is held, where the new cult member and the Proposed encourage the Submitted to overindulge in wine, drugs, sex, anything they desire. The use of spells and magical items that control the mind are not allowed, though spells that amplify emotion are encouraged. The goal is to get the Submitted to willfully drag their life into the gutter by over excess and the loss of self-control. Once they have reached rock-bottom, they are given over to Shizzar. The goddess consumes the soul of the Submitted, and turns the body into a mindless form of undead servant.
Undead Rabble: ?
Horrific Undead: ?
Undead Rusk: The powerful child came across the demon, who was now being attacked by a Rusk war party. She landed amid the battle, and blasted the demon with supernatural frost and ice. The Rusk fell back, in fear and awe. She made short work of the demon, and it begged for mercy from the crystal Rusk child. She ended the demon with a simple touch, his form pulsated and crystallized before exploding into thousands of shards. The Rusk were far enough away that the shards did not endanger them, but those who fell in battle with the demon that were hit by a shard rose up again and surrounded the child. The undead Rusk bent a knee to her and she gave a great Rusk victory cry before swirling snow and ice carried them all away.
Undead Soldier: After news of Vid saving Rusk from demons and other horrors, some Rusk began to make sacrifices to her. They called her the Daughter of Krum, and spoke of her in reverence when a tribe member perished. The tribes began to leave their dead on the battlefield if word of her presence was near. The dead would later be turned into undead soldiers in her army, a fitting tribute to a warrior's life in some eyes, to fight for eternity against one's enemies.
Over time, her worship grew among the tribes, and the dead were no longer left on the battlefield, instead they were cremated in an elaborate ritual that saw their spirit be reborn in her army, which now numbered in the tens of thousands and protected Krum's realm from incursion. Krum made it so his faithful's spirit is split, and the worshiper spends eternity in his frozen paradise as both animal spirit and undead soldier.
Typical Undead: ?
Banshee: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Icyarracick, Some Hideous Form of Lich: However, before he flew away from the shore, a powerful Jute witch cursed him, sacrificing her life to fuel the dark spell. When he finally died, Icyarracick’s soul became trapped in his body as it slowly decomposed. The great dragon became some hideous form of lich, trapped inside his own mind, unable to move the now-skeletal body.
Lich: ?
Savok, Lich: Savok became very powerful and turned slowly into a lich during his time in exile.
Powerful Mummy: ?
Mummy: ?
Shadow, Undead Shadow: The Lluruth who remained after the birth of Brhuaal and the transformation of so many into Drazil were slaughtered en masse, and their spirits live on as undead shadows.
Skeleton: ?
Roaming Skeleton: ?
Specter, Ghost: The Ashmede Devil who ruled the Goblins constructed the room to be a prison, tormenting the angels within for centuries. The Goblins’ society declined over the same centuries, and the angels were eventually rescued by a group of adventurers, two of which perished in the cavern. The souls of those adventurers are being held by the walls and the magic they bare. Any Goblin who enters the cavern is set upon by the specters immediately and killed.
Specter: ?
Spirit Ancestor: ?
Ruling Vampire: ?
Powerful Vampire: 2,000 years ago, the humans of Eltra were transformed into undead creatures when King Alcor cast a forbidden spell at the behest of the Archdevil Garloch and transferred the life essence of his subjects into himself, elevating him to godly status. The majority of the nation were transformed into all manner of undead, but the aristocratic ruling class were transformed into powerful vampires.
Vampire Noble: ?
Vampire Parent: ?
Vampire Progenitor: ?
Vampire Master: ?
Vampire: At the Archdevil Garloch's urging, Alcor, King of Eltra, cast a spell that siphoned the life force from all of his subjects. The power was meant to be transferred to the Archdevil, but the king instead absorbed it into himself, swelling his body and mind to the point where he gained god-like powers. The vampire ruling class was created as a result, as well as the Ezeru, from the backlash of mana expended by the spell and brief deific battle that followed.
The dominating vampire aristocracy have, for the most part, lived well over two millennia in their undead state. Their vampirism was caused not by an outside source, but rather, a soul-stealing spell the Archdevil Garloch intended to use in a bid for power. However, Eltra King Alcor instead used the spell to transfer power to himself in a display of trickery the Archdevil had not expected. The entire population of Eltra was transformed, tens of thousands of humans died instantly as their very life essence was drained from their bodies. Men, women, and children rose again as freighting undead horrors, while the nobility of Eltra awoke to new powers and a new thirst. A small percent of the human commoners, fervent worshipers of the god Parlam, were spared this gruesome fate, instead being spirited away from the carnage by a powerful expenditure of mana caused by the sacrifice of their god.
The Archdevil Garloch, upon finding the growing kingdom, with their cruel and selfish solutions, began to speak to King Alcor, whispering of unlimited power from a single source: souls. Although Garloch intended to take this power for himself, when King Alcor began casting the spell and drew the souls of his citizens out, he instead took them into himself, becoming a god and, in turn, snubbing the Archdevil. While the common people were transformed into all manner of undead, the noble houses were gifted with immortality in the form of a magical vampirism.
Another two decades would pass before Garloch came to take his due from the king. He gave Alcor a scroll that contained a spell that would transfer the essence of his subjects into a carefully prepared vessel. Alcor promised to cast the spell for Garloch, but he needed time to prepare the vessel. Garloch returned exactly one year later and Alcor cast the spell. Instead of the souls entering the vessel Alcor presented to Garloch, they were sucked into Alcor himself. Tens of thousands of souls and the power they hold swelled Alcor's body. Garloch was unable to harm Alcor while he was going through his transformation, and fled before Alcor's body finally exploded in a terrific backlash of raw mana. Alcor's essence descended into the Nine Hells and he wasted no time carving a portion of Garloch's realm in Malbolge for himself. Other devils took the opportunity to assault Garloch as well, and he was hard pressed to defend his holding against the onslaught. A truce was made. Garloch ceded a portion of his vast realm to each surviving devil who assaulted him, and Alcor, in exchange for them halting their attack. The king’s family, and that of every noble in Eltra were turned into vampires, and began to worship Alcor at first out of fear.
Eltrabi Vampire Noble, Eltra Vampire Noble: ?
Eltra Vampire: ?
Eltrabi Vampire Lord, Eltra Vampire Lord, Vampire Lord of Eltra, Vampire Lord: ?
Pure Blood Vampire of Eltra: ?
Vampire Overlord: ?
Vampire-Queen Selene of Eltra, Vampire: ?
Queen Calliope, The Undead Queen, Vampire: ?
Cruel Vampire Lord: ?
Wight: ?
Wraith: ?
Will-o'-Wisp: ?
Zombie: ?
Frode Zombie: The Sorrow Fens: This area of swamp lies on the kingdom’s northeastern border, along the Bitterflow River. This is the site of a climactic battle between kingdom forces and legions of undead and other horrors, the second wave of enemies to besiege the new kingdom from their former masters in the east. The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead. Hundreds of Frode and Meek'ah zombies wander the area, cursed to un-life as a reward for their bravery.
Meek'ah Zombie: The Sorrow Fens: This area of swamp lies on the kingdom’s northeastern border, along the Bitterflow River. This is the site of a climactic battle between kingdom forces and legions of undead and other horrors, the second wave of enemies to besiege the new kingdom from their former masters in the east. The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead. Hundreds of Frode and Meek'ah zombies wander the area, cursed to un-life as a reward for their bravery.
Animated Zombie: ?
Animated Zombie Drazil: ?
Animated Zombie Goblin: ?
Mana Psychosis is a disease creatures of Shin'ar suffer from with repeated, long-term exposure to large concentrations of mana.
If they die from mana psychosis, the player will rise as a Mana Zombie within 1d3 hours unless their body is completely destroyed via a disintegrate spell or ability or is otherwise completely burned to ash.
People who die from mana psychosis can be resurrected normally, but the spell must be cast within the first hour after death or the soul is lost, dispersed into the Manasphere and forever unreachable, as it is not transferred to their deities domain.
[Mana Poisoning] Points Effects
1 Disadvantage on All saving throws.
2 -1 hp, 5% spell failure.
3 Decrease all ability scores by 2. (Cannot be healed with anti-poison spells or potions, now suffering from Mana Psychosis)
4 Decrease all ability scores by 3, 1d4 permanent hp loss
5 Decrease all ability scores by 5, 50% chance of spell failure
6 75% chance of spell failure
7 1d4 Negative Levels
8 90% chance of spell failure
9 Intelligence, Wisdom, and Charisma reduced to 1.
10 Death and Rising as a Mana Zombie in 1d3 hours
Anytime a death from Mana Poisoning or Mana Psychosis occurs, either from Constitution loss, HP loss, or accumulating 10 points, eventual rising as a Mana Zombie is imminent unless proper steps are taken.
The use of ManaBoost before the 8 hour cool down period gives the character double the side effect damage and mana poisoning each time it is used this way, (2 mana poisoning points and -4 hp, 4 mana poisoning points and -8 hp, etc.) up to eventual death and rising as a Mana Zombie.
When a creature dies from mana psychosis, there is a very small chance the Manasphere resurrects it as Manaborn, instead of it coming back as a Mana Zombie.
They [manaborn] can die a number of times equal to their HD when they were first reborn. Once that number is depleted, they rise one last time, but as a Mana Zombie. When a Manaborn is brought to 0 HP, they dissolve into dust and vapor and reform somewhere within 100 feet of where they first became Manaborn 1d3 days later. This process is infallible unless there is a Lunar Quickening happening. When the Manasphere is in flux and a Manaborn dies, there is a 10% chance each new death that the Manaborn stays permanently dead and does not reform or rise as a Mana Zombie.
Manaborn begin with 10 mana poisoning points. They lose 1 mana poisoning point every 120 hours. If they are brought to 0 mana poisoning points, they die and reform with 10 points 1d3 days later, if they have another resurrection. If they are out of resurrections, they reform as a mindless Mana Zombie.
Manaborn, Terrifyingly Deadly Manaborn: When a creature dies from mana psychosis, there is a very small chance the Manasphere resurrects it as Manaborn, instead of it coming back as a Mana Zombie. Any time someone or something dies from the deadly accumulation of mana in their bodies, a roll of 1d100 is made. If the roll comes up 100, the creature is turned into Manaborn.
Undead, Undead Creature, Undead Being: Some time later, the ruler of the kingdom, King Alcor, became infected by the whispers of the Archdevil Garloch and was persuaded to sacrifice the life essence of his own people in a selfish bid to gain power. Rather than giving this power to the Archdevil, Alcor took it into himself, transforming the entire kingdom into undead or twisted monstrosity. While those in the noble class remained sentient in their undeath, most peasants became lesser undead, mindless and otherwise, and easy to control. Few of the citizenry survived this betrayal, but among them, those who worshiped Parlam were saved, as the God of the Harvest and Trade sacrificed himself for his followers, transforming them into the bird-like Aravork and, shortly thereafter, experiencing his own rebirth into Phoenix.
2,000 years ago, the humans of Eltra were transformed into undead creatures when King Alcor cast a forbidden spell at the behest of the Archdevil Garloch and transferred the life essence of his subjects into himself, elevating him to godly status. The majority of the nation were transformed into all manner of undead, but the aristocratic ruling class were transformed into powerful vampires.
The Archdevil Garloch, upon finding the growing kingdom, with their cruel and selfish solutions, began to speak to King Alcor, whispering of unlimited power from a single source: souls. Although Garloch intended to take this power for himself, when King Alcor began casting the spell and drew the souls of his citizens out, he instead took them into himself, becoming a god and, in turn, snubbing the Archdevil. While the common people were transformed into all manner of undead, the noble houses were gifted with immortality in the form of a magical vampirism.
The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead.
This area [the city of Thrace] was the first Baka settlement on the coast, founded over a thousand years ago. The ruins of the original settlement can be found north of the city's wall, and until recently, it was the home of a large resistance cell determined to rid the area of Imperial presence. The cell was responsible for the death of two legion commanders and countless Imperial citizens. The Alterian governor chose to take direct action following the cell’s bold attack on his palace, killing half of his servants and guards before detonating an alchemical bomb that ended up maiming his daughter. He ordered the building of a large gallows and rounded up all suspected resistance members. The hangings took place day and night, a cycle of death until the leader of the cell gave himself up in exchange for the freedom of the remaining prisoners. The man was stripped naked and staked to the ground in the middle of the city while the same alchemical substance that was used in the bomb was poured over his body. Half of the remaining prisoners, including all women and those under the age of sixteen, were set free. The rest were killed and raised as undead, set to wander in the ruins to deter any future use of the site.
The Illumnarus lasted for nearly two weeks under siege, but the might of the Atlanteans combined with their use of the substance known as Alterian Fire eventually left the remaining inhabitants without homes to return to. The few survivors were shackled and shipped back to Atlantis, and a small group of Atlanteans sent by the Boule raised a large crystal monolith at the center of the island, ultimately sacrificing a dozen Meek'ah and Illumnarus to infuse the monolith with their blood, causing the entire island to radiate a[n] unholy presence.
Nothing will ever grow here, and any who perish on its shores are doomed to rise as the undead.
The very ground is cursed, as anything that dies in the Umbral not only rises as an undead being, but is empowered by demonic energy, making it all the more difficult to destroy.
Each member of the cult must ingest small amounts of snake venom every day to build up tolerances to the poison, and one in ten cultists die from the venom. Those weak few are raised as undead to forever serve Vesh.
The Ezeru of Eltra are another unfortunate byproduct of the soul stealing spell cast by King Alcor. While the human population transformed into all manner of undead beings, the monstrous inhabitants of the kingdom were warped and twisted; fused together in a jumble of miss-matched limbs and body parts.
Lesser Undead: Some time later, the ruler of the kingdom, King Alcor, became infected by the whispers of the Archdevil Garloch and was persuaded to sacrifice the life essence of his own people in a selfish bid to gain power. Rather than giving this power to the Archdevil, Alcor took it into himself, transforming the entire kingdom into undead or twisted monstrosity. While those in the noble class remained sentient in their undeath, most peasants became lesser undead, mindless and otherwise, and easy to control.
Lesser Undead Mindless: Some time later, the ruler of the kingdom, King Alcor, became infected by the whispers of the Archdevil Garloch and was persuaded to sacrifice the life essence of his own people in a selfish bid to gain power. Rather than giving this power to the Archdevil, Alcor took it into himself, transforming the entire kingdom into undead or twisted monstrosity. While those in the noble class remained sentient in their undeath, most peasants became lesser undead, mindless and otherwise, and easy to control.
Undead Monstrosity: The God of Hatred and Undeath is responsible for the killing spell that transformed the Eltra into undead monstrosities thousands of years ago.
The Crystal Skulls are as much feared for their ferocity as for their tactic of turning their defeated foes into undead monstrosities.
Undead Minion: ?
Mindless Undead: ?
Ethereal Undead: ?
Undead Master: ?
Spiritual Undead: ?
Sentient Undead: ?
Undead Horror: Last Bastion was the scene of an epic battle as thousands of demons and devils assaulted the town. The Army of Light was easily decimated, its survivors carried off to Libon. Groups of cultists soon moved into the ruins, raising thousands of undead horrors to stalk the streets.
The small group of white-necromancers left Eltra around the time Alcor's ascension to the throne, fleeing the kingdom before the killing spell that would plunge the area into darkness was cast, creating tens of thousands of undead horrors overnight.
The southern ruins are infested with undead horrors and deadly aberrations, results of experimentation by the former humans who dwelt there.
Undead Guard: ?
Frightening Undead Horror: The dominating vampire aristocracy have, for the most part, lived well over two millennia in their undead state. Their vampirism was caused not by an outside source, but rather, a soul-stealing spell the Archdevil Garloch intended to use in a bid for power. However, Eltra King Alcor instead used the spell to transfer power to himself in a display of trickery the Archdevil had not expected. The entire population of Eltra was transformed, tens of thousands of humans died instantly as their very life essence was drained from their bodies. Men, women, and children rose again as freighting undead horrors, while the nobility of Eltra awoke to new powers and a new thirst. A small percent of the human commoners, fervent worshipers of the god Parlam, were spared this gruesome fate, instead being spirited away from the carnage by a powerful expenditure of mana caused by the sacrifice of their god.
Undead Citizen: ?
Roaming Undead: ?
Mindless Undead Horror: The Drazil are aware of the market for the [poisonous] water [of Jabberwock Lake] but consider every drop sacred to their god; as such, anyone caught around the lake is either fed to the Jabberwock or made to guard the area forever as some form of mindless undead horror.
Undead Fodder: ?
Frode Undead: ?
Meek'ah Undead: ?
Wandering Undead Spirit of a Vengeful Meek'ah: Thousands of Meek'ah prisoners were killed on the islands, unable to escape the mana-charged killing cloud that was dispersed from the Darkfrost Mountains. Since then, no Jute has set foot on the island in fear of the many wandering undead spirits of vengeful Meek'ah who remain.
Powerful Undead: ?
Mindless Form of Undead Servant: New cult members are tasked with bringing two more people into the cult, one known as the Proposed, one known as the Submitted. A secret party is held, where the new cult member and the Proposed encourage the Submitted to overindulge in wine, drugs, sex, anything they desire. The use of spells and magical items that control the mind are not allowed, though spells that amplify emotion are encouraged. The goal is to get the Submitted to willfully drag their life into the gutter by over excess and the loss of self-control. Once they have reached rock-bottom, they are given over to Shizzar. The goddess consumes the soul of the Submitted, and turns the body into a mindless form of undead servant.
Undead Rabble: ?
Horrific Undead: ?
Undead Rusk: The powerful child came across the demon, who was now being attacked by a Rusk war party. She landed amid the battle, and blasted the demon with supernatural frost and ice. The Rusk fell back, in fear and awe. She made short work of the demon, and it begged for mercy from the crystal Rusk child. She ended the demon with a simple touch, his form pulsated and crystallized before exploding into thousands of shards. The Rusk were far enough away that the shards did not endanger them, but those who fell in battle with the demon that were hit by a shard rose up again and surrounded the child. The undead Rusk bent a knee to her and she gave a great Rusk victory cry before swirling snow and ice carried them all away.
Undead Soldier: After news of Vid saving Rusk from demons and other horrors, some Rusk began to make sacrifices to her. They called her the Daughter of Krum, and spoke of her in reverence when a tribe member perished. The tribes began to leave their dead on the battlefield if word of her presence was near. The dead would later be turned into undead soldiers in her army, a fitting tribute to a warrior's life in some eyes, to fight for eternity against one's enemies.
Over time, her worship grew among the tribes, and the dead were no longer left on the battlefield, instead they were cremated in an elaborate ritual that saw their spirit be reborn in her army, which now numbered in the tens of thousands and protected Krum's realm from incursion. Krum made it so his faithful's spirit is split, and the worshiper spends eternity in his frozen paradise as both animal spirit and undead soldier.
Typical Undead: ?
Banshee: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Icyarracick, Some Hideous Form of Lich: However, before he flew away from the shore, a powerful Jute witch cursed him, sacrificing her life to fuel the dark spell. When he finally died, Icyarracick’s soul became trapped in his body as it slowly decomposed. The great dragon became some hideous form of lich, trapped inside his own mind, unable to move the now-skeletal body.
Lich: ?
Savok, Lich: Savok became very powerful and turned slowly into a lich during his time in exile.
Powerful Mummy: ?
Mummy: ?
Shadow, Undead Shadow: The Lluruth who remained after the birth of Brhuaal and the transformation of so many into Drazil were slaughtered en masse, and their spirits live on as undead shadows.
Skeleton: ?
Roaming Skeleton: ?
Specter, Ghost: The Ashmede Devil who ruled the Goblins constructed the room to be a prison, tormenting the angels within for centuries. The Goblins’ society declined over the same centuries, and the angels were eventually rescued by a group of adventurers, two of which perished in the cavern. The souls of those adventurers are being held by the walls and the magic they bare. Any Goblin who enters the cavern is set upon by the specters immediately and killed.
Specter: ?
Spirit Ancestor: ?
Ruling Vampire: ?
Powerful Vampire: 2,000 years ago, the humans of Eltra were transformed into undead creatures when King Alcor cast a forbidden spell at the behest of the Archdevil Garloch and transferred the life essence of his subjects into himself, elevating him to godly status. The majority of the nation were transformed into all manner of undead, but the aristocratic ruling class were transformed into powerful vampires.
Vampire Noble: ?
Vampire Parent: ?
Vampire Progenitor: ?
Vampire Master: ?
Vampire: At the Archdevil Garloch's urging, Alcor, King of Eltra, cast a spell that siphoned the life force from all of his subjects. The power was meant to be transferred to the Archdevil, but the king instead absorbed it into himself, swelling his body and mind to the point where he gained god-like powers. The vampire ruling class was created as a result, as well as the Ezeru, from the backlash of mana expended by the spell and brief deific battle that followed.
The dominating vampire aristocracy have, for the most part, lived well over two millennia in their undead state. Their vampirism was caused not by an outside source, but rather, a soul-stealing spell the Archdevil Garloch intended to use in a bid for power. However, Eltra King Alcor instead used the spell to transfer power to himself in a display of trickery the Archdevil had not expected. The entire population of Eltra was transformed, tens of thousands of humans died instantly as their very life essence was drained from their bodies. Men, women, and children rose again as freighting undead horrors, while the nobility of Eltra awoke to new powers and a new thirst. A small percent of the human commoners, fervent worshipers of the god Parlam, were spared this gruesome fate, instead being spirited away from the carnage by a powerful expenditure of mana caused by the sacrifice of their god.
The Archdevil Garloch, upon finding the growing kingdom, with their cruel and selfish solutions, began to speak to King Alcor, whispering of unlimited power from a single source: souls. Although Garloch intended to take this power for himself, when King Alcor began casting the spell and drew the souls of his citizens out, he instead took them into himself, becoming a god and, in turn, snubbing the Archdevil. While the common people were transformed into all manner of undead, the noble houses were gifted with immortality in the form of a magical vampirism.
Another two decades would pass before Garloch came to take his due from the king. He gave Alcor a scroll that contained a spell that would transfer the essence of his subjects into a carefully prepared vessel. Alcor promised to cast the spell for Garloch, but he needed time to prepare the vessel. Garloch returned exactly one year later and Alcor cast the spell. Instead of the souls entering the vessel Alcor presented to Garloch, they were sucked into Alcor himself. Tens of thousands of souls and the power they hold swelled Alcor's body. Garloch was unable to harm Alcor while he was going through his transformation, and fled before Alcor's body finally exploded in a terrific backlash of raw mana. Alcor's essence descended into the Nine Hells and he wasted no time carving a portion of Garloch's realm in Malbolge for himself. Other devils took the opportunity to assault Garloch as well, and he was hard pressed to defend his holding against the onslaught. A truce was made. Garloch ceded a portion of his vast realm to each surviving devil who assaulted him, and Alcor, in exchange for them halting their attack. The king’s family, and that of every noble in Eltra were turned into vampires, and began to worship Alcor at first out of fear.
Eltrabi Vampire Noble, Eltra Vampire Noble: ?
Eltra Vampire: ?
Eltrabi Vampire Lord, Eltra Vampire Lord, Vampire Lord of Eltra, Vampire Lord: ?
Pure Blood Vampire of Eltra: ?
Vampire Overlord: ?
Vampire-Queen Selene of Eltra, Vampire: ?
Queen Calliope, The Undead Queen, Vampire: ?
Cruel Vampire Lord: ?
Wight: ?
Wraith: ?
Will-o'-Wisp: ?
Zombie: ?
Frode Zombie: The Sorrow Fens: This area of swamp lies on the kingdom’s northeastern border, along the Bitterflow River. This is the site of a climactic battle between kingdom forces and legions of undead and other horrors, the second wave of enemies to besiege the new kingdom from their former masters in the east. The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead. Hundreds of Frode and Meek'ah zombies wander the area, cursed to un-life as a reward for their bravery.
Meek'ah Zombie: The Sorrow Fens: This area of swamp lies on the kingdom’s northeastern border, along the Bitterflow River. This is the site of a climactic battle between kingdom forces and legions of undead and other horrors, the second wave of enemies to besiege the new kingdom from their former masters in the east. The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead. Hundreds of Frode and Meek'ah zombies wander the area, cursed to un-life as a reward for their bravery.
Animated Zombie: ?
Animated Zombie Drazil: ?
Animated Zombie Goblin: ?
Manastorm: World of Shin'ar NPC Codex:
Undead Black Dragon Wyrmlings: ?
MCMLXXV
Ghoul: ?
Zombie: ?
Zombie: ?
Melestrua's RPG settings: Ragnar's Keep
Ghost, Nardya: Nardya was the lady of the castle a hundred years ago when invaders (the current ruling class) came. They entered the castle disguised as traders, then when night came they slew all the guards and soldiers including her husband and then approached the women. When they came for her she fought a despairing final battle while her personal bodyguard took her two children down the stairwell she now haunts, hoping to take them to safety down the secret passage. She fought as long as possible, and when she was about to be overrun she threw herself down the stairwell to her death rather than let attackers capture her.
Memento Mori: Ars Technica
Undead: ?
Undead Horse: ?
Skeleton: Animate Bones spell.
Vampire, Normal Vampire: ?
Vampiric Master: ?
Blood Sucking Vampire: ?
Disembodied Spirit: ?
Animate Bones
Prerequisite: 11th level
You can animate the bones of both the dying and the dead. When invoked on a dead creature or pile of bones you can animate them as skeletons per the Animate Dead spell. When cast on a dying creature it is automatically slain.
Undead Horse: ?
Skeleton: Animate Bones spell.
Vampire, Normal Vampire: ?
Vampiric Master: ?
Blood Sucking Vampire: ?
Disembodied Spirit: ?
Animate Bones
Prerequisite: 11th level
You can animate the bones of both the dying and the dead. When invoked on a dead creature or pile of bones you can animate them as skeletons per the Animate Dead spell. When cast on a dying creature it is automatically slain.
Menace in Ravenreach
Frost Wight: Inside, 6 frost wights remain of the men trapped in the cave by the blizzard. The unfortunates called out to an evil god for succor, who rewarded them with undead “life.”
Wight: ?
Spectral Troll: ?
Wraith: ?
Cadaver: ?
Wight: ?
Spectral Troll: ?
Wraith: ?
Cadaver: ?
Michael Scott Rohan's Winter of the World RPG
Taoune's Shade: Any characters slain by the shades will reappear as a shade to join the other undead spirits on the island.
Kalmajozkhe (River of the Dead)
This dark river flows down from the Black Lakes high up in the Northern Wastes. The Island of the Dead can be found along the river, a place where the bodies of old friends may rise as shades, to turn on former comrades; these spectres are fearsome undead foes, rendered mindless and dangerous by their master, Taoune. Any killed by these shades, end up sharing their fate, rising in turn themselves to tear and rend those they loved before, if they should ever come near the lands of Taoune.
Spectre: ?
Fearsome Undead Foe: ?
Undead Spirit: ?
Undead Creation: ?
Kalmajozkhe (River of the Dead)
This dark river flows down from the Black Lakes high up in the Northern Wastes. The Island of the Dead can be found along the river, a place where the bodies of old friends may rise as shades, to turn on former comrades; these spectres are fearsome undead foes, rendered mindless and dangerous by their master, Taoune. Any killed by these shades, end up sharing their fate, rising in turn themselves to tear and rend those they loved before, if they should ever come near the lands of Taoune.
Spectre: ?
Fearsome Undead Foe: ?
Undead Spirit: ?
Undead Creation: ?
Midgard Heroes 5e
Ghoul Darakhul: Both ordinary ghouls and darakhul arise from the infected corpses of other races.
Ghoul, Ordinary Ghoul: Both ordinary ghouls and darakhul arise from the infected corpses of other races.
Undead: ?
Undead Prince: ?
Undead Diplomat: ?
Ravenous Undead: ?
Undead Noble: ?
Undead Raider: ?
Ghoul, Ordinary Ghoul: Both ordinary ghouls and darakhul arise from the infected corpses of other races.
Undead: ?
Undead Prince: ?
Undead Diplomat: ?
Ravenous Undead: ?
Undead Noble: ?
Undead Raider: ?
Midgard Heroes Handbook for 5th Edition
Vaettir: ?
Landvaettir: ?
Sjovaettir: ?
Wrathful Vaettir: ?
Blue-Black Vaettir, Corpse-Black Vaettir: ?
Bone-White Vaettir: ?
Undead, Undead Creature: Your father joined the Order of the Knights Incorporeal and willingly submitted to ghoul fever to become one of the undead.
Undead Forebear: ?
Undead Steed: Fighter martial archetype Ghost Knight Pale Rider power.
Ghostly Pale Riding Horse: Fighter martial archetype Ghost Knight Pale Rider power.
Dappled Riding Horse: Fighter martial archetype Ghost Knight Pale Rider power.
Undead Camel: Fighter martial archetype Ghost Knight Pale Rider power.
Undead Mastiff: Fighter martial archetype Ghost Knight Pale Rider power.
Undead Mount: Fighter martial archetype Ghost Knight Pale Rider power.Ghostly Undead Warhorse: Fighter martial archetype Ghost Knight Pale Rider power level 7.
Undead Familiar: ?
Mindless Undead: ?
Simple Undead: ?
More Intelligent Undead: ?
Undead Trooper: ?
Undead Ruler: ?
Ancient Figure of Great Power: ?
Undead Ancestor: ?
Undead Former Occupant of the Land: ?
Intelligent Undead: ?
Ancestral Spirit: ?
Servant of the Land: ?
Banshee: ?
Death Knight: ?
Ghost of a Dwarf's Fallen Ancestor: ?
Ghoul: ?
Ghoulish Master: ?
Foul Monster: ?
Fast-Moving Ghoul Soldier: ?
Darakhul: ?
Darakhul Soldier: ?
Lich: ?
Shadow: Shadowy Retribution spell.
Skeleton: ?
Vampire: ?
Black King Lucas, Prince Lucan, Vampire Lord: ?
Otmar the Sallow, Vampire Lord: ?
True Vampire Patron: ?
Vampire Patron: ?
Powerful Vampire: ?
Vampiric Master: ?
Vampiric Wizard: ?
Vampire Lover: ?
Vampire Lord: ?
Vampire Spawn: Your closest childhood friend served the local Elder in his castle. Yearning to escape the tortures of the living, he asked his master to drain his blood and now serves him as a vampire spawn.
Elder: ?
Wraith: Soulforging spell.
Zombie: ?
SHADOWY RETRIBUTION
4th-level necromancy (ritual; high elven)
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a silver goblet filled with the caster's blood)
Duration: 12 hours
You fill a silver cup with your own blood (taking 1d4 piercing damage) while chanting vile curses in the dark. Once the chant is completed, you consume the blood and swear an oath of vengeance against any who harm you. If you are reduced to 0 hit points, your curse is invoked; blood pours from your mouth and steams away into a red mist that transforms into a shadow. The shadow attacks the creature that reduced you to 0 hit points, ignoring all other targets, until it or the target is slain, at which point the shadow dissipates into nothing.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, an additional shadow is conjured for each slot level above 4th.
SOULFORGING
5th-level necromancy (ritual)
Casting Time: 1 hour (see below)
Range: Touch
Components: V, S, M (a complete mechanical body worth 10,000 gp)
Duration: Instantaneous
You and a willing humanoid subject must chant an incantation in unison during the entire casting time. At the end of this period the subject’s soul and consciousness leave its body. The subject must make a DC 14 Charisma saving throw. If it fails, you take 2d10 psychic damage and 2d10 radiant damage from waves of uncontrolled energy ripping out from the disembodied spirit. You can maintain the spell, allowing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the subject’s soul is traumatically drawn back to its body; the subject immediately drops to 0 hit points and is dying.
If the save succeeds, the subject’s soul is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a gearforged. It loses all of its previous racial traits and gains gearfoged traits. The subject’s original body dies and cannot be returned to life by any means unless its soul is freed from the soul gem.
If the spellcaster dies during a soulforging, the subject also dies and its soul becomes a wraith.
Up to four other spellcasters of at least 5th level can assist you in casting soulforging. Each assistant reduces the DC of the subject’s Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin.
PALE RIDER
Also at 3rd level, you can cast find steed. The steed created is an undead creature that takes the form of a ghostly pale or dappled riding horse. Your GM can substitute a camel, a mastiff, or another mount appropriate to your character. When you reach 7th level, a ghostly, undead warhorse becomes available.
You can cast this spell once, and regain the ability to do so when you finish a long rest. While riding your mount, you can use a bonus action to have the steed make one attack.
Landvaettir: ?
Sjovaettir: ?
Wrathful Vaettir: ?
Blue-Black Vaettir, Corpse-Black Vaettir: ?
Bone-White Vaettir: ?
Undead, Undead Creature: Your father joined the Order of the Knights Incorporeal and willingly submitted to ghoul fever to become one of the undead.
Undead Forebear: ?
Undead Steed: Fighter martial archetype Ghost Knight Pale Rider power.
Ghostly Pale Riding Horse: Fighter martial archetype Ghost Knight Pale Rider power.
Dappled Riding Horse: Fighter martial archetype Ghost Knight Pale Rider power.
Undead Camel: Fighter martial archetype Ghost Knight Pale Rider power.
Undead Mastiff: Fighter martial archetype Ghost Knight Pale Rider power.
Undead Mount: Fighter martial archetype Ghost Knight Pale Rider power.Ghostly Undead Warhorse: Fighter martial archetype Ghost Knight Pale Rider power level 7.
Undead Familiar: ?
Mindless Undead: ?
Simple Undead: ?
More Intelligent Undead: ?
Undead Trooper: ?
Undead Ruler: ?
Ancient Figure of Great Power: ?
Undead Ancestor: ?
Undead Former Occupant of the Land: ?
Intelligent Undead: ?
Ancestral Spirit: ?
Servant of the Land: ?
Banshee: ?
Death Knight: ?
Ghost of a Dwarf's Fallen Ancestor: ?
Ghoul: ?
Ghoulish Master: ?
Foul Monster: ?
Fast-Moving Ghoul Soldier: ?
Darakhul: ?
Darakhul Soldier: ?
Lich: ?
Shadow: Shadowy Retribution spell.
Skeleton: ?
Vampire: ?
Black King Lucas, Prince Lucan, Vampire Lord: ?
Otmar the Sallow, Vampire Lord: ?
True Vampire Patron: ?
Vampire Patron: ?
Powerful Vampire: ?
Vampiric Master: ?
Vampiric Wizard: ?
Vampire Lover: ?
Vampire Lord: ?
Vampire Spawn: Your closest childhood friend served the local Elder in his castle. Yearning to escape the tortures of the living, he asked his master to drain his blood and now serves him as a vampire spawn.
Elder: ?
Wraith: Soulforging spell.
Zombie: ?
SHADOWY RETRIBUTION
4th-level necromancy (ritual; high elven)
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a silver goblet filled with the caster's blood)
Duration: 12 hours
You fill a silver cup with your own blood (taking 1d4 piercing damage) while chanting vile curses in the dark. Once the chant is completed, you consume the blood and swear an oath of vengeance against any who harm you. If you are reduced to 0 hit points, your curse is invoked; blood pours from your mouth and steams away into a red mist that transforms into a shadow. The shadow attacks the creature that reduced you to 0 hit points, ignoring all other targets, until it or the target is slain, at which point the shadow dissipates into nothing.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, an additional shadow is conjured for each slot level above 4th.
SOULFORGING
5th-level necromancy (ritual)
Casting Time: 1 hour (see below)
Range: Touch
Components: V, S, M (a complete mechanical body worth 10,000 gp)
Duration: Instantaneous
You and a willing humanoid subject must chant an incantation in unison during the entire casting time. At the end of this period the subject’s soul and consciousness leave its body. The subject must make a DC 14 Charisma saving throw. If it fails, you take 2d10 psychic damage and 2d10 radiant damage from waves of uncontrolled energy ripping out from the disembodied spirit. You can maintain the spell, allowing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the subject’s soul is traumatically drawn back to its body; the subject immediately drops to 0 hit points and is dying.
If the save succeeds, the subject’s soul is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a gearforged. It loses all of its previous racial traits and gains gearfoged traits. The subject’s original body dies and cannot be returned to life by any means unless its soul is freed from the soul gem.
If the spellcaster dies during a soulforging, the subject also dies and its soul becomes a wraith.
Up to four other spellcasters of at least 5th level can assist you in casting soulforging. Each assistant reduces the DC of the subject’s Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin.
PALE RIDER
Also at 3rd level, you can cast find steed. The steed created is an undead creature that takes the form of a ghostly pale or dappled riding horse. Your GM can substitute a camel, a mastiff, or another mount appropriate to your character. When you reach 7th level, a ghostly, undead warhorse becomes available.
You can cast this spell once, and regain the ability to do so when you finish a long rest. While riding your mount, you can use a bonus action to have the steed make one attack.
Midgard Worldbook for 5th Edition and Pathfinder
Animated Body: ?
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: ?
Foul Undead Monstrosity: 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.
Twisted Undead: 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.
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.
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: ?
Foul Undead Monstrosity: 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.
Twisted Undead: 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.
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.
Mines of Moira: An Adventure for 5th Edition
Baked Dwarf Zombie: This creature is a bulky, browned, and featureless humanoid, the remains of the sturdy Dwarven militia leader who was butchered, prepared Wellington style in a crust, trussed, and then — as part of a misguided entertainment stunt — subjected to Animate Dead cast from a scroll by the Orc Wizard in the Alchemy Lab before being put into the hearth to bake. Its bonds have burned away and it will emerge from the oven and attempt to slay anything it meets.
Undead: ?
Ghost of a Pre-Cataclysm Koan Woman: ?
Undead: ?
Ghost of a Pre-Cataclysm Koan Woman: ?
Mini-Dungeon Monthly #1
Vampire: ?
Vampire Spawn: A crypt completely filled with vampires. Those brought to this place before have either perished or been transformed into vampire spawn.
The Lord of the Night, Lord of Night, Vampire Spellcaster: ?
Vampire Warrior: ?
Vampire Spawn: A crypt completely filled with vampires. Those brought to this place before have either perished or been transformed into vampire spawn.
The Lord of the Night, Lord of Night, Vampire Spellcaster: ?
Vampire Warrior: ?
Mini-Dungeon Monthly #2
Haunted Spirit: One-thousand years ago, the tunnels of Jade Mountain were used to mine the namesake stone. Once dark, fraught with danger, and frequented by accidental death and murder, haunted spirits now cling to the area.
A mining pick is discovered by Ynis under some rocks outside the cave and brought inside, causing the spirits of the slain to awaken. This cursed mining pick was used long ago by a horrific and unsavory individual who murdered many in cold blood.
Ghost: One-thousand years ago, the tunnels of Jade Mountain were used to mine the namesake stone. Once dark, fraught with danger, and frequented by accidental death and murder, haunted spirits now cling to the area.
A mining pick is discovered by Ynis under some rocks outside the cave and brought inside, causing the spirits of the slain to awaken. This cursed mining pick was used long ago by a horrific and unsavory individual who murdered many in cold blood.
Spirit of the Slain: A mining pick is discovered by Ynis under some rocks outside the cave and brought inside, causing the spirits of the slain to awaken. This cursed mining pick was used long ago by a horrific and unsavory individual who murdered many in cold blood.
Mummy Lord: A mining pick is discovered by Ynis under some rocks outside the cave and brought inside, causing the spirits of the slain to awaken. This cursed mining pick was used long ago by a horrific and unsavory individual who murdered many in cold blood.
Ghast: A mining pick is discovered by Ynis under some rocks outside the cave and brought inside, causing the spirits of the slain to awaken. This cursed mining pick was used long ago by a horrific and unsavory individual who murdered many in cold blood.
Revenant: A mining pick is discovered by Ynis under some rocks outside the cave and brought inside, causing the spirits of the slain to awaken. This cursed mining pick was used long ago by a horrific and unsavory individual who murdered many in cold blood.
Wraith: A mining pick is discovered by Ynis under some rocks outside the cave and brought inside, causing the spirits of the slain to awaken. This cursed mining pick was used long ago by a horrific and unsavory individual who murdered many in cold blood.
Banshee: A mining pick is discovered by Ynis under some rocks outside the cave and brought inside, causing the spirits of the slain to awaken. This cursed mining pick was used long ago by a horrific and unsavory individual who murdered many in cold blood.
A mining pick is discovered by Ynis under some rocks outside the cave and brought inside, causing the spirits of the slain to awaken. This cursed mining pick was used long ago by a horrific and unsavory individual who murdered many in cold blood.
Ghost: One-thousand years ago, the tunnels of Jade Mountain were used to mine the namesake stone. Once dark, fraught with danger, and frequented by accidental death and murder, haunted spirits now cling to the area.
A mining pick is discovered by Ynis under some rocks outside the cave and brought inside, causing the spirits of the slain to awaken. This cursed mining pick was used long ago by a horrific and unsavory individual who murdered many in cold blood.
Spirit of the Slain: A mining pick is discovered by Ynis under some rocks outside the cave and brought inside, causing the spirits of the slain to awaken. This cursed mining pick was used long ago by a horrific and unsavory individual who murdered many in cold blood.
Mummy Lord: A mining pick is discovered by Ynis under some rocks outside the cave and brought inside, causing the spirits of the slain to awaken. This cursed mining pick was used long ago by a horrific and unsavory individual who murdered many in cold blood.
Ghast: A mining pick is discovered by Ynis under some rocks outside the cave and brought inside, causing the spirits of the slain to awaken. This cursed mining pick was used long ago by a horrific and unsavory individual who murdered many in cold blood.
Revenant: A mining pick is discovered by Ynis under some rocks outside the cave and brought inside, causing the spirits of the slain to awaken. This cursed mining pick was used long ago by a horrific and unsavory individual who murdered many in cold blood.
Wraith: A mining pick is discovered by Ynis under some rocks outside the cave and brought inside, causing the spirits of the slain to awaken. This cursed mining pick was used long ago by a horrific and unsavory individual who murdered many in cold blood.
Banshee: A mining pick is discovered by Ynis under some rocks outside the cave and brought inside, causing the spirits of the slain to awaken. This cursed mining pick was used long ago by a horrific and unsavory individual who murdered many in cold blood.
Mini-Dungeon Tome (5th Edition)
Phantom Foundling: ?
Undead, Undead Creature: ?
Low-Level Undead: ?
Hungry Undead: ?
Undead Occupant: ?
Haunted Forest Undead: ?
Incorporeal Undead: ?
Free-Willed Undead: Carved trails in the floor, walls, and ceiling lead to the exact center between the eyes of Gholaad. A floating pinprick sphere of pure-black negative energy swallows all light like a miniature black hole, denoting the place where Gholaad’s skull was pierced by the weapon that felled it. Touching this sphere instantly destroys living matter (treat as though the target failed a save against disintegrate). Creatures killed thus are “translated” into a free-willed undead version of themselves that manifests in Area 6.
Powerful Undead: ?
Undead Deity: ?
Great Undead: ?
Bone Collective: Each well is stuffed full of bloody bones and discarded clothing from uncounted victims of the sisters. They’ve become bone collectives in swarm form.
Bonepowder Ghoul: ?
Corpse Mound: ?
Corpse Mound, Moundshroud: ?
Undead Bard, Darakhul Ghoul: ?
Lawful Neutral Darakhul Ghoul Pilgrim: ?
Deathwisp: ?
Ghast: ?
Horrific Construct: This area houses a horrific construct. It behaves exactly like a ghast, but made to look more like a centipede with a fanged orc skull that delivers the paralyzing attack, the rest of the creature is made of a line of skeletons from which the heads have been removed, the top of each spine fused to the coccyx of the frame in front, and then the arms and legs sawn off at the elbows and knees, on which it moves.
Ghast Minion: ?
Ghost: ?
Lawful Neutral Ghost, Thraxor: This chamber is the true burial place of Thraxor, who lays interred inside a finely carved sarcophagus. Outraged by the foul actions of the cult within his tomb, Thraxor has awakened as a LN ghost, and demands that the party act for him to evict the evil as his powers are not yet at full strength.
This large area is a minor burial chamber, designed for the interment of Thraxor’s family. Its desecration is the reason he has risen as a ghost.
Ghost, Helen: This is Helen, the ghost of a beggar who was kidnapped by Neotomas in an attempt to convert her into a wererat. Helen contracted the sewer plague and died in these dark tunnels before Neotomas could turn her. Her last thoughts were of how no one came to rescue her or even cared, and now she has an everlasting desire to make the living suffer as she did.
Azer Ghost: ?
Ghost Knight: ?
Ghoul: ?
Chaotic Evil Ghoul: ?
Gray Thirster: ?
Grim Jester: ?
Grim Jester, Killing Joke: ?
Imperial Ghoul: By malicious chance, four imperial ghouls have re-animated here.
Lich: ?
Lich, Caetha, The Rainbow Lich: The elven wizard Ceatha chased rainbows in the misty skies and crafted a complex to aid in her transformation into a lich, yearning for everlasting life to view nature’s beauty. Her evil ritual channeled the power of the rainbow through a glorious waterfall, draining the powers of captured creatures and magical foci scattered through the dungeon. The ritual went horribly wrong, and now the elves report that rainbows come no more to the picturesque valley—and that corruption flows from the falls. The complex walls glow, corresponding to the colors of a prismatic wall spell.
Through an active prismatic wall (save DC 19), rainbow light crackles over Ceatha’s prone form. The apparition from Areas 1 and 9 appears again and says, “Heed my first warning!” The layers of the prismatic wall can be destroyed safely only in the reverse order the adventurers explored the colored rooms.
Getting the order wrong, using a magic item, or failing a saving throw while passing through an active layer causes Caetha’s transformation to complete and she arises as a full-strength lich. At the same time, a shield guardian bound to Ceatha (with a stored invisibility spell) assembles from rainbow crystals in the corners. Disarming the prismatic wall correctly also completes Caetha’s transformation to a lich, but the shield guardian doesn’t activate unless Caetha expends her prismatic spray to power it. Her phylactery lies to the north, beyond the prismatic wall.
Demi-Lich: ?
Turmella, Demi-Lich: ?
Lich-King: ?
Mask Wight: The flayed skin of the cruel warrior suitor was transformed into a mask wight, which reclines on the bier at the rear of this chamber.
Mummy: ?
Mummy, Thadrulex: ?
Mummy, Nek-ta-Nebi: ?
Dwarven Mummy: ?
Charred Black Mummy, Maripose: Maripose was changed into a mummy by an extraplanar Mummy Lord which is now deceased.
Mummy Lord: ?
Extraplanar Mummy Lord: ?
Shadow: ?
Skeleton Common: ?
Skeleton Minotaur: ?
Skeleton Wolf: ?
Specter: ?
Vampire: ?
Vampire, Daenyr: ?
Vampire, Lucif: This small room serves as a prison for the fallen holy warrior Lucif. Long ago, Lucif led a crusade to destroy Daenyr, but was turned and bound by Daenyr to spawn vampires as an eternal punishment.
Lawful Evil Vampire: ?
Vampire, Powerful Aristocratic Vampire, Lord Lauron: ?
Vampire, Horrocks: ?
Vampire, Lord Rimbrall Valninboom: ?
Vampire, Marlura Valninboom: ?
Vampire Scribe: ?
Vampire Master: ?
Vampire Spawn: This small room serves as a prison for the fallen holy warrior Lucif. Long ago, Lucif led a crusade to destroy Daenyr, but was turned and bound by Daenyr to spawn vampires as an eternal punishment. Now quite insane due to extended isolation, he continues to create vampire spawn for the cultists as their crimson god.
Vampire Spawn, Segolia: ?
Vampire Spawn, King Ledros: ?
Vampire Spawn, Queen Malayia: ?
Vampire Spawn, Queen Kalyssta: ?
Vampire Spawn, Queen Lindralle: ?
Vampire Spawn, Veda: ?
Vampire Spawn, Sarif: ?
Vampire Spawn, Acillia: ?
Minion Vampire Spawn: ?
Venomous Mummy: ?
Lawful Neutral Venomous Mummy, Wu-Minh: ?
Wight: There is approximately 3000gp in wealth here, and is protected by a single wight — the remains of a former seneschal who cannot bear to leave the accumulated wealth in this chamber.
To begin the ritual, the cultists sacrificed four priestesses of Treania and transformed them into wights to guard the way.
Wight, Captain Staid Merrik: The tiny isle of Sandspit is a favorite place to maroon recalcitrant shipmates, for across the bay, the headland falls are visible to castaways. Wicked currents prevent escape from Sandspit, and the unfortunates discarded there slowly die of thirst in sight of the lifegiving waters. One such piece of tortured jetsam was Captain Staid Merrik, who rose as a wight and walked under the currents to reach the cup of life long denied.
Goblin-Sized Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Wraith, The Witching Hour's Sage: ?
Neutral Wraith: ?
Zombie: The assistants (four zombies) were killed upstairs, their bodies dragged here, and animated by a scroll of animate dead Malon managed to cast.
Shadow Creature Zombie: ?
Invading Zombie: ?
Zombie Ogre, Large Creature, Accidental Creation: The Ruumis’ shop sells tools to “counter” undead as a front for the activities that happen below it. Beneath a secret trapdoor is their workshop, where their latest accidental creations are stored; zombies are trapped in the cellar.
Three days ago, the Ruumis brothers thought they were animating two large orcs, but the bodies were actually smallish ogres. When the brothers finished their spells, the creatures awakened in undeath, but this exceeded the brothers’ ability to control them.
Zombie, Undead Survivor: ?
Ogre Zombie: ?
Most Beautiful Zombie: ?
Restrained Zombie: A lifeless humanoid hangs on each of three pillars, held by a dozen small hooks in the base of the skull. The brain and nerves are missing, but electrodes used to keep the muscles active make the corpses twitch, even cavort, when will-o’-wisps (287) pass electricity through each one. A balor (276) and two chain devil (277) aides remove fat, muscles, and connective tissue, placing them in the trough nearby. Eleven imps (281) watch on. If the adventurers attack, the will-o-wisps increase the flow through the bodies, turning them into restrained zombies (287) that attack the adventurers and deal an additional 2d8 electricity damage on a successful hit.
Undead, Undead Creature: ?
Low-Level Undead: ?
Hungry Undead: ?
Undead Occupant: ?
Haunted Forest Undead: ?
Incorporeal Undead: ?
Free-Willed Undead: Carved trails in the floor, walls, and ceiling lead to the exact center between the eyes of Gholaad. A floating pinprick sphere of pure-black negative energy swallows all light like a miniature black hole, denoting the place where Gholaad’s skull was pierced by the weapon that felled it. Touching this sphere instantly destroys living matter (treat as though the target failed a save against disintegrate). Creatures killed thus are “translated” into a free-willed undead version of themselves that manifests in Area 6.
Powerful Undead: ?
Undead Deity: ?
Great Undead: ?
Bone Collective: Each well is stuffed full of bloody bones and discarded clothing from uncounted victims of the sisters. They’ve become bone collectives in swarm form.
Bonepowder Ghoul: ?
Corpse Mound: ?
Corpse Mound, Moundshroud: ?
Undead Bard, Darakhul Ghoul: ?
Lawful Neutral Darakhul Ghoul Pilgrim: ?
Deathwisp: ?
Ghast: ?
Horrific Construct: This area houses a horrific construct. It behaves exactly like a ghast, but made to look more like a centipede with a fanged orc skull that delivers the paralyzing attack, the rest of the creature is made of a line of skeletons from which the heads have been removed, the top of each spine fused to the coccyx of the frame in front, and then the arms and legs sawn off at the elbows and knees, on which it moves.
Ghast Minion: ?
Ghost: ?
Lawful Neutral Ghost, Thraxor: This chamber is the true burial place of Thraxor, who lays interred inside a finely carved sarcophagus. Outraged by the foul actions of the cult within his tomb, Thraxor has awakened as a LN ghost, and demands that the party act for him to evict the evil as his powers are not yet at full strength.
This large area is a minor burial chamber, designed for the interment of Thraxor’s family. Its desecration is the reason he has risen as a ghost.
Ghost, Helen: This is Helen, the ghost of a beggar who was kidnapped by Neotomas in an attempt to convert her into a wererat. Helen contracted the sewer plague and died in these dark tunnels before Neotomas could turn her. Her last thoughts were of how no one came to rescue her or even cared, and now she has an everlasting desire to make the living suffer as she did.
Azer Ghost: ?
Ghost Knight: ?
Ghoul: ?
Chaotic Evil Ghoul: ?
Gray Thirster: ?
Grim Jester: ?
Grim Jester, Killing Joke: ?
Imperial Ghoul: By malicious chance, four imperial ghouls have re-animated here.
Lich: ?
Lich, Caetha, The Rainbow Lich: The elven wizard Ceatha chased rainbows in the misty skies and crafted a complex to aid in her transformation into a lich, yearning for everlasting life to view nature’s beauty. Her evil ritual channeled the power of the rainbow through a glorious waterfall, draining the powers of captured creatures and magical foci scattered through the dungeon. The ritual went horribly wrong, and now the elves report that rainbows come no more to the picturesque valley—and that corruption flows from the falls. The complex walls glow, corresponding to the colors of a prismatic wall spell.
Through an active prismatic wall (save DC 19), rainbow light crackles over Ceatha’s prone form. The apparition from Areas 1 and 9 appears again and says, “Heed my first warning!” The layers of the prismatic wall can be destroyed safely only in the reverse order the adventurers explored the colored rooms.
Getting the order wrong, using a magic item, or failing a saving throw while passing through an active layer causes Caetha’s transformation to complete and she arises as a full-strength lich. At the same time, a shield guardian bound to Ceatha (with a stored invisibility spell) assembles from rainbow crystals in the corners. Disarming the prismatic wall correctly also completes Caetha’s transformation to a lich, but the shield guardian doesn’t activate unless Caetha expends her prismatic spray to power it. Her phylactery lies to the north, beyond the prismatic wall.
Demi-Lich: ?
Turmella, Demi-Lich: ?
Lich-King: ?
Mask Wight: The flayed skin of the cruel warrior suitor was transformed into a mask wight, which reclines on the bier at the rear of this chamber.
Mummy: ?
Mummy, Thadrulex: ?
Mummy, Nek-ta-Nebi: ?
Dwarven Mummy: ?
Charred Black Mummy, Maripose: Maripose was changed into a mummy by an extraplanar Mummy Lord which is now deceased.
Mummy Lord: ?
Extraplanar Mummy Lord: ?
Shadow: ?
Skeleton Common: ?
Skeleton Minotaur: ?
Skeleton Wolf: ?
Specter: ?
Vampire: ?
Vampire, Daenyr: ?
Vampire, Lucif: This small room serves as a prison for the fallen holy warrior Lucif. Long ago, Lucif led a crusade to destroy Daenyr, but was turned and bound by Daenyr to spawn vampires as an eternal punishment.
Lawful Evil Vampire: ?
Vampire, Powerful Aristocratic Vampire, Lord Lauron: ?
Vampire, Horrocks: ?
Vampire, Lord Rimbrall Valninboom: ?
Vampire, Marlura Valninboom: ?
Vampire Scribe: ?
Vampire Master: ?
Vampire Spawn: This small room serves as a prison for the fallen holy warrior Lucif. Long ago, Lucif led a crusade to destroy Daenyr, but was turned and bound by Daenyr to spawn vampires as an eternal punishment. Now quite insane due to extended isolation, he continues to create vampire spawn for the cultists as their crimson god.
Vampire Spawn, Segolia: ?
Vampire Spawn, King Ledros: ?
Vampire Spawn, Queen Malayia: ?
Vampire Spawn, Queen Kalyssta: ?
Vampire Spawn, Queen Lindralle: ?
Vampire Spawn, Veda: ?
Vampire Spawn, Sarif: ?
Vampire Spawn, Acillia: ?
Minion Vampire Spawn: ?
Venomous Mummy: ?
Lawful Neutral Venomous Mummy, Wu-Minh: ?
Wight: There is approximately 3000gp in wealth here, and is protected by a single wight — the remains of a former seneschal who cannot bear to leave the accumulated wealth in this chamber.
To begin the ritual, the cultists sacrificed four priestesses of Treania and transformed them into wights to guard the way.
Wight, Captain Staid Merrik: The tiny isle of Sandspit is a favorite place to maroon recalcitrant shipmates, for across the bay, the headland falls are visible to castaways. Wicked currents prevent escape from Sandspit, and the unfortunates discarded there slowly die of thirst in sight of the lifegiving waters. One such piece of tortured jetsam was Captain Staid Merrik, who rose as a wight and walked under the currents to reach the cup of life long denied.
Goblin-Sized Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Wraith, The Witching Hour's Sage: ?
Neutral Wraith: ?
Zombie: The assistants (four zombies) were killed upstairs, their bodies dragged here, and animated by a scroll of animate dead Malon managed to cast.
Shadow Creature Zombie: ?
Invading Zombie: ?
Zombie Ogre, Large Creature, Accidental Creation: The Ruumis’ shop sells tools to “counter” undead as a front for the activities that happen below it. Beneath a secret trapdoor is their workshop, where their latest accidental creations are stored; zombies are trapped in the cellar.
Three days ago, the Ruumis brothers thought they were animating two large orcs, but the bodies were actually smallish ogres. When the brothers finished their spells, the creatures awakened in undeath, but this exceeded the brothers’ ability to control them.
Zombie, Undead Survivor: ?
Ogre Zombie: ?
Most Beautiful Zombie: ?
Restrained Zombie: A lifeless humanoid hangs on each of three pillars, held by a dozen small hooks in the base of the skull. The brain and nerves are missing, but electrodes used to keep the muscles active make the corpses twitch, even cavort, when will-o’-wisps (287) pass electricity through each one. A balor (276) and two chain devil (277) aides remove fat, muscles, and connective tissue, placing them in the trough nearby. Eleven imps (281) watch on. If the adventurers attack, the will-o-wisps increase the flow through the bodies, turning them into restrained zombies (287) that attack the adventurers and deal an additional 2d8 electricity damage on a successful hit.
Mists of Akuma: A Village Corrupted (Quickstart Adventure)
Adeddo-Saionji: The PCs have to fight the corrupted nobleman twice—when he’s reduced to 10 hit points or less, he drinks some shibito wine from a flask on his belt and rapidly transforms into an adeddo-oni in a gruesome scene that may well turn the adventurers’ stomachs.
Adeddo-Villager: Should he poison the settlement’s populace with shibito wine a second time, the end of the festival is punctuated by a surge of suddenly transformed adeddo-oni (specifically adeddo-villagers) wrecking Hason-Shita from within, forcing the party to oversee a mass evacuation, killing as many as possible before they too are forced to flee for their lives.
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni. An adeddo-oni keeps its statistics, except as follows.
Misted condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Mage: ?
Necroji: ?
Kanden, Necroji Rogue 3, Necroji, Last Shinobi of the Jitsuri-Teki, Ninja, Cunning Necroji Ninja, Undead Shinobi, Skeleton Laced With Strange Technology, Technological Abomination, Mechanized Undead, Powerful Invasive Tool, Undead Abomination, Survivor, Necroji Ninja, Loner: ?
Undead: ?
Cackling Creature: ?
Adeddo-Oni, Ravenous Undead, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood: ?
Adeddo-Oni, Zombie Samurai: ?
Adeddo-Oni Samurai, Lackey: ?
Adeddo-Oni Mage, Lackey: ?
Vicious Adeddo-Oni: As a recent design it cost the warrior no small amount of coin and he treated it with great care before being killed by a ship of pirates that fell afoul of the Mists of Akuma, now vicious adeddo-oni that slaughtered every sailor they encountered (although Saza had the last laugh, igniting both vessels before his dying breath to doom everyone in the conflict).
Massive Bakekujira, Whale: ?
Ancestral Ghost, Vengeful Ghost, Spirit, Ancestral Poltergeist: ?
Ancestral Ghost, Vengeful Ghost, Spirit, Ancestral Poltergeist, Spirit of a Soldier: ?
Ancestral Ghost, Vengeful Ghost, Spirit, Ancestral Poltergeist, Poltergeist of a Slain Ninja: ?
Simona, Necroji Black Market Trader: ?
Angry Ghost: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, +1 to two ability scores, –1 to one ability score; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
These effects are not constant, but they are frequent and obvious when they occur.
Your effects should be unique to your character, but here are some examples:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised even slightly your image stretches and distorts to make you appear larger and more demonic than you are.
Adeddo-Villager: Should he poison the settlement’s populace with shibito wine a second time, the end of the festival is punctuated by a surge of suddenly transformed adeddo-oni (specifically adeddo-villagers) wrecking Hason-Shita from within, forcing the party to oversee a mass evacuation, killing as many as possible before they too are forced to flee for their lives.
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni. An adeddo-oni keeps its statistics, except as follows.
Misted condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Mage: ?
Necroji: ?
Kanden, Necroji Rogue 3, Necroji, Last Shinobi of the Jitsuri-Teki, Ninja, Cunning Necroji Ninja, Undead Shinobi, Skeleton Laced With Strange Technology, Technological Abomination, Mechanized Undead, Powerful Invasive Tool, Undead Abomination, Survivor, Necroji Ninja, Loner: ?
Undead: ?
Cackling Creature: ?
Adeddo-Oni, Ravenous Undead, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood: ?
Adeddo-Oni, Zombie Samurai: ?
Adeddo-Oni Samurai, Lackey: ?
Adeddo-Oni Mage, Lackey: ?
Vicious Adeddo-Oni: As a recent design it cost the warrior no small amount of coin and he treated it with great care before being killed by a ship of pirates that fell afoul of the Mists of Akuma, now vicious adeddo-oni that slaughtered every sailor they encountered (although Saza had the last laugh, igniting both vessels before his dying breath to doom everyone in the conflict).
Massive Bakekujira, Whale: ?
Ancestral Ghost, Vengeful Ghost, Spirit, Ancestral Poltergeist: ?
Ancestral Ghost, Vengeful Ghost, Spirit, Ancestral Poltergeist, Spirit of a Soldier: ?
Ancestral Ghost, Vengeful Ghost, Spirit, Ancestral Poltergeist, Poltergeist of a Slain Ninja: ?
Simona, Necroji Black Market Trader: ?
Angry Ghost: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, +1 to two ability scores, –1 to one ability score; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
These effects are not constant, but they are frequent and obvious when they occur.
Your effects should be unique to your character, but here are some examples:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised even slightly your image stretches and distorts to make you appear larger and more demonic than you are.
Mists of Akuma: Adventurer's Handbook
Necroji: Ropaeo knew no shame for their part of the War of Kaiyo, utilizing a foul and now-lost art called necroscience to raise the dead from their graves. Transformed from skeletons into powerful soldiers to bolster Ropaeo’s armies, legions of necroji once walked the battlefields across the edge of the world and wrought chaos on the forces of Ceramia. During the Kengen Occupation the undead made amazing infiltrators and saboteurs, and since the fall of the distant continents some have emerged from the threshold to bring terror to the lands of the prefectures. Cursed by their descendants with an unlife that can only be cut short through a violent end, these walking abominations of foreign ancestry are as much a mystery to the people of Soburin as they are yet another heretical horror left by their defeated enemies.
Every necroji is an amalgamation of its ancestors, a skeleton infused with fragments of nine souls that each carry a partial recollection of their former lives. All of these memories coalesce into one personality that incorporates the traditions and rites of its constituent parts, making their sense of culture a pastiche of a foreign past.
Necroji, Powerful Soldier, Walking Abomination of Foreign Ancestry, Mystery, Heretical Horror, Undead Abomination, Undead Empowered By Science and Infused With Technology That Animates Their Skeletal Form, Undead Automaton, Grotesque Form, Necrotic Nuisance, Amalgamation of its Ancestors, Skeleton Infused With Fragments of Nine Souls That Each Carry a Partial Recollection of their Former Lives, Grotesque Automaton: ?
Necroji, Amazing Infiltrator ?
Necroji, Amazing Saboteur ?
Kanden, Necroji: ?
Adeddo-Oni: Misted condition level 8.
Adeddo-Oni, Wretched Thing, Monstrosity: ?
Adeddo-Oni, Freakish Aberration: ?
Adeddo-Oni, Freakish Assailant: ?
Adeddo-Oni Samurai, Undead Samurai, Armored Monster: ?
Adeddo-Oni, The Corrupted: ?
Hunchling: ?
Hunchling, Lesser Creature: ?
Bake-Kujira, Ominous Undead Whale: ?
Gashadokuro, Massive Skeleton, Gigantic Monster, Deadly Gashadokuro, Titan, Skeleton, Immense Skeleton: ?
Undead: ?
Undead Ninja: ?
Ghost: ?
Simple Skeleton: ?
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Every necroji is an amalgamation of its ancestors, a skeleton infused with fragments of nine souls that each carry a partial recollection of their former lives. All of these memories coalesce into one personality that incorporates the traditions and rites of its constituent parts, making their sense of culture a pastiche of a foreign past.
Necroji, Powerful Soldier, Walking Abomination of Foreign Ancestry, Mystery, Heretical Horror, Undead Abomination, Undead Empowered By Science and Infused With Technology That Animates Their Skeletal Form, Undead Automaton, Grotesque Form, Necrotic Nuisance, Amalgamation of its Ancestors, Skeleton Infused With Fragments of Nine Souls That Each Carry a Partial Recollection of their Former Lives, Grotesque Automaton: ?
Necroji, Amazing Infiltrator ?
Necroji, Amazing Saboteur ?
Kanden, Necroji: ?
Adeddo-Oni: Misted condition level 8.
Adeddo-Oni, Wretched Thing, Monstrosity: ?
Adeddo-Oni, Freakish Aberration: ?
Adeddo-Oni, Freakish Assailant: ?
Adeddo-Oni Samurai, Undead Samurai, Armored Monster: ?
Adeddo-Oni, The Corrupted: ?
Hunchling: ?
Hunchling, Lesser Creature: ?
Bake-Kujira, Ominous Undead Whale: ?
Gashadokuro, Massive Skeleton, Gigantic Monster, Deadly Gashadokuro, Titan, Skeleton, Immense Skeleton: ?
Undead: ?
Undead Ninja: ?
Ghost: ?
Simple Skeleton: ?
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Mists of Akuma: Anniversary Edition (5E)
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
But all is not well: the mists of akuma have returned from the distant past and the ancient threat’s very presence has pushed civilization to the brink of collapse.
The corrupting fog transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Despite the beasts and slavers in the tunnels the citizens of the poorest districts of the metropolis frequently flee into the city’s sewers rather than face the Mists of Akuma. Dozens or hundreds of people disappear each time the fel haze falls, assumed to have been transformed into adeddo-oni. While some do indeed succumb to such a fate in truth many live on, chained to tasks of industry and worked to the bone by monstrous overseers or scientists though their suffering does not end there—once their usefulness on the production lines reaches its end they often become the fodder for unethical experimentation.
At first the Mists of Akuma only posed an immediate threat against Nagabuki and the other settlements of Ikari, but with every passing year more undead make their way out of the jungles to climb the walls of the city as the corrupting fog rolls in. Lady Wuguan’s bengoshi have focused their efforts on discovering why but so far have not publicly revealed what is going on—and for good reason. Shovels and other digging tools are crudely hidden throughout the jungle, used by the undead to unearth and expose the corpses of warriors fallen long ago; it is these poor souls that are dragged up by the supernatural haze to begin violent unlives assailing the lands they once championed. Panic is sure to set in the instant people know where the adeddo-oni are coming from and that their revered ancestors have been driven by dark powers to seek bloodshed on their kin, and Lady Wuguan’s servants are as busy hiding the truth as they are defending against it.
Misted condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Mage: ?
Bake-Kujira, Bakekujira: ?
Gaki: Greedy and avaricious souls that fail to find peace in the afterlife never truly leave Soburin, their spirits instead transforming into insatiable oni.
Gashadokuro: Famine has long been a common hardship in Soburin—particularly in remote areas—and when it claims many lives their hunger continues even beyond death. Said to be formed from the bones of those who died of starvation, gashadokuro roam the countryside after midnight always seeking to sate their hunger by biting off the heads of hapless travelers and drinking their blood.
Harianago, Horianago: When an innocent young lover is tragically murdered—especially by their beloved—the harionago is the horrific result. Twisted by the injustice of their death these oni wander the countryside looking for revenge, driven by a rage so strong that even if destroyed they can rise again, never to rest until their murderer is dead.
Jiang-Shi: Jiang-shi are the reanimated corpses of the dishonored dead—those who were not buried properly or whose graves have gone untended for many years—or of men and women who dishonored themselves in life through foolhardy actions. They were once a rare occurrence, rising only from the grievously wronged or when a worldly soul had been truly dedicated to mischief and foolishness, but with the reappearance of the Mists of Akuma they have been seen more and more often in bodies not interred deep enough (or not entombed at all).
Onryo: When a person dies while feeling wronged—such as from a spouse’s infidelity or the disinheritance of a relative—their bodies may rise up to correct the injustice done to them.
Greater Onryo: ?
Adeddo Dire Wolf: ?
Abominable Dire Wolf: ?
Undead Samurai: ?
Umibozu: When a great collection of holy folk or umibo die at sea the souls can become lost within the abyss, drifting aimlessly in the alien depths rather than moving on into the afterlife. The lost spirits transform into an umibōzu, a blue-black mass with lidless staring eyes and a wide (even jovial) grin. They retain the psionic sensitivity of their mortal forms but lose their individuality down there in the void.
Necroji: Ropaeo knew no shame for their part of the War of Kaiyo, utilizing a foul and now-lost art called necroscience to raise the dead from their graves. Transformed from skeletons into powerful soldiers to bolster Ropaeo’s armies, legions of necroji once walked the battlefields across the edge of the world and wrought chaos on the forces of Ceramia.
It is a rare thing for a necroji to embrace anything but maliciousness; most of their ropaeo ancestors eschewed kindness and the very nature of the necroscience that animates them is predicated towards evil.
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood, Freakish Assailant, Foul Thing, The Corrupted, Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat, Wretched Thing, Monstrosity, Freakish Aberration, Minion: ?
Adeddo-Oni Hunchling, Lesser Creature: ?
Adeddo-Oni Ninja, Undead Ninja: ?
Adeddo-Oni Samurai, Lackey: ?
Adeddo-Oni Samurai, Armored Monster, Undead Samurai: ?
Adeddo-Oni Mage, Lackey: ?
Damned Thing: ?
Evil Creature: ?
Adeddo Dire Wolf, Undead Wolf: ?
Abominable Dire Wolf, Freakish Wolf-Like Monstrosity: ?
Umibozu, Blue-Black Mass With Lidless Staring Eyes and a Wide Grin: ?
Children-Turned-Adeddo-Oni: ?
Bake-Kujira, Most Feared Legend, Enormous Whale, Colossal Monstrosity: ?
Gaki, Insatiable Oni, Most Common Type of Monster, Oni: ?
Gaki, Cunning Predator: ?
Gashadokuro, Blood Drinker, Invisible Stalker, Voracious Eater, Something Massive, Towering Undead, Monstrosity, Titanic Skeleton, Massive Skeleton, Larger Ally, Gigantic Monster, Deadly Gashadokuro, Titan, Immense Skeleton: ?
Invisible Gashadokuro: ?
Resting Gashadokuro, Resting Terror: ?
Harianago, Oni: ?
Jiang-Shi, Reanimated Corpse of the Dishonored Dead: ?
Jiang-Shi, One Who Was Not Buried Properly: ?
Jiang-Shi, One Whose Grave Has Gone Untended For Many Years: ?
Jiang-Shi, Man Who Dishonored Themself During Life Through Foolhardy Actions: ?
Jiang-Shi, Woman Who Dishonored Themself During Life Through Foolhardy Actions: ?
Greater Onryo, Onryo With a Capacity for Causing Natural Disasters, Stronger Onryo, Being Capable of Great Disasters: ?
Kanden, Necroji, Ninja: ?
Necroji, Powerful Soldier, Walking Abomination of Foreign Ancestry, Mystery, Heretical Horror, Undead Abomination, Undead Empowered By Science and Infused With Technology That Animates Their Skeletal Form, Formerly Human, Undead Automaton, Grotesque Form, Necrotic Nuisance, Amalgamation of its Ancestors, Skeleton Infused With Fragments of Nine Souls That Each Carry a Partial Recollection of Their Former Lives, Grotesque Automaton: ?
Necroji, Amazing Infiltrator: ?
Necroji, Amazing Saboteur: ?
Necroji, Staple of the Shinobi Clans: ?
Undead: Seiya’s remains are kept at the Graveyard of the Damned, a remote cemetery where the cremated corpses of murderers, madmen, and others believed to be at higher risk of rising as undead are kept—if Fujioka has returned from the dead, the priest would almost certainly know.
Undead Fish: ?
Undead Sea Bird: ?
Undead Monstrosity: ?
Ghost: ?
Shinzo the Eater, Ghost, Ghost of a Cannibalistic Murderer, Spectral Form of an Old Man, Creature Out of Nightmare: Unfortunately one of the cemetery’s most vicious inhabitants, a serial killer named Shinzo the Eater that was recently interred after being killed by the watch, has burst forth from the grave.A tragic victim of a conflict of which he was an unwilling participant and fated by his name to a dreadful end, as a child Shinzo found himself the only survivor of a Hakaisuru raid on the small town where his family ran a traveller’s inn. When the attack occurred they took shelter in the cellar where a stray cannonball collapsed the building atop them, killing everyone except for Shinzo and trapping him in the rubble with only the corpse of his sister Haruka for company. Days passed and his mind broke—drawing the attentions of the Pale Master. Having been named after his ancestor (Shinzo Kitamura, founder of the Crimson Vigil), the necromancer saw an opportunity to forever dishonor the name and touched the already shattered youth’s psyche. Driven by hunger and corrupted by the ancient evil, Shinzo ate her corpse, trapped in the dark and sobbing even as he forced her flesh down his throat.
Days later he was rescued and eventually placed in an orphanage but he never truly escaped those terrible days in the dark; constantly tormented by dreams of fire, darkness, and the terrible taste of flesh. When he finally came of age and was released he found work in another inn before eventually succumbing to the terrible hunger that had been born within him. By the time he was caught Shinzo had murdered and devoured nine young women, each of them resembling his sister. His torments in the hells below have distilled his madness and hunger—separating it from the broken child that first spawned it and giving it a life of its own—and the preparations for the Pale Master’s ritual have provided that fragment with the means to drag itself back into the world of the living.
Ghoul: ?
Simple Skeleton: ?
Skeletal Warrior: ?
Skeleton Archer: ?
Specter: ?
Ichizo Ando, The Pale Master, The Man-Flayer Mage, Sorcerer of the Dead, Ancient Master, Foul One, Malevolent Specter, Foul Undead Mage, Disembodied Specter, Specter, Ancient Mage, Foul Spirit, Necromancer, Even Greater Power, Ancient Necromancer: Ichizo Ando—vicious and cruel, both feared and hated by samurai and commoner alike—ruled Kizaki and the surrounding lands for decades before being slain. He murdered his family in order to obtain power, was known to eat the flesh of captured enemies, and flayed any servants or subordinates that displeased him. These stories and others (detailing all manner of macabre practices) were whispered among his subjects and beyond but despite the horrible nature of the tales they paled in comparison to the truth. Trained by a demonologist that spread his practices under the guise of an itinerant teacher, Ichizo developed an insatiable lust for power that sped him along the descent into darkness. As he aged and his mastery grew he began to lust after immortality, delving into dark magic, and from the Crimson Keep he sought out forbidden secrets and cast fell rituals that demanded blood sacrifice on an appalling scale. Ichizo’s evil and gradual necromantic transformation eventually garnered him the moniker “the Pale Master” by his remaining subordinates, a name spoken with utter dread.
Eventually knowledge of Ichizo’s quest for blasphemous immortality made its way to the ears of those capable of challenging him and a trio of famous adventurers were sought out in secret by a young nobleman named Shinzo Kitamura to free his land from the Pale Master’s monstrous rule. These three—a potent yamabushi named Maru Okita, the famous samurai duelist Ukiyo Machi, and a mage of great skill named Takanibu Imai—made their way to the Crimson Keep with Shinzo and attacked Ichizo while he was performing a great magical rite. They killed him but not before he transformed into a disembodied specter, twisted by the disrupted energies, and in an attempt to constrain his evil Maru invoked a great sutra that required the blood of all three heroes, anchoring the Pale Master’s soul to the seat of his rule before it could drift free and leaving him nearly powerless.
Muraoka, Vampire, Servant, Dangerous Adversary: ?
Vampire Spawn, Sister: ?
Vampire Spawn, Wife: ?
Vampire Spawn, Trusted Servant: ?
Vampire Spawn: ?
Manananggal: A humanoid slain by the penanggalen’s bite rises the following night as a manananggal.
Wight: ?
Will-o'-Wisp: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, +1 to two ability scores, –1 to one ability score; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
These effects are not constant, but they are frequent and obvious when they occur. Your effects should be unique to your character, but here are some examples:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised even slightly your image stretches and distorts to make you appear larger and more demonic than you are.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
But all is not well: the mists of akuma have returned from the distant past and the ancient threat’s very presence has pushed civilization to the brink of collapse.
The corrupting fog transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Despite the beasts and slavers in the tunnels the citizens of the poorest districts of the metropolis frequently flee into the city’s sewers rather than face the Mists of Akuma. Dozens or hundreds of people disappear each time the fel haze falls, assumed to have been transformed into adeddo-oni. While some do indeed succumb to such a fate in truth many live on, chained to tasks of industry and worked to the bone by monstrous overseers or scientists though their suffering does not end there—once their usefulness on the production lines reaches its end they often become the fodder for unethical experimentation.
At first the Mists of Akuma only posed an immediate threat against Nagabuki and the other settlements of Ikari, but with every passing year more undead make their way out of the jungles to climb the walls of the city as the corrupting fog rolls in. Lady Wuguan’s bengoshi have focused their efforts on discovering why but so far have not publicly revealed what is going on—and for good reason. Shovels and other digging tools are crudely hidden throughout the jungle, used by the undead to unearth and expose the corpses of warriors fallen long ago; it is these poor souls that are dragged up by the supernatural haze to begin violent unlives assailing the lands they once championed. Panic is sure to set in the instant people know where the adeddo-oni are coming from and that their revered ancestors have been driven by dark powers to seek bloodshed on their kin, and Lady Wuguan’s servants are as busy hiding the truth as they are defending against it.
Misted condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Mage: ?
Bake-Kujira, Bakekujira: ?
Gaki: Greedy and avaricious souls that fail to find peace in the afterlife never truly leave Soburin, their spirits instead transforming into insatiable oni.
Gashadokuro: Famine has long been a common hardship in Soburin—particularly in remote areas—and when it claims many lives their hunger continues even beyond death. Said to be formed from the bones of those who died of starvation, gashadokuro roam the countryside after midnight always seeking to sate their hunger by biting off the heads of hapless travelers and drinking their blood.
Harianago, Horianago: When an innocent young lover is tragically murdered—especially by their beloved—the harionago is the horrific result. Twisted by the injustice of their death these oni wander the countryside looking for revenge, driven by a rage so strong that even if destroyed they can rise again, never to rest until their murderer is dead.
Jiang-Shi: Jiang-shi are the reanimated corpses of the dishonored dead—those who were not buried properly or whose graves have gone untended for many years—or of men and women who dishonored themselves in life through foolhardy actions. They were once a rare occurrence, rising only from the grievously wronged or when a worldly soul had been truly dedicated to mischief and foolishness, but with the reappearance of the Mists of Akuma they have been seen more and more often in bodies not interred deep enough (or not entombed at all).
Onryo: When a person dies while feeling wronged—such as from a spouse’s infidelity or the disinheritance of a relative—their bodies may rise up to correct the injustice done to them.
Greater Onryo: ?
Adeddo Dire Wolf: ?
Abominable Dire Wolf: ?
Undead Samurai: ?
Umibozu: When a great collection of holy folk or umibo die at sea the souls can become lost within the abyss, drifting aimlessly in the alien depths rather than moving on into the afterlife. The lost spirits transform into an umibōzu, a blue-black mass with lidless staring eyes and a wide (even jovial) grin. They retain the psionic sensitivity of their mortal forms but lose their individuality down there in the void.
Necroji: Ropaeo knew no shame for their part of the War of Kaiyo, utilizing a foul and now-lost art called necroscience to raise the dead from their graves. Transformed from skeletons into powerful soldiers to bolster Ropaeo’s armies, legions of necroji once walked the battlefields across the edge of the world and wrought chaos on the forces of Ceramia.
It is a rare thing for a necroji to embrace anything but maliciousness; most of their ropaeo ancestors eschewed kindness and the very nature of the necroscience that animates them is predicated towards evil.
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood, Freakish Assailant, Foul Thing, The Corrupted, Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat, Wretched Thing, Monstrosity, Freakish Aberration, Minion: ?
Adeddo-Oni Hunchling, Lesser Creature: ?
Adeddo-Oni Ninja, Undead Ninja: ?
Adeddo-Oni Samurai, Lackey: ?
Adeddo-Oni Samurai, Armored Monster, Undead Samurai: ?
Adeddo-Oni Mage, Lackey: ?
Damned Thing: ?
Evil Creature: ?
Adeddo Dire Wolf, Undead Wolf: ?
Abominable Dire Wolf, Freakish Wolf-Like Monstrosity: ?
Umibozu, Blue-Black Mass With Lidless Staring Eyes and a Wide Grin: ?
Children-Turned-Adeddo-Oni: ?
Bake-Kujira, Most Feared Legend, Enormous Whale, Colossal Monstrosity: ?
Gaki, Insatiable Oni, Most Common Type of Monster, Oni: ?
Gaki, Cunning Predator: ?
Gashadokuro, Blood Drinker, Invisible Stalker, Voracious Eater, Something Massive, Towering Undead, Monstrosity, Titanic Skeleton, Massive Skeleton, Larger Ally, Gigantic Monster, Deadly Gashadokuro, Titan, Immense Skeleton: ?
Invisible Gashadokuro: ?
Resting Gashadokuro, Resting Terror: ?
Harianago, Oni: ?
Jiang-Shi, Reanimated Corpse of the Dishonored Dead: ?
Jiang-Shi, One Who Was Not Buried Properly: ?
Jiang-Shi, One Whose Grave Has Gone Untended For Many Years: ?
Jiang-Shi, Man Who Dishonored Themself During Life Through Foolhardy Actions: ?
Jiang-Shi, Woman Who Dishonored Themself During Life Through Foolhardy Actions: ?
Greater Onryo, Onryo With a Capacity for Causing Natural Disasters, Stronger Onryo, Being Capable of Great Disasters: ?
Kanden, Necroji, Ninja: ?
Necroji, Powerful Soldier, Walking Abomination of Foreign Ancestry, Mystery, Heretical Horror, Undead Abomination, Undead Empowered By Science and Infused With Technology That Animates Their Skeletal Form, Formerly Human, Undead Automaton, Grotesque Form, Necrotic Nuisance, Amalgamation of its Ancestors, Skeleton Infused With Fragments of Nine Souls That Each Carry a Partial Recollection of Their Former Lives, Grotesque Automaton: ?
Necroji, Amazing Infiltrator: ?
Necroji, Amazing Saboteur: ?
Necroji, Staple of the Shinobi Clans: ?
Undead: Seiya’s remains are kept at the Graveyard of the Damned, a remote cemetery where the cremated corpses of murderers, madmen, and others believed to be at higher risk of rising as undead are kept—if Fujioka has returned from the dead, the priest would almost certainly know.
Undead Fish: ?
Undead Sea Bird: ?
Undead Monstrosity: ?
Ghost: ?
Shinzo the Eater, Ghost, Ghost of a Cannibalistic Murderer, Spectral Form of an Old Man, Creature Out of Nightmare: Unfortunately one of the cemetery’s most vicious inhabitants, a serial killer named Shinzo the Eater that was recently interred after being killed by the watch, has burst forth from the grave.A tragic victim of a conflict of which he was an unwilling participant and fated by his name to a dreadful end, as a child Shinzo found himself the only survivor of a Hakaisuru raid on the small town where his family ran a traveller’s inn. When the attack occurred they took shelter in the cellar where a stray cannonball collapsed the building atop them, killing everyone except for Shinzo and trapping him in the rubble with only the corpse of his sister Haruka for company. Days passed and his mind broke—drawing the attentions of the Pale Master. Having been named after his ancestor (Shinzo Kitamura, founder of the Crimson Vigil), the necromancer saw an opportunity to forever dishonor the name and touched the already shattered youth’s psyche. Driven by hunger and corrupted by the ancient evil, Shinzo ate her corpse, trapped in the dark and sobbing even as he forced her flesh down his throat.
Days later he was rescued and eventually placed in an orphanage but he never truly escaped those terrible days in the dark; constantly tormented by dreams of fire, darkness, and the terrible taste of flesh. When he finally came of age and was released he found work in another inn before eventually succumbing to the terrible hunger that had been born within him. By the time he was caught Shinzo had murdered and devoured nine young women, each of them resembling his sister. His torments in the hells below have distilled his madness and hunger—separating it from the broken child that first spawned it and giving it a life of its own—and the preparations for the Pale Master’s ritual have provided that fragment with the means to drag itself back into the world of the living.
Ghoul: ?
Simple Skeleton: ?
Skeletal Warrior: ?
Skeleton Archer: ?
Specter: ?
Ichizo Ando, The Pale Master, The Man-Flayer Mage, Sorcerer of the Dead, Ancient Master, Foul One, Malevolent Specter, Foul Undead Mage, Disembodied Specter, Specter, Ancient Mage, Foul Spirit, Necromancer, Even Greater Power, Ancient Necromancer: Ichizo Ando—vicious and cruel, both feared and hated by samurai and commoner alike—ruled Kizaki and the surrounding lands for decades before being slain. He murdered his family in order to obtain power, was known to eat the flesh of captured enemies, and flayed any servants or subordinates that displeased him. These stories and others (detailing all manner of macabre practices) were whispered among his subjects and beyond but despite the horrible nature of the tales they paled in comparison to the truth. Trained by a demonologist that spread his practices under the guise of an itinerant teacher, Ichizo developed an insatiable lust for power that sped him along the descent into darkness. As he aged and his mastery grew he began to lust after immortality, delving into dark magic, and from the Crimson Keep he sought out forbidden secrets and cast fell rituals that demanded blood sacrifice on an appalling scale. Ichizo’s evil and gradual necromantic transformation eventually garnered him the moniker “the Pale Master” by his remaining subordinates, a name spoken with utter dread.
Eventually knowledge of Ichizo’s quest for blasphemous immortality made its way to the ears of those capable of challenging him and a trio of famous adventurers were sought out in secret by a young nobleman named Shinzo Kitamura to free his land from the Pale Master’s monstrous rule. These three—a potent yamabushi named Maru Okita, the famous samurai duelist Ukiyo Machi, and a mage of great skill named Takanibu Imai—made their way to the Crimson Keep with Shinzo and attacked Ichizo while he was performing a great magical rite. They killed him but not before he transformed into a disembodied specter, twisted by the disrupted energies, and in an attempt to constrain his evil Maru invoked a great sutra that required the blood of all three heroes, anchoring the Pale Master’s soul to the seat of his rule before it could drift free and leaving him nearly powerless.
Muraoka, Vampire, Servant, Dangerous Adversary: ?
Vampire Spawn, Sister: ?
Vampire Spawn, Wife: ?
Vampire Spawn, Trusted Servant: ?
Vampire Spawn: ?
Manananggal: A humanoid slain by the penanggalen’s bite rises the following night as a manananggal.
Wight: ?
Will-o'-Wisp: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, +1 to two ability scores, –1 to one ability score; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
These effects are not constant, but they are frequent and obvious when they occur. Your effects should be unique to your character, but here are some examples:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised even slightly your image stretches and distorts to make you appear larger and more demonic than you are.
Mists of Akuma: Crisis in Kaibo
Adeddo-Oni: The Mists of Akuma change people (page 25), transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni, Ravenous Undead, Abomination With a Malevolent Dead Heart That Beats With a Thirst For Blood: ?
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni, Ravenous Undead, Abomination With a Malevolent Dead Heart That Beats With a Thirst For Blood: ?
Mists of Akuma: Cursed Soul of the Scorpion Samurai
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Misted Condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samuari: ?
Manananggal: A humanoid slain by the penanggalen’s bite rises the following night as a manananggal.
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood: ?
Adeddo-Oni Ninja, Red-Skinned Adeddo-Oni: ?
Undead: ?
Vampire Spawn: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute;
Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your fists and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Misted Condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samuari: ?
Manananggal: A humanoid slain by the penanggalen’s bite rises the following night as a manananggal.
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood: ?
Adeddo-Oni Ninja, Red-Skinned Adeddo-Oni: ?
Undead: ?
Vampire Spawn: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute;
Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your fists and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Mists of Akuma: Eastern Fantasy Noir Steampunk for 5E
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Since their reappearance demons and oni have been growing more common, but worse than that is what happens to men or beasts who find themselves exposed to the cursed haze for too long—changing into horrific monsters intent only on bloodlust and violence.
Despite the beasts and slavers in the tunnels the citizens of the poorest districts of the metropolis frequently flee into the city’s sewers rather than face the Mists of Akuma. Dozens or hundreds of people disappear each time the fel haze falls, assumed to have been transformed into adeddo-oni. While some do indeed succumb to such a fate in truth many live on, chained to tasks of industry and worked to the bone by monstrous overseers or scientists though their suffering does not end there—once their usefulness on the production lines reaches its end they often become the fodder for unethical experimentation.
At first the Mists of Akuma only posed an immediate threat against Nagabuki and the other settlements of Ikari, but with every passing year more undead make their way out of the jungles to climb the walls of the city as the corrupting fog rolls in. Lady Wuguan’s bengoshi have focused their efforts on discovering why but so far have not publicly revealed what is going on—and for good reason. Shovels and other digging tools are crudely hidden throughout the jungle, used by the undead to unearth and expose the corpses of warriors fallen long ago; it is these poor souls that are dragged up by the supernatural haze to begin violent unlives assailing the lands they once championed. Panic is sure to set in the instant people know where the adeddo-oni are coming from and that their revered ancestors have been driven by dark powers to seek bloodshed on their kin, and Lady Wuguan’s servants are as busy hiding the truth as they are defending against it.
Misted Condition.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Mage: ?
Bake-Kujira, Bakekujira: While the colossal monstrosities were once rare and few with the return of the Mists of Akuma they have become a far more common occurrence and are now cited as the cause of many a coastal town’s curse—even the poor souls who merely witness its passing are said to be doomed to an early, gruesome demise.
Gaki: Greedy and avaricious souls that fail to find peace in the afterlife never truly leave Soburin, their spirits instead transforming into insatiable oni.
Gashadokuro: Famine has long been a common hardship in Soburin—particularly in remote areas—and when it claims many lives their hunger continues even beyond death. Said to be formed from the bones of those who died of starvation, gashadokuro roam the countryside after midnight always seeking to sate their hunger by biting off the heads of hapless travelers and drinking their blood.
Harianago, Harionao: When an innocent young lover is tragically murdered—especially by their beloved—the harionago is the horrific result. Twisted by the injustice of their death these oni wander the countryside looking for revenge, driven by a rage so strong that even if destroyed they can rise again, never to rest until their murderer is dead.
Jiang-Shi: Jiang-shi are the reanimated corpses of the dishonored dead—those who were not buried properly or whose graves have gone untended for many years—or of men and women who dishonored themselves in life through foolhardy actions. They were once a rare occurrence, rising only from the grievously wronged or when a worldly soul had been truly dedicated to mischief and foolishness, but with the reappearance of the Mists of Akuma they have been seen more and more often in bodies not interred deep enough (or not entombed at all).
Onryo: When a person dies feeling wronged—such as from a spouse’s infidelity or the disinheritance of a relative—their bodies may rise up to correct the injustice done to them.
Greater Onryo, Stronger Onryo: ?
Necroji, Skeleton Infused With Fragments of Nine Souls: Ropaeo knew no shame for their part of the War of Kaiyo, utilizing a foul and now-lost art called necroscience to raise the dead from their graves. Transformed from skeletons into powerful soldiers to bolster Ropaeo’s armies, legions of necroji once walked the battlefields across the edge of the world and wrought chaos on the forces of Ceramia.
Cursed by their descendants with an unlife that can only be cut short through a violent end, these walking abominations of foreign ancestry are as much a mystery to the people of Soburin as they are yet another heretical horror left by their defeated enemies.
It is immediately apparent what necroji are when seen in the light of day or within a lightning lantern’s radiance—undead empowered by science and infused with technology that animates their skeletal form.
Formerly human (though there is some debate on that matter), necroji are about as tall as they were in life and though far thinner weigh more due to the technology woven throughout their bodies.
It is difficult to mistake necroji for simple skeletons; in addition to cables and wiring snaking through their bones, magical runes inscribed on their skulls lock away the souls enabling the machinery that animates them.
Every necroji is an amalgamation of its ancestors, a skeleton infused with fragments of nine souls that each carry a partial recollection of their former lives. All of these memories coalesce into one personality that incorporates the traditions and rites of its constituent parts, making their sense of culture a pastiche of a foreign past.
It is a rare thing for a necroji to embrace anything but maliciousness; most of their ropaeo ancestors eschewed kindness and the very nature of the necroscience that animates them is predicated towards evil.
Children-Turned-Adeddo-Oni: ?
Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood: ?
Insatiable Oni: ?
Cunning Predator: ?
Invisible Gashadokuro: ?
Deadly Gashadokuro, Massive Skeleton, Gigantic Monster, Titan, Immense Skeleton: ?
Gashadokuro, Something Massive, Huge Ochre-Yellow Form, Towering Undead, Monstrosity, Titanic Skeleton: ?
Oni: ?
Reanimated Corpse of the Dishonored Dead: ?
Reanimated Corpse of a Man Who Dishonored Himself in Life Through Foolhardy Actions: ?
Reanimated Corpse of a Woman Who Dishonored Herself in Life Through Foolhardy Actions: ?
Kanden, Necroji, Skeletal Form: ?
Undead: Seiya’s remains are kept at the Graveyard of the Damned, a remote cemetery where the cremated corpses of murderers, madmen, and others believed to be at higher risk of rising as undead are kept—if Fujioka has returned from the dead, the priest would almost certainly know.
Undead Fish: ?
Undead Sea Bird: ?
Undead Titan: ?
Undead Abomination: ?
Undead Empowered by Science and Infused With Technology That Animates Their Skeletal Form: ?
Undead Automaton: ?
Undead Samurai: ?
Undead Ninja: ?
Ichizo Ando, The Pale Master, The Man-Flayer Mage, Sorcerer of the Dead, The Foul One, Malevolent Specter, Disembodied Specter, Foul Undead Mage: Ichizo Ando—vicious and cruel, both feared and hated by samurai and commoner alike—ruled Kizaki and the surrounding lands for decades before being slain. He murdered his family in order to obtain power, was known to eat the flesh of captured enemies, and flayed any servants or subordinates that displeased him. These stories and others (detailing all manner of macabre practices) were whispered among his subjects and beyond but despite the horrible nature of the tales they paled in comparison to the truth. Trained by a demonologist that spread his practices under the guise of an itinerant teacher, Ichizo developed an insatiable lust for power that sped him along the descent into darkness. As he aged and his mastery grew he began to lust after immortality, delving into necromancy, and from the Crimson Keep he sought out forbidden secrets and cast fell rituals that demanded blood sacrifice on an appalling scale. Ichizo’s evil and gradual necromantic transformation eventually garnered him the moniker “the Pale Master” by his remaining subordinates, a name spoken with utter dread.
Eventually knowledge of Ichizo’s blasphemous quest for immortality made its way to the ears of those capable of challenging him and a trio of famous adventurers were sought out in secret by a young nobleman named Shinzo Kitamura to free his land from the Pale Master’s monstrous rule. These three—a potent yamabushi named Maru Okita, the famous samurai duelist Ukiyo Machi, and a mage of great skill named Takanibu Imai—made their way to the Crimson Keep with Shinzo and attacked Ichizo while he was performing a great magical rite. They killed him but not before he transformed into a disembodied specter, twisted by the disrupted energies, and in an attempt to constrain his evil Maru invoked a great sutra that required the blood of all three heroes, anchoring the Pale Master’s soul to the seat of his rule before it could drift free and leaving him nearly powerless.
Ghost: ?
Ghoul: ?
Shinzo the Eater, Ghost, Spectral Form of an Older Man, Spectral Attacker, Spirit: The ghost of a cannibalistic murderer descendant of Shinzo Kitamura that lurks in the Kizaki Graveyard, brought to madness and despair before rising once more.
Unfortunately one of the cemetery’s most vicious inhabitants, a serial killer named Shinzo the Eater that was recently interred after being killed by the watch, has burst forth from the grave. A tragic victim of a conflict of which he was an unwilling participant and fated by his name to a dreadful end, as a child Shinzo found himself the only survivor of a Hakaisuru raid on the small town where his family ran a traveller’s inn. When the attack occurred they took shelter in the cellar where a stray cannonball collapsed the building atop them, killing everyone except for Shinzo and trapping him in the rubble with only the corpse of his sister Haruka for company. Days passed and his mind broke—drawing the attentions of the Pale Master. Having been named after his ancestor (Shinzo Kitamura, founder of the Crimson Vigil), the necromancer saw an opportunity to forever dishonor the name and touched the already shattered youth’s psyche. Driven by hunger and corrupted by the ancient evil, Shinzo resorted to eating her corpse, trapped in the dark and sobbing even as he forced her flesh down his throat.
Days later he was rescued and eventually placed in an orphanage but he never truly escaped those terrible days in the dark; constantly tormented by dreams of fire, darkness, and the terrible taste of flesh. When he finally came of age and was released he found work in another inn before eventually succumbing to the terrible hunger that had been born within him. By the time he was caught Shinzo had murdered and devoured nine young women, each of them resembling his sister. His torments in the hells below have distilled his madness and hunger—separating it from the broken child that first spawned it and giving it a life of its own—and the preparations for the Pale Master’s ritual have provided that fragment with the means to drag itself back into the world of the living.
Hungry Ghost: ?
Skeleton, Simple Skeleton: ?
Massive Skeleton: ?
Powerful Soldier: ?
Specter: ?
Spirit of the Dead: ?
Ancestral Spirit: ?
Foul Spirit: ?
The Corrupted: ?
Kiyoshi Muraoka, Vampire, Immortal Blood Drinking Monster, Inhuman Monster: ?
Vampire Spawn: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Since their reappearance demons and oni have been growing more common, but worse than that is what happens to men or beasts who find themselves exposed to the cursed haze for too long—changing into horrific monsters intent only on bloodlust and violence.
Despite the beasts and slavers in the tunnels the citizens of the poorest districts of the metropolis frequently flee into the city’s sewers rather than face the Mists of Akuma. Dozens or hundreds of people disappear each time the fel haze falls, assumed to have been transformed into adeddo-oni. While some do indeed succumb to such a fate in truth many live on, chained to tasks of industry and worked to the bone by monstrous overseers or scientists though their suffering does not end there—once their usefulness on the production lines reaches its end they often become the fodder for unethical experimentation.
At first the Mists of Akuma only posed an immediate threat against Nagabuki and the other settlements of Ikari, but with every passing year more undead make their way out of the jungles to climb the walls of the city as the corrupting fog rolls in. Lady Wuguan’s bengoshi have focused their efforts on discovering why but so far have not publicly revealed what is going on—and for good reason. Shovels and other digging tools are crudely hidden throughout the jungle, used by the undead to unearth and expose the corpses of warriors fallen long ago; it is these poor souls that are dragged up by the supernatural haze to begin violent unlives assailing the lands they once championed. Panic is sure to set in the instant people know where the adeddo-oni are coming from and that their revered ancestors have been driven by dark powers to seek bloodshed on their kin, and Lady Wuguan’s servants are as busy hiding the truth as they are defending against it.
Misted Condition.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Mage: ?
Bake-Kujira, Bakekujira: While the colossal monstrosities were once rare and few with the return of the Mists of Akuma they have become a far more common occurrence and are now cited as the cause of many a coastal town’s curse—even the poor souls who merely witness its passing are said to be doomed to an early, gruesome demise.
Gaki: Greedy and avaricious souls that fail to find peace in the afterlife never truly leave Soburin, their spirits instead transforming into insatiable oni.
Gashadokuro: Famine has long been a common hardship in Soburin—particularly in remote areas—and when it claims many lives their hunger continues even beyond death. Said to be formed from the bones of those who died of starvation, gashadokuro roam the countryside after midnight always seeking to sate their hunger by biting off the heads of hapless travelers and drinking their blood.
Harianago, Harionao: When an innocent young lover is tragically murdered—especially by their beloved—the harionago is the horrific result. Twisted by the injustice of their death these oni wander the countryside looking for revenge, driven by a rage so strong that even if destroyed they can rise again, never to rest until their murderer is dead.
Jiang-Shi: Jiang-shi are the reanimated corpses of the dishonored dead—those who were not buried properly or whose graves have gone untended for many years—or of men and women who dishonored themselves in life through foolhardy actions. They were once a rare occurrence, rising only from the grievously wronged or when a worldly soul had been truly dedicated to mischief and foolishness, but with the reappearance of the Mists of Akuma they have been seen more and more often in bodies not interred deep enough (or not entombed at all).
Onryo: When a person dies feeling wronged—such as from a spouse’s infidelity or the disinheritance of a relative—their bodies may rise up to correct the injustice done to them.
Greater Onryo, Stronger Onryo: ?
Necroji, Skeleton Infused With Fragments of Nine Souls: Ropaeo knew no shame for their part of the War of Kaiyo, utilizing a foul and now-lost art called necroscience to raise the dead from their graves. Transformed from skeletons into powerful soldiers to bolster Ropaeo’s armies, legions of necroji once walked the battlefields across the edge of the world and wrought chaos on the forces of Ceramia.
Cursed by their descendants with an unlife that can only be cut short through a violent end, these walking abominations of foreign ancestry are as much a mystery to the people of Soburin as they are yet another heretical horror left by their defeated enemies.
It is immediately apparent what necroji are when seen in the light of day or within a lightning lantern’s radiance—undead empowered by science and infused with technology that animates their skeletal form.
Formerly human (though there is some debate on that matter), necroji are about as tall as they were in life and though far thinner weigh more due to the technology woven throughout their bodies.
It is difficult to mistake necroji for simple skeletons; in addition to cables and wiring snaking through their bones, magical runes inscribed on their skulls lock away the souls enabling the machinery that animates them.
Every necroji is an amalgamation of its ancestors, a skeleton infused with fragments of nine souls that each carry a partial recollection of their former lives. All of these memories coalesce into one personality that incorporates the traditions and rites of its constituent parts, making their sense of culture a pastiche of a foreign past.
It is a rare thing for a necroji to embrace anything but maliciousness; most of their ropaeo ancestors eschewed kindness and the very nature of the necroscience that animates them is predicated towards evil.
Children-Turned-Adeddo-Oni: ?
Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood: ?
Insatiable Oni: ?
Cunning Predator: ?
Invisible Gashadokuro: ?
Deadly Gashadokuro, Massive Skeleton, Gigantic Monster, Titan, Immense Skeleton: ?
Gashadokuro, Something Massive, Huge Ochre-Yellow Form, Towering Undead, Monstrosity, Titanic Skeleton: ?
Oni: ?
Reanimated Corpse of the Dishonored Dead: ?
Reanimated Corpse of a Man Who Dishonored Himself in Life Through Foolhardy Actions: ?
Reanimated Corpse of a Woman Who Dishonored Herself in Life Through Foolhardy Actions: ?
Kanden, Necroji, Skeletal Form: ?
Undead: Seiya’s remains are kept at the Graveyard of the Damned, a remote cemetery where the cremated corpses of murderers, madmen, and others believed to be at higher risk of rising as undead are kept—if Fujioka has returned from the dead, the priest would almost certainly know.
Undead Fish: ?
Undead Sea Bird: ?
Undead Titan: ?
Undead Abomination: ?
Undead Empowered by Science and Infused With Technology That Animates Their Skeletal Form: ?
Undead Automaton: ?
Undead Samurai: ?
Undead Ninja: ?
Ichizo Ando, The Pale Master, The Man-Flayer Mage, Sorcerer of the Dead, The Foul One, Malevolent Specter, Disembodied Specter, Foul Undead Mage: Ichizo Ando—vicious and cruel, both feared and hated by samurai and commoner alike—ruled Kizaki and the surrounding lands for decades before being slain. He murdered his family in order to obtain power, was known to eat the flesh of captured enemies, and flayed any servants or subordinates that displeased him. These stories and others (detailing all manner of macabre practices) were whispered among his subjects and beyond but despite the horrible nature of the tales they paled in comparison to the truth. Trained by a demonologist that spread his practices under the guise of an itinerant teacher, Ichizo developed an insatiable lust for power that sped him along the descent into darkness. As he aged and his mastery grew he began to lust after immortality, delving into necromancy, and from the Crimson Keep he sought out forbidden secrets and cast fell rituals that demanded blood sacrifice on an appalling scale. Ichizo’s evil and gradual necromantic transformation eventually garnered him the moniker “the Pale Master” by his remaining subordinates, a name spoken with utter dread.
Eventually knowledge of Ichizo’s blasphemous quest for immortality made its way to the ears of those capable of challenging him and a trio of famous adventurers were sought out in secret by a young nobleman named Shinzo Kitamura to free his land from the Pale Master’s monstrous rule. These three—a potent yamabushi named Maru Okita, the famous samurai duelist Ukiyo Machi, and a mage of great skill named Takanibu Imai—made their way to the Crimson Keep with Shinzo and attacked Ichizo while he was performing a great magical rite. They killed him but not before he transformed into a disembodied specter, twisted by the disrupted energies, and in an attempt to constrain his evil Maru invoked a great sutra that required the blood of all three heroes, anchoring the Pale Master’s soul to the seat of his rule before it could drift free and leaving him nearly powerless.
Ghost: ?
Ghoul: ?
Shinzo the Eater, Ghost, Spectral Form of an Older Man, Spectral Attacker, Spirit: The ghost of a cannibalistic murderer descendant of Shinzo Kitamura that lurks in the Kizaki Graveyard, brought to madness and despair before rising once more.
Unfortunately one of the cemetery’s most vicious inhabitants, a serial killer named Shinzo the Eater that was recently interred after being killed by the watch, has burst forth from the grave. A tragic victim of a conflict of which he was an unwilling participant and fated by his name to a dreadful end, as a child Shinzo found himself the only survivor of a Hakaisuru raid on the small town where his family ran a traveller’s inn. When the attack occurred they took shelter in the cellar where a stray cannonball collapsed the building atop them, killing everyone except for Shinzo and trapping him in the rubble with only the corpse of his sister Haruka for company. Days passed and his mind broke—drawing the attentions of the Pale Master. Having been named after his ancestor (Shinzo Kitamura, founder of the Crimson Vigil), the necromancer saw an opportunity to forever dishonor the name and touched the already shattered youth’s psyche. Driven by hunger and corrupted by the ancient evil, Shinzo resorted to eating her corpse, trapped in the dark and sobbing even as he forced her flesh down his throat.
Days later he was rescued and eventually placed in an orphanage but he never truly escaped those terrible days in the dark; constantly tormented by dreams of fire, darkness, and the terrible taste of flesh. When he finally came of age and was released he found work in another inn before eventually succumbing to the terrible hunger that had been born within him. By the time he was caught Shinzo had murdered and devoured nine young women, each of them resembling his sister. His torments in the hells below have distilled his madness and hunger—separating it from the broken child that first spawned it and giving it a life of its own—and the preparations for the Pale Master’s ritual have provided that fragment with the means to drag itself back into the world of the living.
Hungry Ghost: ?
Skeleton, Simple Skeleton: ?
Massive Skeleton: ?
Powerful Soldier: ?
Specter: ?
Spirit of the Dead: ?
Ancestral Spirit: ?
Foul Spirit: ?
The Corrupted: ?
Kiyoshi Muraoka, Vampire, Immortal Blood Drinking Monster, Inhuman Monster: ?
Vampire Spawn: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Mists of Akuma: Fangs of Revenge
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Misted condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Mage: ?
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood: ?
Adeddo-Oni Samurai, Lackey: ?
Adeddo-Oni Mage, Lackey: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your fists and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Misted condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Mage: ?
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood: ?
Adeddo-Oni Samurai, Lackey: ?
Adeddo-Oni Mage, Lackey: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your fists and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Mists of Akuma: Festering Crowns
Mistwraith Witch: The mistwraith witches are what’s become of departed souls that died practicing particularly foul dark arts of nature, brought back to this world from a nightmarish afterlife of anguish where the fell entities that consumed the seasons absorbed part of their very essences. They are incomplete in both mind and body, with fractured psyches and practically insubstantial bodies seemingly formed from the mists themselves. They were reborn as mistwraith witches, fearsome creatures born of the Mists of Akuma and driven by madness—the corrupting fog holds no danger to them, and the supernatural haze bends to their will.
Rotcrown ritual.
Dread Totem: Dread totems are the grizzly creations of mistwraith witches and deranged necromancers. A live bear is subjected to the Mists of Akuma, and just before the transformation completes the beast’s throat is cut. A complex ritual is performed and the ursine’s cadaver is mutilated and lashed to a tree or post, its ribs spread out to expose its necrotized organs. The resulting horrifying display regularly pulses with the fear and rage of the bear’s last moments, filling a vast area with terror and confusion.
She [Midareta] is the primary source of the carvings and dread totems that litter the ritual grounds, and thousands of ‘burning’ horrific statues sit amongst the ashes and hang from the charred trees.
When the adventurers first arrive here Midareta is occupied within her cabin, creating a new dread totem and in the act of mutilating an unfortunate brown bear for its construction. The mistwraith witch is normally quite attentive to her surroundings but the pitiful growls of her ursine victim are occupying her attention.
Rotcrown Cackler: Rotcrown cacklers are the failed results of the rotcrown ritual, pitiful undead driven insane by overexposure to the Mists of Akuma and foul witchery.
Rotcrown ritual.
Tanuki Onryo: The raccoon folk that died working here were buried in a mass grave not far off—and now several of these unfortunate slaves have reformed as onryō that haunt the decrepit building, filled with rage and hatred for the humans that enslaved them.
Half a dozen tanuki who were enslaved here returned as wrathful onryō. They haunt this area and have a particular hatred for the soburi that oppressed them, and by extension all humans.
Nosuri, Kaoru, Undead Wyvern, Pet, Neglected Pet: Before the witches took this valley to host their coven, a wyvern made the region its hunting grounds. When the crones made good their claim they enveloped the primitive dragon in the Mists of Akuma and it succumbed to the corrupting fog, transforming into an adeddo-oni. Sessho took to the beast, claimed it as her own, trained it as a ‘pet’, and bestowed the creature with the name ‘Nosuri’.
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Misted condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Mage: ?
Mistwraith Witch, Crone, Putrid Witch, Insidious Mistrwraith Witch, Evil Witch: ?
Sessho, Mistwraith Witch: Sessho and her sister Supinsuta were true witches well before their deaths and it is she who first conceived of the rotcrown ritual. They performed great evils together in a secret cave below their ancestral home in Shinko, away from the prying eyes of her husband and son. Together they concocted a sacrifice that would take the life force of a captive taken from the roadside and transfer it into greater arcane power for them both. Their offering was insufficient however and a swirling necrotic force took both sisters—along with Sessho’s husband and her son Kyado.
Midareta, Mistwraith Witch: Midareta was raised in a small isolated lodge by her father Hoki—druidic magic came naturally to her and she enjoyed the isolation. One day however she returned to find him dead, hung by locals from a far-off town. She later learned that her father was a deserter from the Kengen army and that he took the orphaned Midareta to raise as his own when he lost the nerve to fight while cutting down civilians. When the locals tried to ‘rescue’ her she burned them all alive, and then to her horror discovered that she’d immolated her real father as well ( just as the life left his eyes as he too dangled by the neck). In her anguish Midareta burned that small forest town to ash with herself inside it, cackling as the embers rained down.
Midareta died in a wildfire of her own creation, and her Garish Reminder trait has filled a 1/2-mile-radius around her small log cabin with illusions of a smoldering forest fire.
Koritsu, Mistwraith Witch, Least Coherent of the Mistrwraith Witches, Most Mentally Fragmented of the Rotcrown Coven: Koritsu was as obsessed with her ‘fiancée’ in life as she now is in death and though Dojasu never returned the young witch’s affections, he played the fool to avoid her arcane wrath. It was when they were to be married that he abandoned her at the altar, choosing to escape through a blizzard rather than wed his betrothed. Koritsu chased after him and they both died frozen in their wedding clothes.
Koritsu died frozen solid after chasing her fiancee into a blizzard and her Garish Reminders trait has filled a 1/2-mile-radius area around her island lake ruin with the illusion of a fierce winter storm.
Granny Toritsuka, Mistwraith Witch: Toritsuka was her family’s matriarch and a beloved hedge witch within her small town, concocting potions and balms to cure ailments both real and imagined. She was blessed, raising 8 children who then in turn produced dozens of grandchildren. Toritsuka’s idyllic life was shattered when she made a horrible mistake however—while mixing a particularly difficult potion her cauldron bellowed noxious fumes that spread throughout her home and into the surrounding town, choking the life out of anyone who breathed it.
Toritsuka died after making a mistake brewing a particularly complex potion and choking her entire home town with lethal poisons.
Dread Totem, Terrifying Presence, Twisted Effigy of a Bear: ?
Rotcrown Cackler, Person, Pitiful Undead Driven Insane By Overexposure to the Mists of Akuma and Foul Witchery, Failed Sacrifice, Maddened Undead, Long Dead Cackler: ?
Scarecrow Rotcrown Cackler: ?
Taeru, Unique Rotcrown Cackler: Taeru is Toritsuka’s grandson and is the best success that she’s managed. Though he is a Rotcrown Cackler he’s retained most of his original memories and is largely coherent. Sadly he was only 10 when he originally died originally and thus has the mentality of a child now trapped within an adult’s adeddo-oni form.
Non-Hostile Rotcrown Cackler: ?
Partially Recovered Rotcrown Cackler: ?
Tanuki Onryo, Wrathful Onryo: ?
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood, Horrific Monster Intent Only on Bloodlust and Violence: ?
Undead, Undead Creature: Rotcrown ritual.
Koinu, Tanuki Ghost, Ghostly Spirit, Apparition, Ghostly Visage of a Young Tanuki Child: ?
Ghost, Confused Wrathful Ghost: ?
Ghost, Coherent Stable Ghost: ?
Franco Songili, Ghost, War Veteran: ?
Will-o'-Wisp: The smolder pine is a strain of magical conifer whose needles flicker and glow bright red to attract pollinating insects. Foresters often used the glow of these trees as trail markers, and the sap is incredibly valuable as a natural coagulant for medicinal purposes. This was one of the prime resources harvested during the Kengen Occupation—rather than gently tapping the marvelous trees, they chopped them down and harvested them whole to extract their magical essence for weapons manufacture. Kengen logging has gradually depopulated the smolder pines around much of Soburin, but deep in the old woods of Shinko they can still be seen dotting the hills. Unfortunately the unrest has spawned innumerable will-o-wisps in the same areas, and they’ve adopted the habit of mimicking the lights of the smolder pine (putting their usefulness as trail markers into doubt).
Will-o'-Wisp, False Smolder Pine, Mischievous Wisp, Tree, Undead Sprite: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two ability scores, –1 to one ability score; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes
around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Rotcrown Ritual
Derived from the mistwraith coven’s ungodly insights into the nature of the Mists of Akuma and their arcane talents before their deaths, the rotcrown ritual is unreliable but still occasionally works as intended—pulling a soul back to the Material Plane. The cursed crown placed upon a victim’s head is made from strips of rotting animal skins and bear claws, marked with the name of the intended deceased loved one to be returned. The victim must then be subjected to extreme terrors, literally scaring the soul out of the body so the deceased can find its way in.
Rotcrown
Wondrous item, very rare
You can only remove this crown by speaking a phrase chosen by the mistwraith witch that created it, or after its creator has died. It is immune to the effects of dispel magic and similar spells. While wearing the rotcrown, if you are immune to fear instead you have advantage on saving throws against being frightened.
The rotcrown has 10 bear claws that form a grizzly circle around your head. Whenever you fail a saving throw against being frightened a claw closes inward, rests its point on your scalp, and the ritual progresses as per Table: Ritual Phases. Each phase of the ritual is cumulative, and you suffer the effects of the current phase in addition to the previous phases. Effects of each phase immediately end when the crown is removed.
The Returning Departed
The rotcrown ritual extracts a victim’s soul and replaces it with that of a departed loved one in a process that drives the living subject mad with fear as the invading spirit gradually bonds with their body. The party are all unfortunate victims of the ritual—but the GM needs to determine which souls are being bonded to the adventurers. There are 4 mistwraith witches and an invading spirit from each needs assigned to a PC (for a group of only 3 remove Sessho’s loved one from consideration, and if more are required choose additional members from Toritsuka’s family.)
Table: Ritual Phases
Ritual
Claws
Phase Effects
1–2 Attachment. The deceased soul feels the pull of the crown and forms a tentative attachment to you. You start displaying an odd mannerism or habits associated with the deceased (see The Returning Departed on pages 16–17 for specific mannerisms).
3–4 Mirrored Memories. The memories of the deceased start leaking into your own. You begin having flashes of memories of events and persons that are entirely new to you (see pages 16–17 for specific memories).
5–6 Disquieting Visions. As the deceased begins breaching the Material Plane, you see unnerving depictions of the invading spirit, often for just a moment or out of the corner of your eyes. You have disadvantage on Wisdom (Perception) checks as you find it progressively harder to determine what is real.
7–9 A Death Remembered. The deceased’s final memories solidify within your mind, a horrifying vision that forces you to experience the invading spirit’s death (see The Returning Departed). You gain a phobia associated with this painful memory and whenever you take damage of the type associated with the memory you must make a Wisdom saving throw (DC 8 + the damage taken) or be stunned until the end of your next turn as you are frozen in fear.
10 Ripened Harvest. You become manic and paranoid, a mess of tense nerves perfect for the final transference. The crown glows with a sickly green light and magically alerts the mistwraith witch creator that you are ready. The crone endeavors to capture you, submerge you into the Mists of Akuma until you have gained 8 levels of the misted condition, and then separate your body and mind. Instead of the normal death and transformation when you reach this level of corruption, and instead of gaining an 8th misted level, roll on Table: Rotcrown Ritual.
The GM can randomly determine which soul is bonded to which PC, or they can be assigned:
● A druid or ranger, particularly if they’re female, should be bonded to Supinsuta, (Sessho’s sister).
● A bard or rogue, particularly if they’re male or particularly charismatic, should be bonded to Dojasu (Koritsu’s fiancée).
● A cleric or paladin, particularly if they’re male or well-meaning, should be bonded to Hoki (Midareta’s father).
● Other adventurers are bonded to one of Toritsuka’s numerous deceased family members.
Table: Rotcrown Ritual
1d100 Victim’s Fate
1–39 Death and complete transformation into a rotcrown cackler.
40–49 The victim’s soul departs but the deceased does not return, leaving the body alive in a comatose state as the invading spirit emerges from the primordial fog as a confused and wrathful ghost that attacks the nearest living creatures.
50–59 The deceased’s soul returns but the victim’s soul does not leave. The victim lives but now houses both souls, making the effects of the previous 4 phases of the ritual become permanent. Only a wish spell or an effect capable of extracting a soul can undo these effects.
60–69 The victim’s soul does not leave, and the deceased’s soul does not return. However, the body undergoes transformative necromantic effects, gaining the following traits:
Type. The creature’s type changes to undead (oni).
Speed. The creature’s speed increases by 5 feet, and its high and long jump distances are doubled.
Resistances. The creature gains resistance to cold, necrotic, and poison damage.
Vulnerabilities. The creature gains vulnerability to radiant damage and while in direct sunlight it has disadvantage on all ability checks, attack rolls, and saving throws.
Senses. The creature gains darkvision 60 feet and can see through areas obscured by mist or fog as if they were unobscured. If the creature already has darkvision, its range increases by 30 feet.
Haitoku. The creature gains immunity to the misted condition and increases its Haitoku score by 2d6.
70–79 The victim’s soul departs but the deceased does not return, leaving the body alive in a comatose state as the invading spirit emerges from the corrupting haze as a coherent and stable ghost under the control of the victim. When the victim uses the ghost’s Possession on their own body, they regain consciousness within their own body.
80–89 The ritual partially succeeds—the victim’s soul goes to the afterlife and the deceased’s soul inhabits the body. The body however suffers greatly from the process and necrotizes, gaining the addedo-oni template and only vague recollections of who they once were.
90–95 The ritual is fully successful: the deceased’s soul now occupies the victim’s body and the victim’s soul goes to their intended afterlife.
96–100 The ritual is extremely successful, even beyond the ritual’s expectations. The victim’s body is consumed by the Mists of Akuma and the primordial fog forms over the deceased’s soul. The deceased is reborn as a mistwraith witch and the victim’s soul is lost within the foul haze.
Rotcrown ritual.
Dread Totem: Dread totems are the grizzly creations of mistwraith witches and deranged necromancers. A live bear is subjected to the Mists of Akuma, and just before the transformation completes the beast’s throat is cut. A complex ritual is performed and the ursine’s cadaver is mutilated and lashed to a tree or post, its ribs spread out to expose its necrotized organs. The resulting horrifying display regularly pulses with the fear and rage of the bear’s last moments, filling a vast area with terror and confusion.
She [Midareta] is the primary source of the carvings and dread totems that litter the ritual grounds, and thousands of ‘burning’ horrific statues sit amongst the ashes and hang from the charred trees.
When the adventurers first arrive here Midareta is occupied within her cabin, creating a new dread totem and in the act of mutilating an unfortunate brown bear for its construction. The mistwraith witch is normally quite attentive to her surroundings but the pitiful growls of her ursine victim are occupying her attention.
Rotcrown Cackler: Rotcrown cacklers are the failed results of the rotcrown ritual, pitiful undead driven insane by overexposure to the Mists of Akuma and foul witchery.
Rotcrown ritual.
Tanuki Onryo: The raccoon folk that died working here were buried in a mass grave not far off—and now several of these unfortunate slaves have reformed as onryō that haunt the decrepit building, filled with rage and hatred for the humans that enslaved them.
Half a dozen tanuki who were enslaved here returned as wrathful onryō. They haunt this area and have a particular hatred for the soburi that oppressed them, and by extension all humans.
Nosuri, Kaoru, Undead Wyvern, Pet, Neglected Pet: Before the witches took this valley to host their coven, a wyvern made the region its hunting grounds. When the crones made good their claim they enveloped the primitive dragon in the Mists of Akuma and it succumbed to the corrupting fog, transforming into an adeddo-oni. Sessho took to the beast, claimed it as her own, trained it as a ‘pet’, and bestowed the creature with the name ‘Nosuri’.
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Misted condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Mage: ?
Mistwraith Witch, Crone, Putrid Witch, Insidious Mistrwraith Witch, Evil Witch: ?
Sessho, Mistwraith Witch: Sessho and her sister Supinsuta were true witches well before their deaths and it is she who first conceived of the rotcrown ritual. They performed great evils together in a secret cave below their ancestral home in Shinko, away from the prying eyes of her husband and son. Together they concocted a sacrifice that would take the life force of a captive taken from the roadside and transfer it into greater arcane power for them both. Their offering was insufficient however and a swirling necrotic force took both sisters—along with Sessho’s husband and her son Kyado.
Midareta, Mistwraith Witch: Midareta was raised in a small isolated lodge by her father Hoki—druidic magic came naturally to her and she enjoyed the isolation. One day however she returned to find him dead, hung by locals from a far-off town. She later learned that her father was a deserter from the Kengen army and that he took the orphaned Midareta to raise as his own when he lost the nerve to fight while cutting down civilians. When the locals tried to ‘rescue’ her she burned them all alive, and then to her horror discovered that she’d immolated her real father as well ( just as the life left his eyes as he too dangled by the neck). In her anguish Midareta burned that small forest town to ash with herself inside it, cackling as the embers rained down.
Midareta died in a wildfire of her own creation, and her Garish Reminder trait has filled a 1/2-mile-radius around her small log cabin with illusions of a smoldering forest fire.
Koritsu, Mistwraith Witch, Least Coherent of the Mistrwraith Witches, Most Mentally Fragmented of the Rotcrown Coven: Koritsu was as obsessed with her ‘fiancée’ in life as she now is in death and though Dojasu never returned the young witch’s affections, he played the fool to avoid her arcane wrath. It was when they were to be married that he abandoned her at the altar, choosing to escape through a blizzard rather than wed his betrothed. Koritsu chased after him and they both died frozen in their wedding clothes.
Koritsu died frozen solid after chasing her fiancee into a blizzard and her Garish Reminders trait has filled a 1/2-mile-radius area around her island lake ruin with the illusion of a fierce winter storm.
Granny Toritsuka, Mistwraith Witch: Toritsuka was her family’s matriarch and a beloved hedge witch within her small town, concocting potions and balms to cure ailments both real and imagined. She was blessed, raising 8 children who then in turn produced dozens of grandchildren. Toritsuka’s idyllic life was shattered when she made a horrible mistake however—while mixing a particularly difficult potion her cauldron bellowed noxious fumes that spread throughout her home and into the surrounding town, choking the life out of anyone who breathed it.
Toritsuka died after making a mistake brewing a particularly complex potion and choking her entire home town with lethal poisons.
Dread Totem, Terrifying Presence, Twisted Effigy of a Bear: ?
Rotcrown Cackler, Person, Pitiful Undead Driven Insane By Overexposure to the Mists of Akuma and Foul Witchery, Failed Sacrifice, Maddened Undead, Long Dead Cackler: ?
Scarecrow Rotcrown Cackler: ?
Taeru, Unique Rotcrown Cackler: Taeru is Toritsuka’s grandson and is the best success that she’s managed. Though he is a Rotcrown Cackler he’s retained most of his original memories and is largely coherent. Sadly he was only 10 when he originally died originally and thus has the mentality of a child now trapped within an adult’s adeddo-oni form.
Non-Hostile Rotcrown Cackler: ?
Partially Recovered Rotcrown Cackler: ?
Tanuki Onryo, Wrathful Onryo: ?
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood, Horrific Monster Intent Only on Bloodlust and Violence: ?
Undead, Undead Creature: Rotcrown ritual.
Koinu, Tanuki Ghost, Ghostly Spirit, Apparition, Ghostly Visage of a Young Tanuki Child: ?
Ghost, Confused Wrathful Ghost: ?
Ghost, Coherent Stable Ghost: ?
Franco Songili, Ghost, War Veteran: ?
Will-o'-Wisp: The smolder pine is a strain of magical conifer whose needles flicker and glow bright red to attract pollinating insects. Foresters often used the glow of these trees as trail markers, and the sap is incredibly valuable as a natural coagulant for medicinal purposes. This was one of the prime resources harvested during the Kengen Occupation—rather than gently tapping the marvelous trees, they chopped them down and harvested them whole to extract their magical essence for weapons manufacture. Kengen logging has gradually depopulated the smolder pines around much of Soburin, but deep in the old woods of Shinko they can still be seen dotting the hills. Unfortunately the unrest has spawned innumerable will-o-wisps in the same areas, and they’ve adopted the habit of mimicking the lights of the smolder pine (putting their usefulness as trail markers into doubt).
Will-o'-Wisp, False Smolder Pine, Mischievous Wisp, Tree, Undead Sprite: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two ability scores, –1 to one ability score; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes
around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Rotcrown Ritual
Derived from the mistwraith coven’s ungodly insights into the nature of the Mists of Akuma and their arcane talents before their deaths, the rotcrown ritual is unreliable but still occasionally works as intended—pulling a soul back to the Material Plane. The cursed crown placed upon a victim’s head is made from strips of rotting animal skins and bear claws, marked with the name of the intended deceased loved one to be returned. The victim must then be subjected to extreme terrors, literally scaring the soul out of the body so the deceased can find its way in.
Rotcrown
Wondrous item, very rare
You can only remove this crown by speaking a phrase chosen by the mistwraith witch that created it, or after its creator has died. It is immune to the effects of dispel magic and similar spells. While wearing the rotcrown, if you are immune to fear instead you have advantage on saving throws against being frightened.
The rotcrown has 10 bear claws that form a grizzly circle around your head. Whenever you fail a saving throw against being frightened a claw closes inward, rests its point on your scalp, and the ritual progresses as per Table: Ritual Phases. Each phase of the ritual is cumulative, and you suffer the effects of the current phase in addition to the previous phases. Effects of each phase immediately end when the crown is removed.
The Returning Departed
The rotcrown ritual extracts a victim’s soul and replaces it with that of a departed loved one in a process that drives the living subject mad with fear as the invading spirit gradually bonds with their body. The party are all unfortunate victims of the ritual—but the GM needs to determine which souls are being bonded to the adventurers. There are 4 mistwraith witches and an invading spirit from each needs assigned to a PC (for a group of only 3 remove Sessho’s loved one from consideration, and if more are required choose additional members from Toritsuka’s family.)
Table: Ritual Phases
Ritual
Claws
Phase Effects
1–2 Attachment. The deceased soul feels the pull of the crown and forms a tentative attachment to you. You start displaying an odd mannerism or habits associated with the deceased (see The Returning Departed on pages 16–17 for specific mannerisms).
3–4 Mirrored Memories. The memories of the deceased start leaking into your own. You begin having flashes of memories of events and persons that are entirely new to you (see pages 16–17 for specific memories).
5–6 Disquieting Visions. As the deceased begins breaching the Material Plane, you see unnerving depictions of the invading spirit, often for just a moment or out of the corner of your eyes. You have disadvantage on Wisdom (Perception) checks as you find it progressively harder to determine what is real.
7–9 A Death Remembered. The deceased’s final memories solidify within your mind, a horrifying vision that forces you to experience the invading spirit’s death (see The Returning Departed). You gain a phobia associated with this painful memory and whenever you take damage of the type associated with the memory you must make a Wisdom saving throw (DC 8 + the damage taken) or be stunned until the end of your next turn as you are frozen in fear.
10 Ripened Harvest. You become manic and paranoid, a mess of tense nerves perfect for the final transference. The crown glows with a sickly green light and magically alerts the mistwraith witch creator that you are ready. The crone endeavors to capture you, submerge you into the Mists of Akuma until you have gained 8 levels of the misted condition, and then separate your body and mind. Instead of the normal death and transformation when you reach this level of corruption, and instead of gaining an 8th misted level, roll on Table: Rotcrown Ritual.
The GM can randomly determine which soul is bonded to which PC, or they can be assigned:
● A druid or ranger, particularly if they’re female, should be bonded to Supinsuta, (Sessho’s sister).
● A bard or rogue, particularly if they’re male or particularly charismatic, should be bonded to Dojasu (Koritsu’s fiancée).
● A cleric or paladin, particularly if they’re male or well-meaning, should be bonded to Hoki (Midareta’s father).
● Other adventurers are bonded to one of Toritsuka’s numerous deceased family members.
Table: Rotcrown Ritual
1d100 Victim’s Fate
1–39 Death and complete transformation into a rotcrown cackler.
40–49 The victim’s soul departs but the deceased does not return, leaving the body alive in a comatose state as the invading spirit emerges from the primordial fog as a confused and wrathful ghost that attacks the nearest living creatures.
50–59 The deceased’s soul returns but the victim’s soul does not leave. The victim lives but now houses both souls, making the effects of the previous 4 phases of the ritual become permanent. Only a wish spell or an effect capable of extracting a soul can undo these effects.
60–69 The victim’s soul does not leave, and the deceased’s soul does not return. However, the body undergoes transformative necromantic effects, gaining the following traits:
Type. The creature’s type changes to undead (oni).
Speed. The creature’s speed increases by 5 feet, and its high and long jump distances are doubled.
Resistances. The creature gains resistance to cold, necrotic, and poison damage.
Vulnerabilities. The creature gains vulnerability to radiant damage and while in direct sunlight it has disadvantage on all ability checks, attack rolls, and saving throws.
Senses. The creature gains darkvision 60 feet and can see through areas obscured by mist or fog as if they were unobscured. If the creature already has darkvision, its range increases by 30 feet.
Haitoku. The creature gains immunity to the misted condition and increases its Haitoku score by 2d6.
70–79 The victim’s soul departs but the deceased does not return, leaving the body alive in a comatose state as the invading spirit emerges from the corrupting haze as a coherent and stable ghost under the control of the victim. When the victim uses the ghost’s Possession on their own body, they regain consciousness within their own body.
80–89 The ritual partially succeeds—the victim’s soul goes to the afterlife and the deceased’s soul inhabits the body. The body however suffers greatly from the process and necrotizes, gaining the addedo-oni template and only vague recollections of who they once were.
90–95 The ritual is fully successful: the deceased’s soul now occupies the victim’s body and the victim’s soul goes to their intended afterlife.
96–100 The ritual is extremely successful, even beyond the ritual’s expectations. The victim’s body is consumed by the Mists of Akuma and the primordial fog forms over the deceased’s soul. The deceased is reborn as a mistwraith witch and the victim’s soul is lost within the foul haze.
Mists of Akuma GM Screen (5E)
Adeddo-Oni: Misted condition level 8.
Onryo: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Hunchling: ?
Greater Onryo: ?
Gaki: ?
Bake-Kujira: ?
Adeddo-Oni Ninja: ?
Will-o'-Wisp: ?
Wight: ?
Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell 8 Death and transformation into adeddo-oni (page 137 of Mists of Akuma) Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect.
Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect.
Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Onryo: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Hunchling: ?
Greater Onryo: ?
Gaki: ?
Bake-Kujira: ?
Adeddo-Oni Ninja: ?
Will-o'-Wisp: ?
Wight: ?
Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell 8 Death and transformation into adeddo-oni (page 137 of Mists of Akuma) Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect.
Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect.
Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Mists of Akuma: Honorable Wills
Harionago, Harianago: ?
Umibozu: When a great collection of holy folk or umibo die at sea the souls can become lost within the abyss, drifting aimlessly in the alien depths rather than moving on into the afterlife. The lost spirits transform into an umibōzu, a blue-black mass with lidless staring eyes and a wide (even jovial) grin. They retain the psionic sensitivity of their mortal forms but lose their individuality down there in the void.
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Misted condition level 8.
Adeddo-Oni Hunchling ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samuari: ?
Adeddo-Oni Mage: ?
Fushin, The Dragon's Maiden, Harianago, Beautiful Maiden: In reality, the maiden is a harianago—two centuries ago a young adulterous woman named Fushin was drowned in the spring by her jealous husband while the other patrons watched and did nothing. Now she haunts the place, luring those foolish enough to follow her (especially married men) into a secluded part of the spring to mercilessly slay them, hiding the bones within an underwater cave.
Umibozu, Blue-Black Mass With Lidless Staring Eyes and a Wide Grin: ?
The Pet, Umibozu, Horrifying Umibozu, Fearsome Normally Rare Umibozu, Psionically-Attuned Sea Monster, Beast, Instrument of Death, Murderous Pet, Looming Black Shape: ?
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood: ?
Adeddo-Oni Samurai, Lackey: ?
Adeddo-Oni Mage, Lackey: ?
The Smirk, Ghost: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two ability scores, –1 to one ability score; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Umibozu: When a great collection of holy folk or umibo die at sea the souls can become lost within the abyss, drifting aimlessly in the alien depths rather than moving on into the afterlife. The lost spirits transform into an umibōzu, a blue-black mass with lidless staring eyes and a wide (even jovial) grin. They retain the psionic sensitivity of their mortal forms but lose their individuality down there in the void.
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Misted condition level 8.
Adeddo-Oni Hunchling ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samuari: ?
Adeddo-Oni Mage: ?
Fushin, The Dragon's Maiden, Harianago, Beautiful Maiden: In reality, the maiden is a harianago—two centuries ago a young adulterous woman named Fushin was drowned in the spring by her jealous husband while the other patrons watched and did nothing. Now she haunts the place, luring those foolish enough to follow her (especially married men) into a secluded part of the spring to mercilessly slay them, hiding the bones within an underwater cave.
Umibozu, Blue-Black Mass With Lidless Staring Eyes and a Wide Grin: ?
The Pet, Umibozu, Horrifying Umibozu, Fearsome Normally Rare Umibozu, Psionically-Attuned Sea Monster, Beast, Instrument of Death, Murderous Pet, Looming Black Shape: ?
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood: ?
Adeddo-Oni Samurai, Lackey: ?
Adeddo-Oni Mage, Lackey: ?
The Smirk, Ghost: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two ability scores, –1 to one ability score; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Mists of Akuma Iconic - Ayakashi, Performer Extraordinaire
Kanden, Necroji, Last of the Jitsuri-Teki Shinobi: ?
Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Adeddo-Oni, Undead Attacker: ?
Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Adeddo-Oni, Undead Attacker: ?
Mists of Akuma Iconic - Kanden, Last Shinobi of the Jitsuri-Teki
Kanden, Necroji Rogue 4, Necroji Ninja, Last Shinobi of the Jitsuri-Teki, Cunning Necroji Ninja, Undead Shinobi, Technological Abomination, Mechanized Undead, Powerful Invasive Tool, Undead Abomination: ?
Kanden, Necroji Rogue 7, Necroji Ninja, Last Shinobi of the Jitseru-Teki, Cunning Necroji Ninja, Undead Shinobi, Technological Abomination, Mechanized Undead, Powerful Invasive Tool, Undead Abomination: ?
Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Vengeful Ghost: ?
Ghost, Spirit of a Soldier: ?
Ghost, Poltergeist of a Slain Ninja, Spirit: ?
Kanden, Necroji Rogue 7, Necroji Ninja, Last Shinobi of the Jitseru-Teki, Cunning Necroji Ninja, Undead Shinobi, Technological Abomination, Mechanized Undead, Powerful Invasive Tool, Undead Abomination: ?
Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Vengeful Ghost: ?
Ghost, Spirit of a Soldier: ?
Ghost, Poltergeist of a Slain Ninja, Spirit: ?
Mists of Akuma Iconic - Lan, Self Proclaimed Immortal
Kanden, Necroji, Last of the Jitsuri-Teki Shinobi: ?
Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Mists of Akuma Iconic - Matsi Tsunamo, Private Eye For Hire
Kanden, Necroji, The Last of the Jitsuri-Teki Shinobi: ?
Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Mists of Akuma Iconic - Natsuko Hibike, Kamispeaker
Kanden, Necroji, The Last of the Jitsuri-Teki Shinobi: ?
Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Angry Ghost: ?
Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Angry Ghost: ?
Mists of Akuma Iconic - Piasu, Haiiro-Kishi Battle Brother
Kanden, Necroji, Last of the Jitsuri-Teki Shinobi: ?
Adeddo-Oni: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Adeddo-Oni, Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat, Undead Attacker, Lesser Thing, Zombie, Assailant: ?Red-Fleshed Shinobi, Murderer: ?
Simona, Necroji Black Market Trader: ?
Adeddo-Oni: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Adeddo-Oni, Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat, Undead Attacker, Lesser Thing, Zombie, Assailant: ?Red-Fleshed Shinobi, Murderer: ?
Simona, Necroji Black Market Trader: ?
Mists of Akuma Iconic - Rinna, The Rösoku-Urasan
Kanden, Necroji, Last of the Jitsuri-Teki Shinobi: ?
Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Massive Bakekujira, Whale: ?
Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Massive Bakekujira, Whale: ?
Mists of Akuma Iconic - Tomoe Masamune, The Crimson Blade
Kanden, Necroji, The Last of the Jitsuri-Teki Shinobi: ?
Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Mists of Akuma Iconics
Necroji: ?
Adeddo-Oni: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Adeddo-Oni, Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat, Undead Attacker, Lesser Thing, Zombie, Assailant: ?Adeddo-Oni Samurai, Dead Samurai: ?
Kanden, Necroji Rogue 4, Necroji Ninja, Last Shinobi of the Jitsuri-Teki, Cunning Necroji Ninja, Undead Shinobi, Technological Abomination, Mechanized Undead, Powerful Invasive Tool, Undead Abomination: ?
Kanden, Necroji Rogue 7, Necroji Ninja, Last Shinobi of the Jitseru-Teki, Cunning Necroji Ninja, Undead Shinobi, Technological Abomination, Mechanized Undead, Powerful Invasive Tool, Undead Abomination: ?
Vengeful Ghost: ?
Ghost, Spirit of a Soldier: ?
Ghost, Poltergeist of a Slain Ninja, Spirit: ?
Angry Ghost: ?
Simona, Necroji Black Market Trader: ?
Massive Bakekujira, Whale: ?
Adeddo-Oni: The corrupting fog [of the Mists of Akuma] transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat.
Adeddo-Oni, Bloodthirsty Adeddo-Oni, Monster That Seeks Only the Rending of Flesh and the Taste of Living Meat, Undead Attacker, Lesser Thing, Zombie, Assailant: ?Adeddo-Oni Samurai, Dead Samurai: ?
Kanden, Necroji Rogue 4, Necroji Ninja, Last Shinobi of the Jitsuri-Teki, Cunning Necroji Ninja, Undead Shinobi, Technological Abomination, Mechanized Undead, Powerful Invasive Tool, Undead Abomination: ?
Kanden, Necroji Rogue 7, Necroji Ninja, Last Shinobi of the Jitseru-Teki, Cunning Necroji Ninja, Undead Shinobi, Technological Abomination, Mechanized Undead, Powerful Invasive Tool, Undead Abomination: ?
Vengeful Ghost: ?
Ghost, Spirit of a Soldier: ?
Ghost, Poltergeist of a Slain Ninja, Spirit: ?
Angry Ghost: ?
Simona, Necroji Black Market Trader: ?
Massive Bakekujira, Whale: ?
Mists of Akuma: Komoro Toko's Menagerie
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Misted condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni: Samurai ?
Adeddo-Oni Mage: ?
Adeddo-Oni, Abomination With a Malevolent Heart That Beats With a Thirst for Blood: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two ability scores, –1 to one ability score; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Misted condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni: Samurai ?
Adeddo-Oni Mage: ?
Adeddo-Oni, Abomination With a Malevolent Heart That Beats With a Thirst for Blood: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two ability scores, –1 to one ability score; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Mists of Akuma: Revenge of the Pale Master
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Mage: ?
Gaki: Greedy and avaricious souls that fail to find peace in the afterlife never truly leave Soburin, their spirits instead transforming into insatiable oni.
Harionago: When an innocent young lover is tragically murdered—especially by their beloved—the harionago is the horrific result. Twisted by the injustice of their death these oni wander the countryside looking for revenge, driven by a rage so strong that even if destroyed they can rise again, never to rest until their murderer is dead.
Onryo: When a person dies feeling wronged—such as from a spouse’s infidelity or the disinheritance of a relative—their bodies may rise up to correct the injustice done to them.
Greater Onryo: ?
Adeddo-Oni, Minion: ?
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood: ?
Adeddo-Oni Samurai, Lackey: ?
Adeddo-Oni Mage, Lackey: ?
Gaki, Insatiable Oni, Most Common Types of Monster to Prey on the Prefecture: ?
Gaki, Cunning Predator: ?
Harionago, Horrific Result, Oni: ?
Onryo, Persistent Hunter: ?
Greater Onryo, Variant Onryo, Onryo With the Capacity for Causing Natural Disasters, Stronger Onryo, Being Capable of Great Disasters: ?
Gashadokuro, Massive Skeleton, Larger Ally: ?
Undead: Seiya’s remains are kept at the Graveyard of the Damned, a remote cemetery where the cremated corpses of murderers, madmen, and others believed to be at higher risk of rising as undead are kept—if Fujioka has returned from the dead, the priest would almost certainly know.
Shinzo the Eater, Ghost, Ghost of a Cannibalistic Murderer, Hungry Ghost, Most Vicious Inhabitant, Serial Killer, Fragment, Spirit, Spectral Form of an Older Man: Unfortunately one of the cemetery’s most vicious inhabitants, a serial killer named Shinzo the Eater that was recently interred after being killed by the watch, has burst forth from the grave. A tragic victim of a conflict of which he was an unwilling participant and fated by his name to a dreadful end, as a child Shinzo found himself the only survivor of a Hakaisuru raid on the small town where his family ran a traveller’s inn. When the attack occurred they took shelter in the cellar where a stray cannonball collapsed the building atop them, killing everyone except for Shinzo and trapping him in the rubble with only the corpse of his sister Haruka for company. Days passed and his mind broke—drawing the attentions of the Pale Master. Having been named after his ancestor (Shinzo Kitamura, founder of the Crimson Vigil), the necromancer saw an opportunity to forever dishonor the name and touched the already shattered youth’s psyche. Driven by hunger and corrupted by the ancient evil, Shinzo resorted to eating her corpse, trapped in the dark and sobbing even as he forced her flesh down his throat.
Days later he was rescued and eventually placed in an orphanage but he never truly escaped those terrible days in the dark; constantly tormented by dreams of fire, darkness, and the terrible taste of flesh. When he finally came of age and was released he found work in another inn before eventually succumbing to the terrible hunger that had been born within him. By the time he was caught Shinzo had murdered and devoured nine young women, each of them resembling his sister. His torments in the hells below have distilled his madness and hunger—separating it from the broken child that first spawned it and giving it a life of its own—and the preparations for the Pale Master’s ritual have provided that fragment with the means to drag itself back into the world of the living.
Ghost: ?
Ichizo Ando, The Pale Master, Malevolent Specter, Foul Undead Mage, Disembodied Specter, Necromancer, Ancient Evil, Ancient Necromancer, Specter, Foul Spirit, Even Greater Power: Ichizo Ando—vicious and cruel, both feared and hated by samurai and commoner alike—ruled Kizaki and the surrounding lands for decades before being slain. He murdered his family in order to obtain power, was known to eat the flesh of captured enemies, and flayed any servants or subordinates that displeased him. These stories and others (detailing all manner of macabre practices) were whispered among his subjects and beyond but despite the horrible nature of the tales they paled in comparison to the truth. Trained by a demonologist that spread his practices under the guise of an itinerant teacher, Ichizo developed an insatiable lust for power that sped him along the descent into darkness. As he aged and his mastery grew he began to lust after immortality, delving into necromancy, and from the Crimson Keep he sought out forbidden secrets and cast fel rituals that demanded blood sacrifice on an appalling scale. Ichizo’s evil and gradual necromantic transformation eventually garnered him the moniker “the Pale Master” by his remaining subordinates, a name spoken with utter dread.
Eventually knowledge of Ichizo’s blasphemous quest for immortality made its way to the ears of those capable of challenging him and a trio of famous adventurers were sought out in secret by a young nobleman named Shinzo Kitamura to free his land from the Pale Master’s monstrous rule. These three—a potent yamabushi named Maru Okita, the famous samurai duelist Ukiyo Machi, and a mage of great skill named Takanibu Imai—made their way to the Crimson Keep with Shinzo and attacked Ichizo while he was performing a great magical rite. They killed him but not before he transformed into a disembodied specter, twisted by the disrupted energies, and in an attempt to constrain his evil Maru invoked a great sutra that required the blood of all three heroes, anchoring the Pale Master’s soul to the seat of his rule before it could drift free and leaving him nearly powerless.
Specter: ?
Kiyoshi Muraoka, Vampire, Servant, Agent, True Master of Kizaki, Bengoshi, Slightly Older Lithe Man, Vicious Inhuman Predator, Villain, True Threat, Immortal Blood Drinking Monster, Evil Agent, Torturous Servant, Inhuman Monster That Seems to Be Immortal and Averse to the Light of Day, Nobleman, Dangerous Adversary: ?
Vampire Spawn, Sister, Sibling: ?
Vampire Spawn, Wife: ?
Vampire Spawn, Trusted Servant, Servant: ?
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Mage: ?
Gaki: Greedy and avaricious souls that fail to find peace in the afterlife never truly leave Soburin, their spirits instead transforming into insatiable oni.
Harionago: When an innocent young lover is tragically murdered—especially by their beloved—the harionago is the horrific result. Twisted by the injustice of their death these oni wander the countryside looking for revenge, driven by a rage so strong that even if destroyed they can rise again, never to rest until their murderer is dead.
Onryo: When a person dies feeling wronged—such as from a spouse’s infidelity or the disinheritance of a relative—their bodies may rise up to correct the injustice done to them.
Greater Onryo: ?
Adeddo-Oni, Minion: ?
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood: ?
Adeddo-Oni Samurai, Lackey: ?
Adeddo-Oni Mage, Lackey: ?
Gaki, Insatiable Oni, Most Common Types of Monster to Prey on the Prefecture: ?
Gaki, Cunning Predator: ?
Harionago, Horrific Result, Oni: ?
Onryo, Persistent Hunter: ?
Greater Onryo, Variant Onryo, Onryo With the Capacity for Causing Natural Disasters, Stronger Onryo, Being Capable of Great Disasters: ?
Gashadokuro, Massive Skeleton, Larger Ally: ?
Undead: Seiya’s remains are kept at the Graveyard of the Damned, a remote cemetery where the cremated corpses of murderers, madmen, and others believed to be at higher risk of rising as undead are kept—if Fujioka has returned from the dead, the priest would almost certainly know.
Shinzo the Eater, Ghost, Ghost of a Cannibalistic Murderer, Hungry Ghost, Most Vicious Inhabitant, Serial Killer, Fragment, Spirit, Spectral Form of an Older Man: Unfortunately one of the cemetery’s most vicious inhabitants, a serial killer named Shinzo the Eater that was recently interred after being killed by the watch, has burst forth from the grave. A tragic victim of a conflict of which he was an unwilling participant and fated by his name to a dreadful end, as a child Shinzo found himself the only survivor of a Hakaisuru raid on the small town where his family ran a traveller’s inn. When the attack occurred they took shelter in the cellar where a stray cannonball collapsed the building atop them, killing everyone except for Shinzo and trapping him in the rubble with only the corpse of his sister Haruka for company. Days passed and his mind broke—drawing the attentions of the Pale Master. Having been named after his ancestor (Shinzo Kitamura, founder of the Crimson Vigil), the necromancer saw an opportunity to forever dishonor the name and touched the already shattered youth’s psyche. Driven by hunger and corrupted by the ancient evil, Shinzo resorted to eating her corpse, trapped in the dark and sobbing even as he forced her flesh down his throat.
Days later he was rescued and eventually placed in an orphanage but he never truly escaped those terrible days in the dark; constantly tormented by dreams of fire, darkness, and the terrible taste of flesh. When he finally came of age and was released he found work in another inn before eventually succumbing to the terrible hunger that had been born within him. By the time he was caught Shinzo had murdered and devoured nine young women, each of them resembling his sister. His torments in the hells below have distilled his madness and hunger—separating it from the broken child that first spawned it and giving it a life of its own—and the preparations for the Pale Master’s ritual have provided that fragment with the means to drag itself back into the world of the living.
Ghost: ?
Ichizo Ando, The Pale Master, Malevolent Specter, Foul Undead Mage, Disembodied Specter, Necromancer, Ancient Evil, Ancient Necromancer, Specter, Foul Spirit, Even Greater Power: Ichizo Ando—vicious and cruel, both feared and hated by samurai and commoner alike—ruled Kizaki and the surrounding lands for decades before being slain. He murdered his family in order to obtain power, was known to eat the flesh of captured enemies, and flayed any servants or subordinates that displeased him. These stories and others (detailing all manner of macabre practices) were whispered among his subjects and beyond but despite the horrible nature of the tales they paled in comparison to the truth. Trained by a demonologist that spread his practices under the guise of an itinerant teacher, Ichizo developed an insatiable lust for power that sped him along the descent into darkness. As he aged and his mastery grew he began to lust after immortality, delving into necromancy, and from the Crimson Keep he sought out forbidden secrets and cast fel rituals that demanded blood sacrifice on an appalling scale. Ichizo’s evil and gradual necromantic transformation eventually garnered him the moniker “the Pale Master” by his remaining subordinates, a name spoken with utter dread.
Eventually knowledge of Ichizo’s blasphemous quest for immortality made its way to the ears of those capable of challenging him and a trio of famous adventurers were sought out in secret by a young nobleman named Shinzo Kitamura to free his land from the Pale Master’s monstrous rule. These three—a potent yamabushi named Maru Okita, the famous samurai duelist Ukiyo Machi, and a mage of great skill named Takanibu Imai—made their way to the Crimson Keep with Shinzo and attacked Ichizo while he was performing a great magical rite. They killed him but not before he transformed into a disembodied specter, twisted by the disrupted energies, and in an attempt to constrain his evil Maru invoked a great sutra that required the blood of all three heroes, anchoring the Pale Master’s soul to the seat of his rule before it could drift free and leaving him nearly powerless.
Specter: ?
Kiyoshi Muraoka, Vampire, Servant, Agent, True Master of Kizaki, Bengoshi, Slightly Older Lithe Man, Vicious Inhuman Predator, Villain, True Threat, Immortal Blood Drinking Monster, Evil Agent, Torturous Servant, Inhuman Monster That Seems to Be Immortal and Averse to the Light of Day, Nobleman, Dangerous Adversary: ?
Vampire Spawn, Sister, Sibling: ?
Vampire Spawn, Wife: ?
Vampire Spawn, Trusted Servant, Servant: ?
Mists of Akuma: Scourge of Robai Shita Temple
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Misted condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood: ?
Adeddo-Oni Hunchling, Humanoid Shape, Monstrous Oni: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your fists and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Misted condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood: ?
Adeddo-Oni Hunchling, Humanoid Shape, Monstrous Oni: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your fists and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Mists of Akuma: Seven Grains of Rice
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Misted condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Mage: ?
Adeddo-Oni, Ravenous Undead, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood: ?
Adeddo-Oni Samurai, Lackey: ?
Adeddo-Oni Mage, Lackey: ?
Bake-Kujira: ?
Gaki: ?
Onryo: ?
Greater Onryo: ?
Undead: ?
Ghost: ?
Ghoul: ?
Skeletal Archer: ?
Wight: ?
Will-o'-Wisp: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, +1 to two ability scores, –1 to one ability score; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
These effects are not constant, but they are frequent and obvious when they occur. Your effects should be unique to your character, but here are some examples:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised even slightly your image stretches and distorts to make you appear larger and more demonic than you are.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
Misted condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Ninja: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Mage: ?
Adeddo-Oni, Ravenous Undead, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood: ?
Adeddo-Oni Samurai, Lackey: ?
Adeddo-Oni Mage, Lackey: ?
Bake-Kujira: ?
Gaki: ?
Onryo: ?
Greater Onryo: ?
Undead: ?
Ghost: ?
Ghoul: ?
Skeletal Archer: ?
Wight: ?
Will-o'-Wisp: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, +1 to two ability scores, –1 to one ability score; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
These effects are not constant, but they are frequent and obvious when they occur. Your effects should be unique to your character, but here are some examples:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised even slightly your image stretches and distorts to make you appear larger and more demonic than you are.
Mists of Akuma: The Yai Sovereign of Storms
Tekihakai, Gaki Chef: ?
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddooni.
Misted condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Ninja: ?
Gaki: Greedy and avaricious souls that fail to find peace in the afterlife never truly leave Soburin, their spirits instead transforming into insatiable oni.
Gashadokuro: ?
Gashadokuro, Massive Skeleton: ?
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood, Foul Undead: ?
Necroji: ?
Markus the Machinist, Necroji, Undead Necroscientist: ?
Undead: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier.
Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your fists and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddooni.
Misted condition level 8.
Adeddo-Oni Hunchling: ?
Adeddo-Oni Samurai: ?
Adeddo-Oni Ninja: ?
Gaki: Greedy and avaricious souls that fail to find peace in the afterlife never truly leave Soburin, their spirits instead transforming into insatiable oni.
Gashadokuro: ?
Gashadokuro, Massive Skeleton: ?
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood, Foul Undead: ?
Necroji: ?
Markus the Machinist, Necroji, Undead Necroscientist: ?
Undead: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier.
Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your fists and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Mists of Akuma: Trade War Adventure Path (5E)
Gaki: Greedy and avaricious souls that fail to find peace in the afterlife never truly leave Soburin, their spirits instead transforming into insatiable oni.
Ichizo Ando, The Pale Master, Long-Defeated Evil, Ancient Enemy, Ancient Necromancer, Necromancer, Dark One, Malevolent Specter, Foul Undead Mage, Disembodied Specter, Master, Specter, Foul Spirit, Dark Master, Even Greater Power, Despicable Ally, Primordial Evil Entity, Cannibal Specter, Robed Figure, Skeletal Lord, Ancient Evil, Skeletal Sorcerer: Ichizo Ando—vicious and cruel, both feared and hated by samurai and commoner alike—ruled Kizaki and the surrounding lands for decades before being slain. He murdered his family in order to obtain power, was known to eat the flesh of captured enemies, and flayed any servants or subordinates that displeased him. These stories and others (detailing all manner of macabre practices) were whispered among his subjects and beyond but despite the horrible nature of the tales they paled in comparison to the truth. Trained by a demonologist that spread his practices under the guise of an itinerant teacher, Ichizo developed an insatiable lust for power that sped him along the descent into darkness. As he aged and his mastery grew he began to lust after immortality, delving into necromancy, and from the Hone-Noroi Keep he sought out forbidden secrets and cast fell rituals that demanded blood sacrifice on an appalling scale. Ichizo’s evil and gradual necromantic transformation eventually garnered him the moniker “the Pale Master” by his remaining subordinates, a name spoken with utter dread.
Knowledge of Ichizo’s blasphemous quest for immortality made its way to the ears of those capable of challenging him and a trio of famous adventurers were sought out in secret by a young nobleman named Shinzo Kitamura to free his land from the Pale Master’s monstrous rule. These three—a potent yamabushi named Maru Okita, the famous samurai duelist Ukiyo Machi, and a mage of great skill named Takanibu Imai—made their way to the Hone-Noroi Keep with Shinzo and attacked Ichizo while he was performing a great magical rite. They killed him but not before he transformed into a disembodied specter, twisted by the disrupted energies, and in an attempt to constrain his evil Maru invoked a great sutra that required the blood of all three heroes, anchoring the Pale Master’s soul to the seat of his rule before it could drift free to leave him nearly powerless.
Harionago, Harianago: When an innocent young lover is tragically murdered—especially by their beloved—the harionago is the horrific result. Twisted by the injustice of their death these oni wander the countryside looking for revenge, driven by a rage so strong that even if destroyed they can rise again, never to rest until their murderer is dead.
Onryo: When a person dies feeling wronged—from a spouse’s infidelity or the disinheritance of a relative—their bodies may rise up to correct the injustice done to them.
Greater Onryo: ?
Necromage: Along with the four bone outposts around Hone-Noroi Keep the Pale Master has animated a quartet of necromages.
Even so there is staunch opposition awaiting them (undead necromancers animated by the Pale Master) and Hone-Noroi Keep itself resists them.
Undead Samurai: ?
Skeleton Warrior: ?
Skeleton Archer, Skeletal Archer: ?
Undead Dire Wolf: ?
Adeddo Dire Wolf: ?
Abominable Dire Wolf: ?
Jiang-Shi: ?
Gundan-Oni, Dreaded Gundan-Oni: Spoken of in legend with the same fear shown to gashadokuro, the dreaded gundan-oni is a creature formed from piles of the dead. This is more than a simple reanimated corpse or gargantuan amalgamation of skeletons however for the dreaded monster is the culmination of dozens, scores, and sometimes even hundreds of the fallen, all of their rotting flesh and coagulated blood working into its form—it is a walking shrine to the dead.
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
When Muraoka is destroyed in this accursed tower instead of transforming into mist, his spirit is torn apart into wisps that seek to bind to the adventurers’ souls. A PC requires no saving throw to resist it successfully but any that accept its presence recover as if they have just finished a long rest and if they haven’t yet done so while within Hone-Noroi Keep, gain a level.
This is Mists of Akuma however and there’s a cost for this bounty: the PC’s Haitoku increases by 1d12 the next time they complete a long rest (possibly transforming them into adeddo-oni that will make for a great villain in another campaign).
A humanoid slain in this way [by the Pale Master's Pale Touch power] rises immediately as an adeddo-oni under his control.
Exactly what the adventurers do—and if they all remain as they are, assuming that none accepted Muraoka’s “gift” and turn into adeddo-oni—is in their hands.
Chaotic oni, Imperial Dragons, and rogue Kengen generals each pose a great threat to the clans but nothing menaces the continent like the Mists of Akuma. The corrupting fog is remembered through whispered myths from the ancient past (before even the Ichizoku Wars) and it has returned once more to terrify the populace, sowing chaos across the land. Since their reappearance demons and oni have been growing more common, but worse than that is what happens to men or beasts who find themselves exposed to the cursed haze for too long—changing into horrific monsters intent only on bloodlust and violence.
Adeddo-Oni Hunchling: Gundan-Oni lair action.
Adeddo-Oni Ninja: ?
Adeddo-Oni Samurai: The middle of the gundan-oni’s face has a kind of augmetic eye, similar to but larger and cruder than Shigeru’s. It glows every time the gundan-oni takes an action. It can be targeted like normal augmetics (AC 23). If an attack made against the eye deals 25 points of damage at once, the gundan-oni falls apart, leaving behind an adeddo-oni samurai.
Adeddo-Oni Mage: ?
Tekihakai, Gaki Chef: ?
Gaki, Insatiable Oni, Most Common Type of Monster to Prey on the Prefecture, Oni: ?
Gaki, Cunning Predator: ?
Greater Onryo, Onryo With the Capacity for Causing Natural Disasters, Stronger Onryo, Being Capable of Great Disasters: ?
Necromage, Undead Necromancer, Undead Defender: ?
Undead Samurai, Undead Defender: ?
Harionago, Horrific Result, Oni: ?
Undead Dire Wolf, Skinless Amalgamation of Wolf Corpses: ?
Adeddo Dire Wolf, Undead Wolf: ?
Abominable Dire Wolf, Freakish Wolf-Like Monstrosity: ?
Jiang-Shi, Undead Oni, Emaciated Creature: ?
Gundan-Oni, Large Figure, Conglomeration of Human Bodies, Creature Formed From Piles of the Dead, Dreaded Monster, Walking Shrine to the Dead, Undead Giant: ?
Reanimated Corpse: ?
Gargantuan Amalgamation of Skeletons: ?
Adeddo-Oni Hunchling, Humanoid Shape, Monstrous Oni: ?
Adeddo-Oni Ninja, Red-Skinned Adeddo-Oni: ?
Adeddo-Oni Hunchling, Gruesome Figure: ?
Adeddo-Oni Ninja, Gruesome Figure: ?
Adeddo-Oni Samurai, Gruesome Figure: ?
Adeddo-Oni Ninja, Monstrous Ninja: ?
Adeddo-Oni, Fool: ?
Adeddo-Oni Hunchling, Guard: ?
Adeddo-Oni Samurai, Guard: ?
Adeddo-Oni, Minion: ?
Adeddo-Oni Samurai, Lackey: ?
Adeddo-Oni Mage, Lackey: ?
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood, Foul Undead, Horrific Monster Intent Only on Bloodlust and Violence, Feral Zombie: ?
Necroji: ?
Markus the Machinist, Necroji, Undead Necroscientist: ?
Bake-Kujira: ?
Gashadokuro, Massive Skeleton: ?
Manananggal: A humanoid slain by the penanggalen’s bite rises the following night as a manananggal under the penanggalen’s control.
Undead: Seiya’s remains are kept at the Graveyard of the Damned, a remote cemetery where the cremated corpses of murderers, madmen, and others believed to be at higher risk of rising as undead are kept—if Fujioka has returned from the dead, the priest would almost certainly know.
Ghost of a Dead Noble, Enigmatic Monster: ?
Shinzo the Eater, Ghost, Ghost of a Cannibalistic Murderer, Hungry Ghost, Most Vicious Inhabitant, Serial Killer, Spirit, Spectral Form of an Older Man, Enraged Ghost: The ghost of a cannibalistic murderer descendant of Shinzo Kitamura that lurks in the Kizaki Graveyard, brought to madness and despair before rising once more.
Unfortunately one of the cemetery’s most vicious inhabitants, a serial killer named Shinzo the Eater that was recently interred after being killed by the watch, has burst forth from the grave. A tragic victim of a conflict of which he was an unwilling participant and fated by his name to a dreadful end, as a child Shinzo found himself the only survivor of a Hakaisuru raid on the small town where his family ran a traveller’s inn. When the attack occurred they took shelter in the cellar where a stray cannonball collapsed the building atop them, killing everyone except for Shinzo and trapping him in the rubble with only the corpse of his sister Haruka for company. Days passed and his mind broke—drawing the attentions of the Pale Master. Having been named after his ancestor (Shinzo Kitamura, witness of the Crimson Vigil) the necromancer saw an opportunity to forever dishonor the name and touched the already shattered youth’s psyche. Driven by hunger and corrupted by the ancient evil, Shinzo resorted to eating her corpse, trapped in the dark and sobbing even as he forced her flesh down his throat.
Days later he was rescued and eventually placed in an orphanage but he never truly escaped those terrible days in the dark; constantly tormented by dreams of fire, darkness, and the terrible taste of flesh. When he finally came of age and was released he found work in another inn before eventually succumbing to the terrible hunger that had been born within him. By the time he was caught Shinzo had murdered and devoured nine young women, each of them resembling his sister. His torments in the hells below have distilled his madness and hunger—separating it from the broken child that first spawned it and giving it a life of its own—and the preparations for the Pale Master’s ritual have provided that fragment with the means to drag itself back into the world of the living.
Ghost: ?
Ghoul: ?
Shadow: ?
Skeleton: ?
Specter: ?
Kiyoshi Muraoka, Vampire, Vampire Servant, Chief Servant, Servant, Agent, True Master of Kizaki, Bengoshi, Slightly Older Lithe Man, Advisor, Great Friend to Kizaki, Vicious Inhuman Predator, Villain, True Threat, Immortal Blood Drinking Monster, Evil Agent, Torturous Servant, Inhuman Monster That Seem Immortal and Averse to the Light of Day, Dangerous Adversary: ?
Vampire Spawn: ?
Vampire Spawn, Sister, Sibling: ?
Vampire Spawn, Wife: ?
Vampire Spawn, Trusted Servant: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Evil Spirit: ?
Zombie: ?
When fighting inside of the well of Itami, the gundan-oni can affect its environment. On initiative count 20 (losing all initiative ties), the gundan-oni can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.
An adeddo-oni hunchling reanimates from one of the bodies and crawls out of the cavern walls.
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Ichizo Ando, The Pale Master, Long-Defeated Evil, Ancient Enemy, Ancient Necromancer, Necromancer, Dark One, Malevolent Specter, Foul Undead Mage, Disembodied Specter, Master, Specter, Foul Spirit, Dark Master, Even Greater Power, Despicable Ally, Primordial Evil Entity, Cannibal Specter, Robed Figure, Skeletal Lord, Ancient Evil, Skeletal Sorcerer: Ichizo Ando—vicious and cruel, both feared and hated by samurai and commoner alike—ruled Kizaki and the surrounding lands for decades before being slain. He murdered his family in order to obtain power, was known to eat the flesh of captured enemies, and flayed any servants or subordinates that displeased him. These stories and others (detailing all manner of macabre practices) were whispered among his subjects and beyond but despite the horrible nature of the tales they paled in comparison to the truth. Trained by a demonologist that spread his practices under the guise of an itinerant teacher, Ichizo developed an insatiable lust for power that sped him along the descent into darkness. As he aged and his mastery grew he began to lust after immortality, delving into necromancy, and from the Hone-Noroi Keep he sought out forbidden secrets and cast fell rituals that demanded blood sacrifice on an appalling scale. Ichizo’s evil and gradual necromantic transformation eventually garnered him the moniker “the Pale Master” by his remaining subordinates, a name spoken with utter dread.
Knowledge of Ichizo’s blasphemous quest for immortality made its way to the ears of those capable of challenging him and a trio of famous adventurers were sought out in secret by a young nobleman named Shinzo Kitamura to free his land from the Pale Master’s monstrous rule. These three—a potent yamabushi named Maru Okita, the famous samurai duelist Ukiyo Machi, and a mage of great skill named Takanibu Imai—made their way to the Hone-Noroi Keep with Shinzo and attacked Ichizo while he was performing a great magical rite. They killed him but not before he transformed into a disembodied specter, twisted by the disrupted energies, and in an attempt to constrain his evil Maru invoked a great sutra that required the blood of all three heroes, anchoring the Pale Master’s soul to the seat of his rule before it could drift free to leave him nearly powerless.
Harionago, Harianago: When an innocent young lover is tragically murdered—especially by their beloved—the harionago is the horrific result. Twisted by the injustice of their death these oni wander the countryside looking for revenge, driven by a rage so strong that even if destroyed they can rise again, never to rest until their murderer is dead.
Onryo: When a person dies feeling wronged—from a spouse’s infidelity or the disinheritance of a relative—their bodies may rise up to correct the injustice done to them.
Greater Onryo: ?
Necromage: Along with the four bone outposts around Hone-Noroi Keep the Pale Master has animated a quartet of necromages.
Even so there is staunch opposition awaiting them (undead necromancers animated by the Pale Master) and Hone-Noroi Keep itself resists them.
Undead Samurai: ?
Skeleton Warrior: ?
Skeleton Archer, Skeletal Archer: ?
Undead Dire Wolf: ?
Adeddo Dire Wolf: ?
Abominable Dire Wolf: ?
Jiang-Shi: ?
Gundan-Oni, Dreaded Gundan-Oni: Spoken of in legend with the same fear shown to gashadokuro, the dreaded gundan-oni is a creature formed from piles of the dead. This is more than a simple reanimated corpse or gargantuan amalgamation of skeletons however for the dreaded monster is the culmination of dozens, scores, and sometimes even hundreds of the fallen, all of their rotting flesh and coagulated blood working into its form—it is a walking shrine to the dead.
Adeddo-Oni: The Mists of Akuma change people, transforming them into abominations with malevolent dead hearts that beat with a thirst for blood.
Giants, monstrosities, and any creature type other than beast or undead can become adeddo-oni.
When Muraoka is destroyed in this accursed tower instead of transforming into mist, his spirit is torn apart into wisps that seek to bind to the adventurers’ souls. A PC requires no saving throw to resist it successfully but any that accept its presence recover as if they have just finished a long rest and if they haven’t yet done so while within Hone-Noroi Keep, gain a level.
This is Mists of Akuma however and there’s a cost for this bounty: the PC’s Haitoku increases by 1d12 the next time they complete a long rest (possibly transforming them into adeddo-oni that will make for a great villain in another campaign).
A humanoid slain in this way [by the Pale Master's Pale Touch power] rises immediately as an adeddo-oni under his control.
Exactly what the adventurers do—and if they all remain as they are, assuming that none accepted Muraoka’s “gift” and turn into adeddo-oni—is in their hands.
Chaotic oni, Imperial Dragons, and rogue Kengen generals each pose a great threat to the clans but nothing menaces the continent like the Mists of Akuma. The corrupting fog is remembered through whispered myths from the ancient past (before even the Ichizoku Wars) and it has returned once more to terrify the populace, sowing chaos across the land. Since their reappearance demons and oni have been growing more common, but worse than that is what happens to men or beasts who find themselves exposed to the cursed haze for too long—changing into horrific monsters intent only on bloodlust and violence.
Adeddo-Oni Hunchling: Gundan-Oni lair action.
Adeddo-Oni Ninja: ?
Adeddo-Oni Samurai: The middle of the gundan-oni’s face has a kind of augmetic eye, similar to but larger and cruder than Shigeru’s. It glows every time the gundan-oni takes an action. It can be targeted like normal augmetics (AC 23). If an attack made against the eye deals 25 points of damage at once, the gundan-oni falls apart, leaving behind an adeddo-oni samurai.
Adeddo-Oni Mage: ?
Tekihakai, Gaki Chef: ?
Gaki, Insatiable Oni, Most Common Type of Monster to Prey on the Prefecture, Oni: ?
Gaki, Cunning Predator: ?
Greater Onryo, Onryo With the Capacity for Causing Natural Disasters, Stronger Onryo, Being Capable of Great Disasters: ?
Necromage, Undead Necromancer, Undead Defender: ?
Undead Samurai, Undead Defender: ?
Harionago, Horrific Result, Oni: ?
Undead Dire Wolf, Skinless Amalgamation of Wolf Corpses: ?
Adeddo Dire Wolf, Undead Wolf: ?
Abominable Dire Wolf, Freakish Wolf-Like Monstrosity: ?
Jiang-Shi, Undead Oni, Emaciated Creature: ?
Gundan-Oni, Large Figure, Conglomeration of Human Bodies, Creature Formed From Piles of the Dead, Dreaded Monster, Walking Shrine to the Dead, Undead Giant: ?
Reanimated Corpse: ?
Gargantuan Amalgamation of Skeletons: ?
Adeddo-Oni Hunchling, Humanoid Shape, Monstrous Oni: ?
Adeddo-Oni Ninja, Red-Skinned Adeddo-Oni: ?
Adeddo-Oni Hunchling, Gruesome Figure: ?
Adeddo-Oni Ninja, Gruesome Figure: ?
Adeddo-Oni Samurai, Gruesome Figure: ?
Adeddo-Oni Ninja, Monstrous Ninja: ?
Adeddo-Oni, Fool: ?
Adeddo-Oni Hunchling, Guard: ?
Adeddo-Oni Samurai, Guard: ?
Adeddo-Oni, Minion: ?
Adeddo-Oni Samurai, Lackey: ?
Adeddo-Oni Mage, Lackey: ?
Adeddo-Oni, Abomination With a Malevolent Dead Heart That Beats With a Thirst for Blood, Foul Undead, Horrific Monster Intent Only on Bloodlust and Violence, Feral Zombie: ?
Necroji: ?
Markus the Machinist, Necroji, Undead Necroscientist: ?
Bake-Kujira: ?
Gashadokuro, Massive Skeleton: ?
Manananggal: A humanoid slain by the penanggalen’s bite rises the following night as a manananggal under the penanggalen’s control.
Undead: Seiya’s remains are kept at the Graveyard of the Damned, a remote cemetery where the cremated corpses of murderers, madmen, and others believed to be at higher risk of rising as undead are kept—if Fujioka has returned from the dead, the priest would almost certainly know.
Ghost of a Dead Noble, Enigmatic Monster: ?
Shinzo the Eater, Ghost, Ghost of a Cannibalistic Murderer, Hungry Ghost, Most Vicious Inhabitant, Serial Killer, Spirit, Spectral Form of an Older Man, Enraged Ghost: The ghost of a cannibalistic murderer descendant of Shinzo Kitamura that lurks in the Kizaki Graveyard, brought to madness and despair before rising once more.
Unfortunately one of the cemetery’s most vicious inhabitants, a serial killer named Shinzo the Eater that was recently interred after being killed by the watch, has burst forth from the grave. A tragic victim of a conflict of which he was an unwilling participant and fated by his name to a dreadful end, as a child Shinzo found himself the only survivor of a Hakaisuru raid on the small town where his family ran a traveller’s inn. When the attack occurred they took shelter in the cellar where a stray cannonball collapsed the building atop them, killing everyone except for Shinzo and trapping him in the rubble with only the corpse of his sister Haruka for company. Days passed and his mind broke—drawing the attentions of the Pale Master. Having been named after his ancestor (Shinzo Kitamura, witness of the Crimson Vigil) the necromancer saw an opportunity to forever dishonor the name and touched the already shattered youth’s psyche. Driven by hunger and corrupted by the ancient evil, Shinzo resorted to eating her corpse, trapped in the dark and sobbing even as he forced her flesh down his throat.
Days later he was rescued and eventually placed in an orphanage but he never truly escaped those terrible days in the dark; constantly tormented by dreams of fire, darkness, and the terrible taste of flesh. When he finally came of age and was released he found work in another inn before eventually succumbing to the terrible hunger that had been born within him. By the time he was caught Shinzo had murdered and devoured nine young women, each of them resembling his sister. His torments in the hells below have distilled his madness and hunger—separating it from the broken child that first spawned it and giving it a life of its own—and the preparations for the Pale Master’s ritual have provided that fragment with the means to drag itself back into the world of the living.
Ghost: ?
Ghoul: ?
Shadow: ?
Skeleton: ?
Specter: ?
Kiyoshi Muraoka, Vampire, Vampire Servant, Chief Servant, Servant, Agent, True Master of Kizaki, Bengoshi, Slightly Older Lithe Man, Advisor, Great Friend to Kizaki, Vicious Inhuman Predator, Villain, True Threat, Immortal Blood Drinking Monster, Evil Agent, Torturous Servant, Inhuman Monster That Seem Immortal and Averse to the Light of Day, Dangerous Adversary: ?
Vampire Spawn: ?
Vampire Spawn, Sister, Sibling: ?
Vampire Spawn, Wife: ?
Vampire Spawn, Trusted Servant: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Evil Spirit: ?
Zombie: ?
When fighting inside of the well of Itami, the gundan-oni can affect its environment. On initiative count 20 (losing all initiative ties), the gundan-oni can use one of its lair action options. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.
An adeddo-oni hunchling reanimates from one of the bodies and crawls out of the cavern walls.
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas, in battle or out.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Monarchies of Mau Core Rulebook
Undead, Undead Monster: ?
Undead Servant: Animate Dead spell.
Create Undead spell.
Bone Burr: Small, silver insects often infest bones scattered in the wilderness. Through some sort of strange magic, the bugs animate the bones and attack anyone who comes too close.
Animate Dead spell.
Create Undead spell.
Zombie, The Walking Dead: Occasionally, the spirits of the dead can reclaim their original bodies, whether through a mancer’s spells or the machinations of the Unseen. Occasionally, some strange magic left behind by the Old Ones gets into the dead and animates them for bizarre and alien purposes. Whatever the method behind their resurrection, the walking dead are monstrosities that many adventurers face.
Animate Dead spell.
Create Undead spell.
Monstrosity: ?
Animate Dead
Mancer Level 4
Casting Time: 1 minute Range: 10 feet Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse within range. The target becomes a bone burr (p. 194) if you chose bones or a zombie (p. 208) if you chose a corpse.
On each of your turns, you can use a bonus action to mentally command any undead you made with this spell if the undead is within 60 feet of you (if you control multiple undead, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the undead will take and where it will move during its next turn, or you can issue a general command, such as “guard that chamber” or “follow that dog.” If you issue no commands, the undead only defends itself against hostile characters. Once given an order, the undead continues to follow it until its task is complete.
The undead is under your control until the next sunset, after which it stops obeying any command you’ve given it. To maintain control of the undead for another day, you must cast this spell on the undead again before sun sets. This use of the spell reasserts your control over up to four undead characters you have animated with this spell, rather than animating a new one.
Create Undead
Mancer Level 5
Casting Time: 1 minute Range: 10 feet Duration: Instantaneous
This spell creates up to three undead servants. Choose up to three piles of bones or corpses within range. Each target becomes a bone burr (p. 194) if you chose bones or a zombie (p. 208) if you chose a corpse.
On each of your turns, you can use a bonus action to mentally command any undead you made with this spell if the undead is within 60 feet of you (if you control multiple undead, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the undead will take and where it will move
during its next turn, or you can issue a general command, such as “guard that chamber” or “follow that dog.” If you issue no commands, the undead only defends itself against hostile characters. Once given an order, the undead continues to follow it until its task is complete.
The undead is under your control until the next sunset, after which it stops obeying any command you’ve given it. To maintain control of the undead for another day, you must cast this spell on the undead again before sun sets. This use of the spell reasserts your control over up to six undead characters you have animated with this spell, rather than animating new ones.
Undead Servant: Animate Dead spell.
Create Undead spell.
Bone Burr: Small, silver insects often infest bones scattered in the wilderness. Through some sort of strange magic, the bugs animate the bones and attack anyone who comes too close.
Animate Dead spell.
Create Undead spell.
Zombie, The Walking Dead: Occasionally, the spirits of the dead can reclaim their original bodies, whether through a mancer’s spells or the machinations of the Unseen. Occasionally, some strange magic left behind by the Old Ones gets into the dead and animates them for bizarre and alien purposes. Whatever the method behind their resurrection, the walking dead are monstrosities that many adventurers face.
Animate Dead spell.
Create Undead spell.
Monstrosity: ?
Animate Dead
Mancer Level 4
Casting Time: 1 minute Range: 10 feet Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse within range. The target becomes a bone burr (p. 194) if you chose bones or a zombie (p. 208) if you chose a corpse.
On each of your turns, you can use a bonus action to mentally command any undead you made with this spell if the undead is within 60 feet of you (if you control multiple undead, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the undead will take and where it will move during its next turn, or you can issue a general command, such as “guard that chamber” or “follow that dog.” If you issue no commands, the undead only defends itself against hostile characters. Once given an order, the undead continues to follow it until its task is complete.
The undead is under your control until the next sunset, after which it stops obeying any command you’ve given it. To maintain control of the undead for another day, you must cast this spell on the undead again before sun sets. This use of the spell reasserts your control over up to four undead characters you have animated with this spell, rather than animating a new one.
Create Undead
Mancer Level 5
Casting Time: 1 minute Range: 10 feet Duration: Instantaneous
This spell creates up to three undead servants. Choose up to three piles of bones or corpses within range. Each target becomes a bone burr (p. 194) if you chose bones or a zombie (p. 208) if you chose a corpse.
On each of your turns, you can use a bonus action to mentally command any undead you made with this spell if the undead is within 60 feet of you (if you control multiple undead, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the undead will take and where it will move
during its next turn, or you can issue a general command, such as “guard that chamber” or “follow that dog.” If you issue no commands, the undead only defends itself against hostile characters. Once given an order, the undead continues to follow it until its task is complete.
The undead is under your control until the next sunset, after which it stops obeying any command you’ve given it. To maintain control of the undead for another day, you must cast this spell on the undead again before sun sets. This use of the spell reasserts your control over up to six undead characters you have animated with this spell, rather than animating new ones.
Monster Monster Vampire
Battle-Hardened Vampire: Perhaps it’s the remnant of an once proud and noble warrior that suffered a terrible fate at the hands of a more powerful vampire and was turned to a monster or it could be a degenerate warlord that sought to prevent old age through the curse of undeath.
Demonic Vampire: Some particularly vile men and women may be rewarded with a special “life insurance policy.” If slain, they rise from the dead as a form of vampire that is part undead, part extra-planar… and all evil.
Feral Vampire: ?
Seductive Vampire: ?
Urban Vampire: ?
Black Anne, Demonic Vampire: For decades, Black Anne and her cult of witches terrorized remote northern islands. While coven members came and went—claimed by old age, sacrifice to the dark powers they drew power from, or the weapons of righteous adventurers, Anne avoided death’s icy grip. She was a favored servant of a god of ultimate evil, and she maintained her youth through evil rites that involved bathing in the blood of children.
Eventually, a union of villagers who were tired of their children vanishing, and a group of outraged and devoted adventurers, cornered Anne and her coven and slaughtered each and every one of them. For Anne, they reserved the traditional witch’s death—burning at the stake—and as the fire consumed her, she screamed a promise that she would rise again and end the bloodlines forever of all who were involved in her downfall.
It may take days, weeks, or centuries, but the dark forces that favored Black Anne make sure that she can deliver on her promise. She rises from the ashes of her pyre as a demonic vampire and sets about her revenge.
Death's Whisper, Urban Vampire, Vampire of Advanced Age: ?
Chief Ajuras, Battle-Hardened Vampire, Full Vampire: Chief Ajuras was once a proud warrior defending his father’s lands from the creatures of the night. When his father died, Ajuras, now chief, started the customary three days of mourning, praying and meditation secluded in a distant residence as were the customs of his ancestors when attaining the throne. In the middle of the third night he was woken by a crying, thin woman of small frame outside his door. She begged him for food. Chief Ajuras, breaking custom invited the woman in and offered her food and water. The moment Ajuras let down his guard, the vampiress attacked. As Chief Ajuras was dying, heirless, she whispered to him that it wouldn’t end there for him. He would become her plaything. But the vampiress underestimated the power of Chief Ajuras and the gods of his land. Ajuras rose as she expected, but not as a spawn under her command, but as a full vampire and destroyed the vampiress.
Undead: ?
Undead Predator: ?
Undead Warrior: ?
Vampire: ?
Vampire Warrior: ?
More Powerful Vampire: ?
Form of Vampire That is Part Undead, Part Extra-Planar . . . and All Evil: ?
Rabid Vampire: ?
City Dwelling Vampire: ?
Vampire Spawn: A humanoid slain in this way [by their hit point maximum being reduced to 0 by a battle-hardened vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
A humanoid slain in this way [by their hit point maximum being reduced to 0 by a demonic vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
A humanoid slain in this way [by their hit point maximum being reduced to 0 by a Feral vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
A humanoid slain in this way [by their hit point maximum being reduced to 0 by a Seductive vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
A humanoid slain in this way [by their hit point maximum being reduced to 0 by an urban vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
First, he [Chief Arjunas] killed or turned to vampire spawns all claimants to the throne except of one.
Standard Vampire: ?
Zombie: Alternate Vampire Weakness: Becomes a zombie during the day.
Soulless Monster: ?
Victim of a Curse: ?
Ultimate Monster: ?
Remnant of a Once Proud and Noble Warrior That Suffered a Terrible Fate at the Hands of a More Poweful Vampire: ?
Demonic Vampire: Some particularly vile men and women may be rewarded with a special “life insurance policy.” If slain, they rise from the dead as a form of vampire that is part undead, part extra-planar… and all evil.
Feral Vampire: ?
Seductive Vampire: ?
Urban Vampire: ?
Black Anne, Demonic Vampire: For decades, Black Anne and her cult of witches terrorized remote northern islands. While coven members came and went—claimed by old age, sacrifice to the dark powers they drew power from, or the weapons of righteous adventurers, Anne avoided death’s icy grip. She was a favored servant of a god of ultimate evil, and she maintained her youth through evil rites that involved bathing in the blood of children.
Eventually, a union of villagers who were tired of their children vanishing, and a group of outraged and devoted adventurers, cornered Anne and her coven and slaughtered each and every one of them. For Anne, they reserved the traditional witch’s death—burning at the stake—and as the fire consumed her, she screamed a promise that she would rise again and end the bloodlines forever of all who were involved in her downfall.
It may take days, weeks, or centuries, but the dark forces that favored Black Anne make sure that she can deliver on her promise. She rises from the ashes of her pyre as a demonic vampire and sets about her revenge.
Death's Whisper, Urban Vampire, Vampire of Advanced Age: ?
Chief Ajuras, Battle-Hardened Vampire, Full Vampire: Chief Ajuras was once a proud warrior defending his father’s lands from the creatures of the night. When his father died, Ajuras, now chief, started the customary three days of mourning, praying and meditation secluded in a distant residence as were the customs of his ancestors when attaining the throne. In the middle of the third night he was woken by a crying, thin woman of small frame outside his door. She begged him for food. Chief Ajuras, breaking custom invited the woman in and offered her food and water. The moment Ajuras let down his guard, the vampiress attacked. As Chief Ajuras was dying, heirless, she whispered to him that it wouldn’t end there for him. He would become her plaything. But the vampiress underestimated the power of Chief Ajuras and the gods of his land. Ajuras rose as she expected, but not as a spawn under her command, but as a full vampire and destroyed the vampiress.
Undead: ?
Undead Predator: ?
Undead Warrior: ?
Vampire: ?
Vampire Warrior: ?
More Powerful Vampire: ?
Form of Vampire That is Part Undead, Part Extra-Planar . . . and All Evil: ?
Rabid Vampire: ?
City Dwelling Vampire: ?
Vampire Spawn: A humanoid slain in this way [by their hit point maximum being reduced to 0 by a battle-hardened vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
A humanoid slain in this way [by their hit point maximum being reduced to 0 by a demonic vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
A humanoid slain in this way [by their hit point maximum being reduced to 0 by a Feral vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
A humanoid slain in this way [by their hit point maximum being reduced to 0 by a Seductive vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
A humanoid slain in this way [by their hit point maximum being reduced to 0 by an urban vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
First, he [Chief Arjunas] killed or turned to vampire spawns all claimants to the throne except of one.
Standard Vampire: ?
Zombie: Alternate Vampire Weakness: Becomes a zombie during the day.
Soulless Monster: ?
Victim of a Curse: ?
Ultimate Monster: ?
Remnant of a Once Proud and Noble Warrior That Suffered a Terrible Fate at the Hands of a More Poweful Vampire: ?
Monsternomicon (5e)
Boneswarm: Animated masses of skeletal remains, boneswarms are undead creatures that manifest in swamps, marshes, and lonely waterways marked by a preponderance of suffering, agony, and death. The dark swamp spirits drawn to these sites inhabit the skeletal corpses left behind, transforming the lifeless remains into a massive gestalt entity driven by horrible predatory instincts.
Deathbound Revenant, Revenant Pirate: Deathbound revenants are undead creatures that stand apart from common thralls. They are animated not by necromantic runes carved into their flesh, but by the continuance of a supernatural contract forged over a thousand years ago between the dragon Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship Atramentous. Captain Rengrave is said to have the power to create new revenants by extracting a terrible promise from his prisoners, forever indenturing them into service as part of his undying crew.
Deathless: We have seen neither the limit of the Orgoth’s depravity nor the full extent of their determination to deny death. Some have lingered on by sheer force of will, still dreaming of their empire of old.
—Viktor Pendrake
The deathless are perhaps the most terrifying remnants of the Orgoth Empire: ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power.
Dread: The dread are undead servitors created from the corpses of physically powerful slaves taken by the Orgoth. In a horrific, prolonged ritual, Orgoth torturers transformed these unfortunates into unliving weapons enslaved to their masters’ will. As part of this process, a slave’s torso would be flayed open so that boiling metal could be poured over the still-beating heart, binding the soul permanently to the scarred and broken flesh. The dread’s body would then be studded with armored plates crudely grafted to its leathery skin, and its forearms would be sawed away and replaced with implements of shining steel.
Excruciators are the revenant spirits of Orgoth torturers. In life, they used their torturous implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades.
Eldritch: Although Iosans can live for two or three hundred years, many have immersed themselves in dark, occult lore out of an overwhelming fear of their own mortality. Terrified at the prospect of their death in light of the doom of their race and the uncertain fates of their deities, these individuals surrendered their morality and turned to undeath as the only option for staving off their destiny.
The first Iosans to become eldritch were corrupted priests of Nyrro, the Iosan god of day. Forming a cult in the city of Eversael under the pretense of the god’s return, they fell prey to the dark urges of their souls—and perhaps to the whispers and promises of entities beyond Caen. These fallen holy leaders sacrificed their brethren in sinister rites previously unknown within the borders of Ios, and when their atrocities were uncovered and the Iosan authorities consigned them to execution, they sealed an unholy bargain to become eldritch. To this day, they remain hidden deep beneath the structure of the Fane of Nyrro in the heart of the elven nation. Some Iosans seek out these foul creatures in hopes of learning how to remake themselves in undeath. Ancient eldritch take an inductee through a ritual of sacrifice—a series of murders culminating with the would-be eldritch committing self-annihilation, thereby prompting its unholy rebirth.
Becoming an eldritch requires a complete obsession with one’s continued existence, which the creatures are loath to imperil.
Sythyss: An Iosan or Nyss can become a sythyss.
Every eldritch has the power to completely drain the life of another Iosan and create an undying servant called a sythyss. This leeching of life harvests a piece of the victim’s soul, thereby enslaving it to its new master.
Eldritch Create Sythyss power.
Sythyss Mercenary Veteran: ?
Entombed: Orgoth lords were often interred with hoards of riches and powerful artifacts, and they demanded that powerful servants be crafted to protect their vaults. Through their twisted and cruel mastery of magic, the Orgoth created the perfect weapon to punish those foolish enough to defile their final rest and attempt to plunder what was not theirs.
Each entombed was once a living Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a special soul cage. This cage was then set inside the remains of the dead warrior, whose body was laid to rest in the burial chamber of the Orgoth lord. Clad in the armor it wore in its former life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.
Excruciator: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their torturous implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in the ruins of Orgoth civilization scattered across western Immoren and continue this work upon those unlucky enough to encounter them.
Excruciators are most commonly encountered in undisturbed Orgoth ruins or natural catacombs utilized by the Orgoth as torture chambers. Although they are bound to these sites by necromancy and unable to escape them, they enjoy peerless mobility within their lairs, for the rites that made them into undead also granted them the ability to move unimpeded through the walls and floors of their domains.
Feralgeist: As insubstantial as thought, these predatory spirits are considered by some to be manifestations of the Devourer Wurm.
Gatorman Husk: ?
Gatorman Soul Slave: ?
Hollowed: Sometimes, those who die due to prolonged starvation rise again as hollowed—terrifying undead monstrosities driven by an all-consuming hunger for the organs of intelligent creatures. Unwilling to accept death and unable to sate their terrible hunger, these wretched, shambling corpses wander the wilds of western Immoren, forever searching in vain for a means to quell their unnatural and unending hunger, their skin hanging from their frame in tatters and their most recent feast oozing from the ragged holes in their flesh.
Cannibal Origins. According to legend, some humans murdered their companions and consumed human flesh, thereby dooming themselves to rise after death as hollowed. Given that hollowed are most prevalent in the lands of Old Tordor, there may be a grain of truth in these old legends, but cases of the dead rising as hollowed have occurred all across western Immoren. Despite Tordoran folktales, there seems to be plenty of evidence that any sentient starving humanoid can degenerate into becoming a hollowed after death.
Disturbingly, a creature killed by a hollowed will rise as a hollowed itself within a few days and seek to feed in the same fashion if it is not decapitated first.
A humanoid that has been slain by a hollowed and has had its organs consumed will rise as a hollowed in 24 hours unless the corpse is decapitated.
Iron Lich: An iron lich is an unliving fusion of necromancy and mechanika. In an attempt to attain immortality, the iron lich replaced its mortal body with a complex mechanikal apparatus that sustains its existence. The soul-fueled furnace on the creature’s back powers an intricate system of pumps and pistons that give it mobility and strength far surpassing that of a mortal. Only the lich’s skull, suspended weightless in an iron hood, betrays the once-mortal life of this incarnation of evil.
The first iron liches were given their necromechanikal bodies by the Dragonfather, Toruk. Many of them were among the first lich lords—the undead rulers chosen directly by Toruk to supervise his empire and control his armies. In the centuries since the creation of the first iron liches, numerous powerful arcanists have pursued eternal life in an iron form.
Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
An iron lich’s body is not constrained to any particular configuration and need not bear any resemblance to the lich’s living form. The only limitations are resources, time, and the twisted vision of the iron lich itself.
A foul necrotite furnace powers an iron lich’s body. An iron lich requires necrotite to function and will become inert and insensate if its supply of the deathtainted coal runs out.
Machine Wraith: Little is known about the nightmarish apparitions called machine wraiths, although they are certainly some warped deviant of mechanikal artifice. Some scholars speculate that these constructs are the bitter ghosts of arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters.
Mechanithrall: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
Inscribed with the simplest of animating runes, each mechanithrall is enhanced with a necrotite-fueled steam engine and equipped with crude but powerful mechanikal fists.
A foul necrotite furnace powers a mechanithrall’s body. A mechanithrall requires necrotite to function and will become inert and insensate if its supply of the death-tainted coal runs out.
Mechanithrall Bile Thrall: ?
Mechanithrall Bloat Thrall: The bloat thrall is crudely assembled from the bodies of half a dozen men with no regard for anatomy, only usefulness. Necrotechs then select as many as a dozen humans and animals to be skinned alive in order to provide the epidermis necessary to cover this monstrosity. The uncured flesh is stretched over the thrall’s mechanikal skeletal armature, after which the disgusting necromantic construct is fitted with a thick iron valve mounted directly into its bowels. Before each battle, a massive storage tank is latched to the valve, and the thrall’s body is pumped full of caustic sludge.
Mechanithrall Brute Thrall: These hulking monstrosities are cobbled together from the carcasses of Scharde trollkin and ogrun, along with masses of conduit, steel plate, and nameless mechanika powered by a necrotite furnace.
Mechanithrall Soulhunter: Its menacing mass of plating, piping, gears, furnace, and flesh is an amalgamation designed for swift ferocity. It boasts slick skin cured by dark alchemy and inscribed with runes of thrall magic, as well as a riveted carapace handcrafted by necrotechs. Its enhanced flesh and musculature are fused with the powerful body of a Scharde-bred stallion.
Pistol Wraith: Pistol wraiths are the restless, hateful spirits of human gunmen who died violent deaths and refused to lie quietly in the earth. Most fell in duels at lonely crossroads or are the specters of those slain in battle. A startling number were victims of a pistol wraith themselves.
Few have the strength to remain at death’s threshold in this state, but those who do are fueled by an unearthly urge to kill.
A frightened humanoid slain by [a pistol wraith's wraithlock pistol] attack rises as a pistol wraith in 24 hours.
Riven: Riven are the crazed spirits of elven priests who suffered and died during the Rivening, a time when the connection between most of the deities of the Divine Court and their worshippers was shattered. Wracked by fundamental loss—and tormented by the screams of the divine—they lost their minds and committed atrocities against their terrified people.
Scylla Flock: Scylla flocks consist of undead birds corrupted by the blight of the Dragonfather, Toruk.
Sepulchral Lurker: Bodies that fall on the parched Bloodstone Marches are covered by the ceaseless blowing sand and forgotten. Some, though, have no peace in death. Sepulchral lurkers are the twisted, risen mockeries of those claimed by the unforgiving desert.
Thrall, Undead Thrall, Common Thrall: The most common and widely practiced necromantic process is the use of complex runes to give motion and mobility to the dead. Thrall runes are glyphs of great power derived from Telgesh that can be used to animate the dead to serve the living, representing necromancy in its most straightforward form. Like mechanika runes, thrall runes can be used to many different effects depending on the skill and imagination of their crafter and the time he spends inscribing the runes. Generally, the more complex the runes, the more powerful a thrall can be created. The simplest thrall requires only rudimentary runes, whereas more powerful thralls require sophisticated inscriptions covering every square inch of their undead forms.
To create a thrall, a necromancer needs to assemble the required body parts and then carefully inscribe the runes upon the bones and flesh. Most thralls require a complete set of bones, generally human. These might be mixed and matched from any number of rifled graves as required. It is also worth noting that a “fresh” thrall is by no means better than one crafted from aged bones, or vice versa. Only the runes matter. For some necromantic processes, the type of corpse and the potency of the body or its history are relevant, but this is beyond the scope of the most commonly employed methods of animation.
Risen Thrall: ?
Thrall Warrior: ?
Boneswarm, Animated Mass of Skeletal Remains, Massive Gestalt Entity Driven By Predatory Instincts, Malignant Scavenger, Cruel Mockery of the Predators of the Natural World, Skeletal Undead: ?
Deathbound Revenant, Poor Soul: ?
Deathless, Most Terrifying Remnant of the Orgoth Empire, Orgoth Lord, Would-be Master of Caen, Ruler of a Continent-Spanning Empire, Governor of Countless Mortal Lives, Master of Death: ?
Dread, Undead Servitor, Unliving Weapon, Weapon of Terror, Horrible Relic, Horror, Merciless Creature, Legacy, Magically Created Abomination: ?
Dread, Undead Servant: ?
Dread, Bodyguard: ?
Dread, Ideal Sentry: ?
Dread, Servant: ?
Dread, Assassin: ?
Eldritch, Damned Soul, Hungry Malevolent Creature: ?
Eldritch, Undead Servant: ?
Eldritch, Ancient Eldritch, Foul Creature, First Eldritch: ?
Sythyss, Undying Servant: ?
Sythyss, Guardian: ?
Sythyss, Retainer: ?
Sythyss, Servant: ?
Sythyss, Agent Among the Living: ?
Entombed, Perfect Weapon, Willing Sacrifice: ?
Excruciator, Revenant Spirit of an Orgoth Torturer: ?
Inert Excruciator: Excruciators can last indefinitely without victims but become ravenous when deprived of such sustenance and sometimes slump into protracted periods of inactivity.
Feralgeist, Ethereal Creature, Ghostly Greenish Specter, Predatory Spirit, Manifestation of the Devourer Wurm, Hungry Animalistic Entity, Spectral Thing, Glowing Apparition, Spirit: ?
Gatorman Husk, Undead Husk: ?
Hollowed, Terrifying Undead Monstrosity, Wretched Shambling Corpse: ?
Iron Lich, Unliving Fusion of Necromancy and Mechanika, Incarnation of Evil, Unholy Combination of Undead and Mechanika: ?
Iron Lich, Lich Lord, Undead Ruler: ?
Machine Wraith, Nightmarish Apparition, Warped Deviant of Mechanikal Artifice: ?
Machine Wraith, Bitter Ghost of an Arcane Mechanik: ?
Machine Wraith, Bitter Ghost of a Fallen Priest: ?
Machine Wraith, Fallen Warcaster: ?
Mechanithrall, Technologically Augmented Thrall Stitched Together from Battlefield Dead: ?
Mechanithrall, Foot Soldier: ?
Mechanithrall, Cannon Fodder: ?
Garden-Variety Mechanithrall: ?
Mechanithrall Bloat Thrall, Abomination: ?
Mecahnithrall Brute Thrall, Hulking Monstrosity: ?
Mechanithrall Soulhunter, Most Powerful Thrall, Terror Incarnate, Dread Cavalry: ?
Pistol Wraith, Deadly Ethereal Pistol Wraith, Restless Hateful Spirit of a Human Gunman Who Died a Violent Deaths and Refused to Lie Quietly in the Earth, Gaunt Skeletal Apparition: ?
Pistol Wraith, Specter of One Slain in Battle: ?
Riven, Crazed Spirit of an Elven Priest Who Suffered and Died During the Rivening: ?
Scylla Flock, Undead Birds Corrupted By the Blight of the Dragonfather: ?
Sepulchral Lurker, Twisted Risen Mockery of Those Claimed by the Unforgiving Desert, Twisted Mockery: ?
Unshakably Loyal Thrall, Constant Guardian: ?
Simplest Thrall: ?
More Powerful Thrall: ?
Fresh Thrall: ?
Risen Thrall, Skeletal Undead: ?
Undead: ?
Undead Servant: In addition to being capable of melting flesh and searing armor, the breath of some dragons is said to have more exotic powers. For example, there are reports that Toruk’s green fire turns its victims into undead servants bound to the Dragonfather’s will.
Undead Bird Corrupted By the Blight of the Dragonfather: ?
Lich: ?
Cryxian Lich: ?
Skeleton: A humanoid slain by the [sepulchral] lurker rises 1d4 rounds later as a skeleton under the lurker’s control, unless the humanoid is restored to life or its body is destroyed.
Progeny: A humanoid slain by the boatman or that drowns within 60 feet of it rises 24 hours later as a progeny under the boatman’s control unless the humanoid is restored to life or its body is destroyed.
Progeny, Zombie With a Swim Speed of 20: ?
Create Sythyss. The eldritch targets an Iosan or Nyss within 10 feet of it that died from its Dread Touch attack less than 1 hour ago. The target rises as a sythyss under the eldritch’s control. The eldritch can have no more than five sythyss under its control at one time.
Deathbound Revenant, Revenant Pirate: Deathbound revenants are undead creatures that stand apart from common thralls. They are animated not by necromantic runes carved into their flesh, but by the continuance of a supernatural contract forged over a thousand years ago between the dragon Toruk and his earliest vassal, Captain Rengrave of the Dirgenmast ship Atramentous. Captain Rengrave is said to have the power to create new revenants by extracting a terrible promise from his prisoners, forever indenturing them into service as part of his undying crew.
Deathless: We have seen neither the limit of the Orgoth’s depravity nor the full extent of their determination to deny death. Some have lingered on by sheer force of will, still dreaming of their empire of old.
—Viktor Pendrake
The deathless are perhaps the most terrifying remnants of the Orgoth Empire: ancient Orgoth lords whose dark powers have sustained them into undeath within their macabre halls, which serve as both tomb and seat of power.
Dread: The dread are undead servitors created from the corpses of physically powerful slaves taken by the Orgoth. In a horrific, prolonged ritual, Orgoth torturers transformed these unfortunates into unliving weapons enslaved to their masters’ will. As part of this process, a slave’s torso would be flayed open so that boiling metal could be poured over the still-beating heart, binding the soul permanently to the scarred and broken flesh. The dread’s body would then be studded with armored plates crudely grafted to its leathery skin, and its forearms would be sawed away and replaced with implements of shining steel.
Excruciators are the revenant spirits of Orgoth torturers. In life, they used their torturous implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades.
Eldritch: Although Iosans can live for two or three hundred years, many have immersed themselves in dark, occult lore out of an overwhelming fear of their own mortality. Terrified at the prospect of their death in light of the doom of their race and the uncertain fates of their deities, these individuals surrendered their morality and turned to undeath as the only option for staving off their destiny.
The first Iosans to become eldritch were corrupted priests of Nyrro, the Iosan god of day. Forming a cult in the city of Eversael under the pretense of the god’s return, they fell prey to the dark urges of their souls—and perhaps to the whispers and promises of entities beyond Caen. These fallen holy leaders sacrificed their brethren in sinister rites previously unknown within the borders of Ios, and when their atrocities were uncovered and the Iosan authorities consigned them to execution, they sealed an unholy bargain to become eldritch. To this day, they remain hidden deep beneath the structure of the Fane of Nyrro in the heart of the elven nation. Some Iosans seek out these foul creatures in hopes of learning how to remake themselves in undeath. Ancient eldritch take an inductee through a ritual of sacrifice—a series of murders culminating with the would-be eldritch committing self-annihilation, thereby prompting its unholy rebirth.
Becoming an eldritch requires a complete obsession with one’s continued existence, which the creatures are loath to imperil.
Sythyss: An Iosan or Nyss can become a sythyss.
Every eldritch has the power to completely drain the life of another Iosan and create an undying servant called a sythyss. This leeching of life harvests a piece of the victim’s soul, thereby enslaving it to its new master.
Eldritch Create Sythyss power.
Sythyss Mercenary Veteran: ?
Entombed: Orgoth lords were often interred with hoards of riches and powerful artifacts, and they demanded that powerful servants be crafted to protect their vaults. Through their twisted and cruel mastery of magic, the Orgoth created the perfect weapon to punish those foolish enough to defile their final rest and attempt to plunder what was not theirs.
Each entombed was once a living Orgoth warrior who volunteered for the privilege of being reborn into eternal servitude to his or her lord. After the warrior was ceremonially drowned, the lingering soul was placed in a special soul cage. This cage was then set inside the remains of the dead warrior, whose body was laid to rest in the burial chamber of the Orgoth lord. Clad in the armor it wore in its former life and wielding the weapons with which it was interred, the entombed is driven by an undying directive to protect its master and all the treasures in his grave.
Excruciator: Excruciators are the revenant spirits of Orgoth torturers. In life, they used their torturous implements to wring information out of captured rebels, fabricate creatures such as the dread, and bind tortured souls to Orgoth implements such as fellblades. In death, they linger in the ruins of Orgoth civilization scattered across western Immoren and continue this work upon those unlucky enough to encounter them.
Excruciators are most commonly encountered in undisturbed Orgoth ruins or natural catacombs utilized by the Orgoth as torture chambers. Although they are bound to these sites by necromancy and unable to escape them, they enjoy peerless mobility within their lairs, for the rites that made them into undead also granted them the ability to move unimpeded through the walls and floors of their domains.
Feralgeist: As insubstantial as thought, these predatory spirits are considered by some to be manifestations of the Devourer Wurm.
Gatorman Husk: ?
Gatorman Soul Slave: ?
Hollowed: Sometimes, those who die due to prolonged starvation rise again as hollowed—terrifying undead monstrosities driven by an all-consuming hunger for the organs of intelligent creatures. Unwilling to accept death and unable to sate their terrible hunger, these wretched, shambling corpses wander the wilds of western Immoren, forever searching in vain for a means to quell their unnatural and unending hunger, their skin hanging from their frame in tatters and their most recent feast oozing from the ragged holes in their flesh.
Cannibal Origins. According to legend, some humans murdered their companions and consumed human flesh, thereby dooming themselves to rise after death as hollowed. Given that hollowed are most prevalent in the lands of Old Tordor, there may be a grain of truth in these old legends, but cases of the dead rising as hollowed have occurred all across western Immoren. Despite Tordoran folktales, there seems to be plenty of evidence that any sentient starving humanoid can degenerate into becoming a hollowed after death.
Disturbingly, a creature killed by a hollowed will rise as a hollowed itself within a few days and seek to feed in the same fashion if it is not decapitated first.
A humanoid that has been slain by a hollowed and has had its organs consumed will rise as a hollowed in 24 hours unless the corpse is decapitated.
Iron Lich: An iron lich is an unliving fusion of necromancy and mechanika. In an attempt to attain immortality, the iron lich replaced its mortal body with a complex mechanikal apparatus that sustains its existence. The soul-fueled furnace on the creature’s back powers an intricate system of pumps and pistons that give it mobility and strength far surpassing that of a mortal. Only the lich’s skull, suspended weightless in an iron hood, betrays the once-mortal life of this incarnation of evil.
The first iron liches were given their necromechanikal bodies by the Dragonfather, Toruk. Many of them were among the first lich lords—the undead rulers chosen directly by Toruk to supervise his empire and control his armies. In the centuries since the creation of the first iron liches, numerous powerful arcanists have pursued eternal life in an iron form.
Iron liches store their spirit essence in a phylactery—a physical receptacle that houses the soul.
An iron lich’s body is not constrained to any particular configuration and need not bear any resemblance to the lich’s living form. The only limitations are resources, time, and the twisted vision of the iron lich itself.
A foul necrotite furnace powers an iron lich’s body. An iron lich requires necrotite to function and will become inert and insensate if its supply of the deathtainted coal runs out.
Machine Wraith: Little is known about the nightmarish apparitions called machine wraiths, although they are certainly some warped deviant of mechanikal artifice. Some scholars speculate that these constructs are the bitter ghosts of arcane mechaniks or fallen priests of Cyriss; others maintain they are fallen warcasters.
Mechanithrall: Mechanithralls are technologically augmented thralls stitched together from battlefield dead.
Inscribed with the simplest of animating runes, each mechanithrall is enhanced with a necrotite-fueled steam engine and equipped with crude but powerful mechanikal fists.
A foul necrotite furnace powers a mechanithrall’s body. A mechanithrall requires necrotite to function and will become inert and insensate if its supply of the death-tainted coal runs out.
Mechanithrall Bile Thrall: ?
Mechanithrall Bloat Thrall: The bloat thrall is crudely assembled from the bodies of half a dozen men with no regard for anatomy, only usefulness. Necrotechs then select as many as a dozen humans and animals to be skinned alive in order to provide the epidermis necessary to cover this monstrosity. The uncured flesh is stretched over the thrall’s mechanikal skeletal armature, after which the disgusting necromantic construct is fitted with a thick iron valve mounted directly into its bowels. Before each battle, a massive storage tank is latched to the valve, and the thrall’s body is pumped full of caustic sludge.
Mechanithrall Brute Thrall: These hulking monstrosities are cobbled together from the carcasses of Scharde trollkin and ogrun, along with masses of conduit, steel plate, and nameless mechanika powered by a necrotite furnace.
Mechanithrall Soulhunter: Its menacing mass of plating, piping, gears, furnace, and flesh is an amalgamation designed for swift ferocity. It boasts slick skin cured by dark alchemy and inscribed with runes of thrall magic, as well as a riveted carapace handcrafted by necrotechs. Its enhanced flesh and musculature are fused with the powerful body of a Scharde-bred stallion.
Pistol Wraith: Pistol wraiths are the restless, hateful spirits of human gunmen who died violent deaths and refused to lie quietly in the earth. Most fell in duels at lonely crossroads or are the specters of those slain in battle. A startling number were victims of a pistol wraith themselves.
Few have the strength to remain at death’s threshold in this state, but those who do are fueled by an unearthly urge to kill.
A frightened humanoid slain by [a pistol wraith's wraithlock pistol] attack rises as a pistol wraith in 24 hours.
Riven: Riven are the crazed spirits of elven priests who suffered and died during the Rivening, a time when the connection between most of the deities of the Divine Court and their worshippers was shattered. Wracked by fundamental loss—and tormented by the screams of the divine—they lost their minds and committed atrocities against their terrified people.
Scylla Flock: Scylla flocks consist of undead birds corrupted by the blight of the Dragonfather, Toruk.
Sepulchral Lurker: Bodies that fall on the parched Bloodstone Marches are covered by the ceaseless blowing sand and forgotten. Some, though, have no peace in death. Sepulchral lurkers are the twisted, risen mockeries of those claimed by the unforgiving desert.
Thrall, Undead Thrall, Common Thrall: The most common and widely practiced necromantic process is the use of complex runes to give motion and mobility to the dead. Thrall runes are glyphs of great power derived from Telgesh that can be used to animate the dead to serve the living, representing necromancy in its most straightforward form. Like mechanika runes, thrall runes can be used to many different effects depending on the skill and imagination of their crafter and the time he spends inscribing the runes. Generally, the more complex the runes, the more powerful a thrall can be created. The simplest thrall requires only rudimentary runes, whereas more powerful thralls require sophisticated inscriptions covering every square inch of their undead forms.
To create a thrall, a necromancer needs to assemble the required body parts and then carefully inscribe the runes upon the bones and flesh. Most thralls require a complete set of bones, generally human. These might be mixed and matched from any number of rifled graves as required. It is also worth noting that a “fresh” thrall is by no means better than one crafted from aged bones, or vice versa. Only the runes matter. For some necromantic processes, the type of corpse and the potency of the body or its history are relevant, but this is beyond the scope of the most commonly employed methods of animation.
Risen Thrall: ?
Thrall Warrior: ?
Boneswarm, Animated Mass of Skeletal Remains, Massive Gestalt Entity Driven By Predatory Instincts, Malignant Scavenger, Cruel Mockery of the Predators of the Natural World, Skeletal Undead: ?
Deathbound Revenant, Poor Soul: ?
Deathless, Most Terrifying Remnant of the Orgoth Empire, Orgoth Lord, Would-be Master of Caen, Ruler of a Continent-Spanning Empire, Governor of Countless Mortal Lives, Master of Death: ?
Dread, Undead Servitor, Unliving Weapon, Weapon of Terror, Horrible Relic, Horror, Merciless Creature, Legacy, Magically Created Abomination: ?
Dread, Undead Servant: ?
Dread, Bodyguard: ?
Dread, Ideal Sentry: ?
Dread, Servant: ?
Dread, Assassin: ?
Eldritch, Damned Soul, Hungry Malevolent Creature: ?
Eldritch, Undead Servant: ?
Eldritch, Ancient Eldritch, Foul Creature, First Eldritch: ?
Sythyss, Undying Servant: ?
Sythyss, Guardian: ?
Sythyss, Retainer: ?
Sythyss, Servant: ?
Sythyss, Agent Among the Living: ?
Entombed, Perfect Weapon, Willing Sacrifice: ?
Excruciator, Revenant Spirit of an Orgoth Torturer: ?
Inert Excruciator: Excruciators can last indefinitely without victims but become ravenous when deprived of such sustenance and sometimes slump into protracted periods of inactivity.
Feralgeist, Ethereal Creature, Ghostly Greenish Specter, Predatory Spirit, Manifestation of the Devourer Wurm, Hungry Animalistic Entity, Spectral Thing, Glowing Apparition, Spirit: ?
Gatorman Husk, Undead Husk: ?
Hollowed, Terrifying Undead Monstrosity, Wretched Shambling Corpse: ?
Iron Lich, Unliving Fusion of Necromancy and Mechanika, Incarnation of Evil, Unholy Combination of Undead and Mechanika: ?
Iron Lich, Lich Lord, Undead Ruler: ?
Machine Wraith, Nightmarish Apparition, Warped Deviant of Mechanikal Artifice: ?
Machine Wraith, Bitter Ghost of an Arcane Mechanik: ?
Machine Wraith, Bitter Ghost of a Fallen Priest: ?
Machine Wraith, Fallen Warcaster: ?
Mechanithrall, Technologically Augmented Thrall Stitched Together from Battlefield Dead: ?
Mechanithrall, Foot Soldier: ?
Mechanithrall, Cannon Fodder: ?
Garden-Variety Mechanithrall: ?
Mechanithrall Bloat Thrall, Abomination: ?
Mecahnithrall Brute Thrall, Hulking Monstrosity: ?
Mechanithrall Soulhunter, Most Powerful Thrall, Terror Incarnate, Dread Cavalry: ?
Pistol Wraith, Deadly Ethereal Pistol Wraith, Restless Hateful Spirit of a Human Gunman Who Died a Violent Deaths and Refused to Lie Quietly in the Earth, Gaunt Skeletal Apparition: ?
Pistol Wraith, Specter of One Slain in Battle: ?
Riven, Crazed Spirit of an Elven Priest Who Suffered and Died During the Rivening: ?
Scylla Flock, Undead Birds Corrupted By the Blight of the Dragonfather: ?
Sepulchral Lurker, Twisted Risen Mockery of Those Claimed by the Unforgiving Desert, Twisted Mockery: ?
Unshakably Loyal Thrall, Constant Guardian: ?
Simplest Thrall: ?
More Powerful Thrall: ?
Fresh Thrall: ?
Risen Thrall, Skeletal Undead: ?
Undead: ?
Undead Servant: In addition to being capable of melting flesh and searing armor, the breath of some dragons is said to have more exotic powers. For example, there are reports that Toruk’s green fire turns its victims into undead servants bound to the Dragonfather’s will.
Undead Bird Corrupted By the Blight of the Dragonfather: ?
Lich: ?
Cryxian Lich: ?
Skeleton: A humanoid slain by the [sepulchral] lurker rises 1d4 rounds later as a skeleton under the lurker’s control, unless the humanoid is restored to life or its body is destroyed.
Progeny: A humanoid slain by the boatman or that drowns within 60 feet of it rises 24 hours later as a progeny under the boatman’s control unless the humanoid is restored to life or its body is destroyed.
Progeny, Zombie With a Swim Speed of 20: ?
Create Sythyss. The eldritch targets an Iosan or Nyss within 10 feet of it that died from its Dread Touch attack less than 1 hour ago. The target rises as a sythyss under the eldritch’s control. The eldritch can have no more than five sythyss under its control at one time.
Monsters & Demigods
Vampire Abhartach: ?
Archmage Bredon: Many centuries ago, Bredon discovered what he believes to be the secret to immortality.
Ghost Graceland: ?
Ghost Headless: Rumor has it that there are actually two Headless Ghosts who were brothers, in life. In a fight over a small treasure chest that they found in the woods near their home, they attacked each other. Although there were no witnesses to the fight, the two brothers were found headless in the woods, both gripping the chest of gold. Local legend is that—in their greed—they both somehow managed to strike the other in the neck with their short swords, ending their lives simultaneously. Because the chest of gold was empty when it was discovered, it is more likely that some wayfaring thief encountered the two brothers, killed them and stole their treasure. Regardless, the two brothers died grisly deaths and still haunt the woods and ruined village and houses where they once lived.
Ghost Ridgeway: ?
Lich, Keraptis: ?
Undead Elven Archer Demigod, Ghostly Elven Archer, Deadly Hunter, Morrigan: ?
Lord Vance: ?
Lady Vance: ?
Vathris: ?
Undead Witch, Quespa: ?
Undead, Undead Creature: ?
Lesser Undead: ?
Particularly Evil Sadistic Ghost: ?
Ancient Evil: ?
Typical Vampire: ?
Archmage Bredon: Many centuries ago, Bredon discovered what he believes to be the secret to immortality.
Ghost Graceland: ?
Ghost Headless: Rumor has it that there are actually two Headless Ghosts who were brothers, in life. In a fight over a small treasure chest that they found in the woods near their home, they attacked each other. Although there were no witnesses to the fight, the two brothers were found headless in the woods, both gripping the chest of gold. Local legend is that—in their greed—they both somehow managed to strike the other in the neck with their short swords, ending their lives simultaneously. Because the chest of gold was empty when it was discovered, it is more likely that some wayfaring thief encountered the two brothers, killed them and stole their treasure. Regardless, the two brothers died grisly deaths and still haunt the woods and ruined village and houses where they once lived.
Ghost Ridgeway: ?
Lich, Keraptis: ?
Undead Elven Archer Demigod, Ghostly Elven Archer, Deadly Hunter, Morrigan: ?
Lord Vance: ?
Lady Vance: ?
Vathris: ?
Undead Witch, Quespa: ?
Undead, Undead Creature: ?
Lesser Undead: ?
Particularly Evil Sadistic Ghost: ?
Ancient Evil: ?
Typical Vampire: ?
Monsters Mythica: Dread Coachman
Dread Coachman, Collector of Souls: The dread coachman’s imprisonment to the whims of their master begins at their creation, which occurs when the follower or servant of a god or other immortal betrays their sacred covenant. Regardless of whether the betrayal was purposeful or inadvertent, the punishment is the same; an infinity of horrid servitude.
Spectral Horse: ?
Creature of Retribution: ?
Harbinger of Death: ?
Harbinger of Eternal Punishment: ?
Tireless Revenant: ?
Wraith: ?
Bloody Coachman: ?
Hideous Coachman: ?
Ghastly Magical Creature: ?
Spectral Horse: ?
Creature of Retribution: ?
Harbinger of Death: ?
Harbinger of Eternal Punishment: ?
Tireless Revenant: ?
Wraith: ?
Bloody Coachman: ?
Hideous Coachman: ?
Ghastly Magical Creature: ?
Monsters Mythica: Terrors of the Deep Woods
Ghost: ?
Monsters of Feyland
Undead, Undead Creature, Undead Monster: ?
Doom Rider: ?
Headless Horseman: ?
Mist Phantom: ?
Ruined Tree: ?
Shadow Bird, Eerie Shadow Bird: ?
Skeletal Spider, Largest of All Giant Spiders: ?
Skeleton Warrior, Largest Version of the Undead Animated Skeleton: Dark fey create these monsters for the Unseelie Court.
Shimmering Spectral Elk and Rider: ?
Hooded Figure: ?
Dark Fey: ?
Monster: ?
Strange Rider: ?
Large Undead Creature: ?
Horror: ?
Deformed Rotten Tree: ?
Unusual Undead Creature: ?
Black Bird: ?
Powerful Mount: ?
Dark Mount: ?
Tough Warrior: ?
Obedient Soldier: ?
Spider Rider: ?
Doom Rider: ?
Headless Horseman: ?
Mist Phantom: ?
Ruined Tree: ?
Shadow Bird, Eerie Shadow Bird: ?
Skeletal Spider, Largest of All Giant Spiders: ?
Skeleton Warrior, Largest Version of the Undead Animated Skeleton: Dark fey create these monsters for the Unseelie Court.
Shimmering Spectral Elk and Rider: ?
Hooded Figure: ?
Dark Fey: ?
Monster: ?
Strange Rider: ?
Large Undead Creature: ?
Horror: ?
Deformed Rotten Tree: ?
Unusual Undead Creature: ?
Black Bird: ?
Powerful Mount: ?
Dark Mount: ?
Tough Warrior: ?
Obedient Soldier: ?
Spider Rider: ?
Monsters of Murka Campaign Setting (5e)
Queen Killary, Queen of the Shadow Kingdom, Shadow Queen, Lizardfolk Lich, Lich of Some Renown, Undead Sorcerer: ?
Shadow: ?
Lich: ?
Zombie: ?
Shadow: ?
Lich: ?
Zombie: ?
Monsters of the City
Fallen King, Frightening Fallen King: Pride ate away at this monarch until he lost his humanity. What is left is a shell of his former regal self, a shadowy echo of the past.
These leaders were killed under tragic circumstances and linger in the mortal realm. Their twisted spirits are so stubborn that they attempt to continue their former lifestyle.
Friendly Ghost: This creature is destined to remain in the mortal realm and assist others.
These ghosts were good-aligned creatures when they died. They know they have more work to do and go about it in a humble fashion.
Cursed Coachman: This horrid monster was created after a tragic crash killed him and his family.
Rich Lich: ?
Lost Soul: Lost souls are a gang of undead who were created by a vampire lord.
A humanoid slain in this way [from a lost soul's bite attack] and then buried in the ground rises the following night as a lost soul.
The Pieman: This evil monster is a baker who died filled with rage. The pieman is out for revenge and nothing is going to stop it.
Twins and Needles: The monster was created when two evil men died a gruesome death. A crazed necromancer gave them a second twisted life.
Vampire Lord, Legendary Vampire Lord: ?
Barmaid From the Shade, Ghost in a Dress, Chilling Undead Monster, Wicked Woman, Crazed Murderer, Shade: She hated all her customers in life and died one night in a fight with one. Filled with hate and envy she longs for her old life.
Shadow Rabbit: ?
Undead, Undead Monster, Undead Creature: ?
Unpredictable Undead Monster: ?
Repulsive Undead Creature: ?
Undead Minion: ?
Wrathful Undead: ?
Undead Twin: ?
Ghast: ?
Ghost: ?
Good Ghost: ?
Ghost in a Dress: ?
Ghoul: The target dies if its hit point maximum is reduced to 0 [by Wrath's skull gaze attack], and if the target is a humanoid, it immediately rises as a ghoul under Wrath’s control.
Shadow: ?
Skeleton: ?
Specter: ?
Poltegeist: ?
Vampire: ?
Vampire Spawn: A humanoid slain in this way [from a vampire lord's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Wight: ?
Zombie: ?
Shell of His Formerly Regal Self: ?
Shadowy Echo of the Past: ?
Twisted Spirit: ?
Denizen of the Undead World: ?
Creature: ?
Horrid Monster: ?
Monster: ?
Wealthy Wizard: ?
Wealthy Monster: ?
Crazed Baker: ?
Strange Shape: ?
Oddly-Shaped Humanoid: ?
Hideous Creature: ?
Horrifying Monster: ?
Hideous Monster: ?
Arrogant Creature: ?
Shadow of a Tall Rabbit: ?
Large Creature: ?
Raging Rabbit: ?
Creepy Monster: ?
Violent Killer: ?
Evil Rabbit: ?
These leaders were killed under tragic circumstances and linger in the mortal realm. Their twisted spirits are so stubborn that they attempt to continue their former lifestyle.
Friendly Ghost: This creature is destined to remain in the mortal realm and assist others.
These ghosts were good-aligned creatures when they died. They know they have more work to do and go about it in a humble fashion.
Cursed Coachman: This horrid monster was created after a tragic crash killed him and his family.
Rich Lich: ?
Lost Soul: Lost souls are a gang of undead who were created by a vampire lord.
A humanoid slain in this way [from a lost soul's bite attack] and then buried in the ground rises the following night as a lost soul.
The Pieman: This evil monster is a baker who died filled with rage. The pieman is out for revenge and nothing is going to stop it.
Twins and Needles: The monster was created when two evil men died a gruesome death. A crazed necromancer gave them a second twisted life.
Vampire Lord, Legendary Vampire Lord: ?
Barmaid From the Shade, Ghost in a Dress, Chilling Undead Monster, Wicked Woman, Crazed Murderer, Shade: She hated all her customers in life and died one night in a fight with one. Filled with hate and envy she longs for her old life.
Shadow Rabbit: ?
Undead, Undead Monster, Undead Creature: ?
Unpredictable Undead Monster: ?
Repulsive Undead Creature: ?
Undead Minion: ?
Wrathful Undead: ?
Undead Twin: ?
Ghast: ?
Ghost: ?
Good Ghost: ?
Ghost in a Dress: ?
Ghoul: The target dies if its hit point maximum is reduced to 0 [by Wrath's skull gaze attack], and if the target is a humanoid, it immediately rises as a ghoul under Wrath’s control.
Shadow: ?
Skeleton: ?
Specter: ?
Poltegeist: ?
Vampire: ?
Vampire Spawn: A humanoid slain in this way [from a vampire lord's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Wight: ?
Zombie: ?
Shell of His Formerly Regal Self: ?
Shadowy Echo of the Past: ?
Twisted Spirit: ?
Denizen of the Undead World: ?
Creature: ?
Horrid Monster: ?
Monster: ?
Wealthy Wizard: ?
Wealthy Monster: ?
Crazed Baker: ?
Strange Shape: ?
Oddly-Shaped Humanoid: ?
Hideous Creature: ?
Horrifying Monster: ?
Hideous Monster: ?
Arrogant Creature: ?
Shadow of a Tall Rabbit: ?
Large Creature: ?
Raging Rabbit: ?
Creepy Monster: ?
Violent Killer: ?
Evil Rabbit: ?
Monsters of the Underworld
Careless Whisper: ?
Draugr: Draugr are former guardians who died while watching over treasure or an important location. They never left when they died and they are obsessed with standing guard.
Draugr Lord: Draugr lords used to be powerful warrior mages who led sizeable forces. They were tasked with protecting sacred sites and other important locations.
Lich King, The Legendary Lich King, Lich, Undead Spellcaster, Crazed Mage: ?
The Necromancer, Mysterious Diabolical Creature, Horror: Long ago the greatest dark sorcerer was defeated by a mighty wizard. However the Necromancer rose from the dead to continue his ways.
Nightmare Bear: ?
Shadow Knight: ?
Shadow Lord: ?
Shadow Spider: ?
Vampire Drow: ?
Zombie Giant: ?
Zombie King: ?
Foul Monster: ?
Monster: ?
Influential Monster: ?
Undead Foe: ?
Shadowy Stalker: ?
Undead, Undead Monster: ?
Lost Leader: ?
Magical Menace: ?
Lich: ?
Undead Minion: ?
Wraith: ?
Spirit of the Dead: ?
Literal Nightmare: ?
Dangerous Monster: ?
Scare Bear: ?
Undead Horror: ?
Shadow: ?
Powerful Undead: ?
Evil Monster: ?
Hideous Creature: ?
Shadow Creature: ?
Powerful Henchman: ?
Swift Shadow: ?
Ghostly Guard: ?
Sinister Undead: ?
Silent Spinster: ?
Undead Spider: ?
Dark Stalker: ?
Charming Undead: ?
Enormous Monster: ?
Zombie: A humanoid slain by this attack [a zombie king's life drain reducing the humanoid's hit point maximum to 0] rises 24 hours later as a zombie under the zombie king's control, unless the humanoid is restored to life or its body is destroyed.
Powerful King: ?
Minion: ?
Deadhead Disciple: ?
Crazy Trickster: ?
Undead Royal: ?
Draugr: Draugr are former guardians who died while watching over treasure or an important location. They never left when they died and they are obsessed with standing guard.
Draugr Lord: Draugr lords used to be powerful warrior mages who led sizeable forces. They were tasked with protecting sacred sites and other important locations.
Lich King, The Legendary Lich King, Lich, Undead Spellcaster, Crazed Mage: ?
The Necromancer, Mysterious Diabolical Creature, Horror: Long ago the greatest dark sorcerer was defeated by a mighty wizard. However the Necromancer rose from the dead to continue his ways.
Nightmare Bear: ?
Shadow Knight: ?
Shadow Lord: ?
Shadow Spider: ?
Vampire Drow: ?
Zombie Giant: ?
Zombie King: ?
Foul Monster: ?
Monster: ?
Influential Monster: ?
Undead Foe: ?
Shadowy Stalker: ?
Undead, Undead Monster: ?
Lost Leader: ?
Magical Menace: ?
Lich: ?
Undead Minion: ?
Wraith: ?
Spirit of the Dead: ?
Literal Nightmare: ?
Dangerous Monster: ?
Scare Bear: ?
Undead Horror: ?
Shadow: ?
Powerful Undead: ?
Evil Monster: ?
Hideous Creature: ?
Shadow Creature: ?
Powerful Henchman: ?
Swift Shadow: ?
Ghostly Guard: ?
Sinister Undead: ?
Silent Spinster: ?
Undead Spider: ?
Dark Stalker: ?
Charming Undead: ?
Enormous Monster: ?
Zombie: A humanoid slain by this attack [a zombie king's life drain reducing the humanoid's hit point maximum to 0] rises 24 hours later as a zombie under the zombie king's control, unless the humanoid is restored to life or its body is destroyed.
Powerful King: ?
Minion: ?
Deadhead Disciple: ?
Crazy Trickster: ?
Undead Royal: ?
Monsters of the Wilderness: Oswald's Curse
Ghost Whale: ?
Giant Shark Zombie: Many mariners believe sahuagin necromancers are responsible for bringing the fearsome sharks back from the dead.
Undead Pirate: These monsters are pirates who were betrayed by their own evil crews.
Undead Pirate Captain: ?
Undead Mammoth: These undead mammoths are the result of dark magic that came through Riftgates. Necrotic energy that entered this region twists the souls of some mammoths when they die.
Scorpla: It is an undead horror created by a Jinnan necromancer.
Giant Undead Crocodile: Necromancers loyal to the Crocodile Queen create these hideous monsters.
Creeping Shadow: This creature is usually created to hunt someone by a necromancer, witch, or hag.
Faun of the Dead: The faun had a fallout with his family and then its lover married someone else. An emotional wreck, it wandered into the most dangerous part of the woods. Zombies quickly killed it and a fey necromancer raised it to join the evil Unseelie Court.
Three Skulls, Four-Armed Horror: A horrible family of three died a tragic death. The trio of wealthy nobles lived in a wilderness manor and exploited the forest every way they could. Eventually, the woodland creatures rose up and destroyed them.
However, a diabolical necromancer brought all three nobles back in the same form. These three twisted souls are contained in the bizarre form of Three Skulls.
Hill Hound: Years ago, an evil noble sold his soul to a devil. During his life he did monstrous things, including killing his wife. The night he died; a large black dog appeared outside his tomb. This is the hill hound, created by a devil from the twisted soul of the evil man.
What the noble didn’t know was the deal included all of his family. He didn’t read the fine print in the contract. Now all his family and future generations come back from the dead as hill hounds.
Swarm of Zombies: ?
Deadly Path, Terrible Trap, Undead Horror: ?
Deadly Path: ?
Grim Roc: When the Riftgates were opened, several dead rocs arose as these monsters. Malevolent necrotic energies reanimated the creatures.
Rift Wraith: They are formed from the tormented souls of creatures that didn’t survive the trip through a Riftgate.
Edmund Myrr, Lich King: Fed up with the restrictions of the Wizard Council, Edmund took drastic action. He met with necromancers from the Void and threw himself off Grim Rock. Then the evil spellcasters helped him return to the world as a Lich King.
Oswald’s home life was a nightmare. His mother, Mary Myrr, is a night hag. His disillusioned father also followed a dark path, giving up his life as a renowned wizard to transform into a lich.
Ghost Whale, Enormous Undead Whale, Grim Creature: ?
Giant Shark Zombie, Powerful Predator, Lethal Killing Machine, Great Guardian, Undead Horror, Sahuagin Servant: ?
Undead Pirate, Armed Skeleton, Brutal Buccaneer: ?
Undead Mammoth, Enormous Shadow, Huge Dark Mammoth, Hulking Horror, Undead Horror: ?
Scorpla, Frightening Monster, Undead Horror, Disturbing Mutant: ?
Giant Undead Crocodile, Something Enormous, Repulsive Reptile, Disgusting Creature, Creepy Creature, Mutant Reptile, Twisted Version of a Sacred Beast: ?
Creeping Shadow, Stealthy Stalker, Callous Undead Monster, Shady Character, Coward, Undead Horror: ?
Faun of the Dead, Horned Creature, Scary Faerie: ?
Swarm of Zombies, Humanoid Shapes, The Walking Dead, Resourceful Raiders: ?
Grim Roc, Winged Horror, Massive Evil Bird: ?
Rift Wraith, Vampiric Vulture, Horror: ?
Undead: ?
Undead King of the Void: ?
Undead Abomination: ?
Undead Soldier: ?
Clairvoyant Ghost: ?
Ghost: ?
Skeleton, Undead Abomination: ?
Vampire: ?
Wight: ?
Wight, Undead Abomination: ?
Zombie: ?
Zombie, Undead Abomination: ?
Ogre Zombie: ?
Ogre Zombie, Undead Abomination: ?
Giant Shark Zombie: Many mariners believe sahuagin necromancers are responsible for bringing the fearsome sharks back from the dead.
Undead Pirate: These monsters are pirates who were betrayed by their own evil crews.
Undead Pirate Captain: ?
Undead Mammoth: These undead mammoths are the result of dark magic that came through Riftgates. Necrotic energy that entered this region twists the souls of some mammoths when they die.
Scorpla: It is an undead horror created by a Jinnan necromancer.
Giant Undead Crocodile: Necromancers loyal to the Crocodile Queen create these hideous monsters.
Creeping Shadow: This creature is usually created to hunt someone by a necromancer, witch, or hag.
Faun of the Dead: The faun had a fallout with his family and then its lover married someone else. An emotional wreck, it wandered into the most dangerous part of the woods. Zombies quickly killed it and a fey necromancer raised it to join the evil Unseelie Court.
Three Skulls, Four-Armed Horror: A horrible family of three died a tragic death. The trio of wealthy nobles lived in a wilderness manor and exploited the forest every way they could. Eventually, the woodland creatures rose up and destroyed them.
However, a diabolical necromancer brought all three nobles back in the same form. These three twisted souls are contained in the bizarre form of Three Skulls.
Hill Hound: Years ago, an evil noble sold his soul to a devil. During his life he did monstrous things, including killing his wife. The night he died; a large black dog appeared outside his tomb. This is the hill hound, created by a devil from the twisted soul of the evil man.
What the noble didn’t know was the deal included all of his family. He didn’t read the fine print in the contract. Now all his family and future generations come back from the dead as hill hounds.
Swarm of Zombies: ?
Deadly Path, Terrible Trap, Undead Horror: ?
Deadly Path: ?
Grim Roc: When the Riftgates were opened, several dead rocs arose as these monsters. Malevolent necrotic energies reanimated the creatures.
Rift Wraith: They are formed from the tormented souls of creatures that didn’t survive the trip through a Riftgate.
Edmund Myrr, Lich King: Fed up with the restrictions of the Wizard Council, Edmund took drastic action. He met with necromancers from the Void and threw himself off Grim Rock. Then the evil spellcasters helped him return to the world as a Lich King.
Oswald’s home life was a nightmare. His mother, Mary Myrr, is a night hag. His disillusioned father also followed a dark path, giving up his life as a renowned wizard to transform into a lich.
Ghost Whale, Enormous Undead Whale, Grim Creature: ?
Giant Shark Zombie, Powerful Predator, Lethal Killing Machine, Great Guardian, Undead Horror, Sahuagin Servant: ?
Undead Pirate, Armed Skeleton, Brutal Buccaneer: ?
Undead Mammoth, Enormous Shadow, Huge Dark Mammoth, Hulking Horror, Undead Horror: ?
Scorpla, Frightening Monster, Undead Horror, Disturbing Mutant: ?
Giant Undead Crocodile, Something Enormous, Repulsive Reptile, Disgusting Creature, Creepy Creature, Mutant Reptile, Twisted Version of a Sacred Beast: ?
Creeping Shadow, Stealthy Stalker, Callous Undead Monster, Shady Character, Coward, Undead Horror: ?
Faun of the Dead, Horned Creature, Scary Faerie: ?
Swarm of Zombies, Humanoid Shapes, The Walking Dead, Resourceful Raiders: ?
Grim Roc, Winged Horror, Massive Evil Bird: ?
Rift Wraith, Vampiric Vulture, Horror: ?
Undead: ?
Undead King of the Void: ?
Undead Abomination: ?
Undead Soldier: ?
Clairvoyant Ghost: ?
Ghost: ?
Skeleton, Undead Abomination: ?
Vampire: ?
Wight: ?
Wight, Undead Abomination: ?
Zombie: ?
Zombie, Undead Abomination: ?
Ogre Zombie: ?
Ogre Zombie, Undead Abomination: ?
Monstrous Personas
Mohrg: Nasty creatures, focused solely on the destruction of life, morghs are made when a particularly vile and murderous person dies and is affected by necromantic energies. I suspect that the rage they felt in life which caused them to lash out at others could not be quelled by death itself.
Mohrg, Strange Undead Gifted With an Amount of Intelligence and Reasoning That is Comparable to a Humanoid Yet the Self Control of a Wild Beast, Nasty Creature: ?
Undead, Undead Creature: When such creatures die, they leave their spirits behind. It is important to differentiate the spirit from the soul. The soul will travel on to the afterlife while the spirit will stay behind and inhabit the land. This is why you will find undead roaming the land, despite their souls having gone to Heaven or Hell or wherever else they belong. Their spirits took physical form and terrorize others.
Banshee: ?
Banshee, Vengeful Undead: ?
Flameskull: ?
Lich: ?
Shadow: “I’ll be honest with you. I don’t entirely know what shadows are. There are legends about them being embodiments of the Shadow Plane given life. That they are nothing more than the mix of light and darkness somehow given life by a wandering soul. All rumors, of course. No one is truly sure but everyone has a theory”
Shadow, Lurker in the Darkness: ?
Specter: Animancer Wraith Bond Level 2 power.
Wraith: ?
Wraith: ?
Bond Level 2: You gain the ability to use a recently slain humanoid’s life force to serve you. As a reaction when you slay a humanoid creature, or as an action targeting a humanoid that has been dead for no more than 1 minute you raise them as a specter using its default stats. The specter can be commanded as a bonus action, and follows your commands for up to a minute, at which point it dissipates. Once you use this ability, you can’t use it again until you complete a short or long rest.
Mohrg, Strange Undead Gifted With an Amount of Intelligence and Reasoning That is Comparable to a Humanoid Yet the Self Control of a Wild Beast, Nasty Creature: ?
Undead, Undead Creature: When such creatures die, they leave their spirits behind. It is important to differentiate the spirit from the soul. The soul will travel on to the afterlife while the spirit will stay behind and inhabit the land. This is why you will find undead roaming the land, despite their souls having gone to Heaven or Hell or wherever else they belong. Their spirits took physical form and terrorize others.
Banshee: ?
Banshee, Vengeful Undead: ?
Flameskull: ?
Lich: ?
Shadow: “I’ll be honest with you. I don’t entirely know what shadows are. There are legends about them being embodiments of the Shadow Plane given life. That they are nothing more than the mix of light and darkness somehow given life by a wandering soul. All rumors, of course. No one is truly sure but everyone has a theory”
Shadow, Lurker in the Darkness: ?
Specter: Animancer Wraith Bond Level 2 power.
Wraith: ?
Wraith: ?
Bond Level 2: You gain the ability to use a recently slain humanoid’s life force to serve you. As a reaction when you slay a humanoid creature, or as an action targeting a humanoid that has been dead for no more than 1 minute you raise them as a specter using its default stats. The specter can be commanded as a bonus action, and follows your commands for up to a minute, at which point it dissipates. Once you use this ability, you can’t use it again until you complete a short or long rest.
Mortzengersturm, The Mad Manticore of the Prismatic Peak
Thedabara, Old and Arrogant Vampire: ?
True Undead: ?
True Undead: ?
Murkrag’s Compendium of Curios
Undead: ?
Shadow: Shadowform Bolt magic item.
Minotaur Skeleton: Necromancer's Bauble magic item.
Trapped Will-o'-Wisp Creature: ?
SHADOWFORM BOLT
Ammunition (crossbow bolt), legendary
This bolt is pitch black and seems to absorb light. It has no separate fletching or head, both being carved of the same shadowy material. The result is a piece looking more like a large dart than a proper crossbow bolt.
When you hit a creature with this bolt, it must immediately make a DC 16 Charisma saving throw. On a successful save, the bolt's magic is expended with no effect. On a failed save, the target must repeat the saving throw at the end of their next turn, becoming unconscious and cursed on a second failure. While cursed in this way, the creature’s shadow is torn from its body, and it cannot regain consciousness while its shadow is separated. The shadow is loyal to you and obeys your spoken commands, but vanishes if its original body dies. The shadow has none of the memories of the affected creature. If the shadow is reduced to 0 hit points or the curse is lifted on the original target, the effect ends. The GM has the statistics for the shadow, which rolls its own initiative in combat. A shadow created this way cannot create additional shadows through its Strength Drain ability.
The bolt regains its magic at dusk of the next day.
NECROMANCER’S BAUBLE
Arcane focus (orb), very rare (requires attunement)
This misshapen orb is crafted from what appears to be a miniature bull’s skull coated in green glass. A pinprick of red light can be seen deep within the skull’s eye sockets.
As an action, you may hurl this skull up to 30 feet and speak its command word, transforming into a minotaur skeleton that obeys your verbal commands and acts on your turn in initiative. The GM has the statistics for the creature with the following adjustments:
● The creature regains 10 hp at the start of its turn. If the creature takes radiant damage, this trait doesn’t function at the start of the creature’s next turn. The creature dies only if it starts its turn with 0 hit points and doesn’t regenerate.
● It may not attune to any items.
● You may choose to end the effect at any time. If you do, or if the skeleton dies, the skeleton crumbles to dust, leaving behind the orb.
Once you’ve used this ability it cannot be used again until you complete a long rest.
Shadow: Shadowform Bolt magic item.
Minotaur Skeleton: Necromancer's Bauble magic item.
Trapped Will-o'-Wisp Creature: ?
SHADOWFORM BOLT
Ammunition (crossbow bolt), legendary
This bolt is pitch black and seems to absorb light. It has no separate fletching or head, both being carved of the same shadowy material. The result is a piece looking more like a large dart than a proper crossbow bolt.
When you hit a creature with this bolt, it must immediately make a DC 16 Charisma saving throw. On a successful save, the bolt's magic is expended with no effect. On a failed save, the target must repeat the saving throw at the end of their next turn, becoming unconscious and cursed on a second failure. While cursed in this way, the creature’s shadow is torn from its body, and it cannot regain consciousness while its shadow is separated. The shadow is loyal to you and obeys your spoken commands, but vanishes if its original body dies. The shadow has none of the memories of the affected creature. If the shadow is reduced to 0 hit points or the curse is lifted on the original target, the effect ends. The GM has the statistics for the shadow, which rolls its own initiative in combat. A shadow created this way cannot create additional shadows through its Strength Drain ability.
The bolt regains its magic at dusk of the next day.
NECROMANCER’S BAUBLE
Arcane focus (orb), very rare (requires attunement)
This misshapen orb is crafted from what appears to be a miniature bull’s skull coated in green glass. A pinprick of red light can be seen deep within the skull’s eye sockets.
As an action, you may hurl this skull up to 30 feet and speak its command word, transforming into a minotaur skeleton that obeys your verbal commands and acts on your turn in initiative. The GM has the statistics for the creature with the following adjustments:
● The creature regains 10 hp at the start of its turn. If the creature takes radiant damage, this trait doesn’t function at the start of the creature’s next turn. The creature dies only if it starts its turn with 0 hit points and doesn’t regenerate.
● It may not attune to any items.
● You may choose to end the effect at any time. If you do, or if the skeleton dies, the skeleton crumbles to dust, leaving behind the orb.
Once you’ve used this ability it cannot be used again until you complete a long rest.
Mutants and Mad Science (5E)
Undead, Actual Undead, Unquiet Dead: Unless otherwise noted, all effects of a chirurgical procedure are permanent, and many are damaging to the patient’s psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Skeletal Undead: ?
Corporeal Undead: ?
Haunting Spirit: ?
Haunt That Spreads Madness and Torment: Unless otherwise noted, all effects of a chirurgical procedure are permanent, and many are damaging to the patient’s psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Ghost: Unless otherwise noted, all effects of a chirurgical procedure are permanent, and many are damaging to the patient’s psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Ghoul: Unless otherwise noted, all effects of a chirurgical procedure are permanent, and many are damaging to the patient’s psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Skeleton: ?
Specter: Unless otherwise noted, all effects of a chirurgical procedure are permanent, and many are damaging to the patient’s psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Skeletal Undead: ?
Corporeal Undead: ?
Haunting Spirit: ?
Haunt That Spreads Madness and Torment: Unless otherwise noted, all effects of a chirurgical procedure are permanent, and many are damaging to the patient’s psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Ghost: Unless otherwise noted, all effects of a chirurgical procedure are permanent, and many are damaging to the patient’s psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Ghoul: Unless otherwise noted, all effects of a chirurgical procedure are permanent, and many are damaging to the patient’s psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Skeleton: ?
Specter: Unless otherwise noted, all effects of a chirurgical procedure are permanent, and many are damaging to the patient’s psyche or the natural balance of their biological processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as ghouls or, more rarely, ghosts or specters.
Mystara Player's Guide (Original)
Druj: ?
Wyrd: Wyrds are the possessed bodies of dead elves.
More Powerful Wyrd: ?
Undead, Undead Creature: 3rd Circle of Thanatology.
Lord Sulescu, Undead: ?
Lord Sulescu, Vampire: ?
Undead Librarian: ?
Incredibly Powerful Undead Abomination: ?
Free-Willed Undead: ?
Undead Spirit: ?
Intelligent Undead: ?
Corporeal Undead: ?
Incorporeal Undead: ?
Undead Servant, Corpse: Undead Servant spell.
Undead Ally: ?
Banshee: ?
Ghost: ?
Ghoul: ?
The Lich Lord of Blackwood: ?
Lich: If the caster's Charisma ever reaches 0 [from using Radiance], the caster becomes a lich under the DM's control.
5th Circle of Thanatology.
Vampire: ?
Wyrd, Possessed Body of a Dead Elf: ?
Undead Servant
1st-level necromancy (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 30 feet
Components V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute.
You animate a single medium-size or smaller humanoid corpse. The corpse has a speed of 10 feet, Strength of 10, and AC 10 unless increased by armor. The corpse has 10 hit points, and cannot be reanimated as undead again if destroyed. The corpse is destroyed if turned by a cleric or paladin. The corpse cannot attack but can lift or push objects.
3rd Circle of Thanatology
When you reach 3rd level, you can create undead.
• Create Undead: You can craft undead after a ritual. The ritual requires two weeks of research per challenge rating and 1000gp per CR. A corporeal undead needs a fresh corpse, an incorporeal undead just needs a part of a corpse. The actual ritual requires 1 hour per CR and requires an Arcana check. At the end, the undead is completely loyal to you, unlike Control Undead. Liches cannot be created.
5th Circle of Thanatology
When you reach the 5th level of Thanatology, you obtain lichdom.
• Attain Lichdom: You undertake a ritual that requires 20 weeks to complete and costs 25,000gp. At the end of the ritual, you must make an Arcana check. If successful, you immediately gain the following abilities from the Lich entry in the monster manual:
• Damage Resistance: as per lich
• Damage Immunity: as per lich
• Condition Immunity: as per lich
• Truesight 120ft
• Legendary Resistance 3/day
• Rejuvenation
• Paralyzing Touch
• Turn Resistance
• Undead
Critical Failure: You are turned into a demon of the DM's choice and removed from the game.
Wyrd: Wyrds are the possessed bodies of dead elves.
More Powerful Wyrd: ?
Undead, Undead Creature: 3rd Circle of Thanatology.
Lord Sulescu, Undead: ?
Lord Sulescu, Vampire: ?
Undead Librarian: ?
Incredibly Powerful Undead Abomination: ?
Free-Willed Undead: ?
Undead Spirit: ?
Intelligent Undead: ?
Corporeal Undead: ?
Incorporeal Undead: ?
Undead Servant, Corpse: Undead Servant spell.
Undead Ally: ?
Banshee: ?
Ghost: ?
Ghoul: ?
The Lich Lord of Blackwood: ?
Lich: If the caster's Charisma ever reaches 0 [from using Radiance], the caster becomes a lich under the DM's control.
5th Circle of Thanatology.
Vampire: ?
Wyrd, Possessed Body of a Dead Elf: ?
Undead Servant
1st-level necromancy (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 30 feet
Components V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute.
You animate a single medium-size or smaller humanoid corpse. The corpse has a speed of 10 feet, Strength of 10, and AC 10 unless increased by armor. The corpse has 10 hit points, and cannot be reanimated as undead again if destroyed. The corpse is destroyed if turned by a cleric or paladin. The corpse cannot attack but can lift or push objects.
3rd Circle of Thanatology
When you reach 3rd level, you can create undead.
• Create Undead: You can craft undead after a ritual. The ritual requires two weeks of research per challenge rating and 1000gp per CR. A corporeal undead needs a fresh corpse, an incorporeal undead just needs a part of a corpse. The actual ritual requires 1 hour per CR and requires an Arcana check. At the end, the undead is completely loyal to you, unlike Control Undead. Liches cannot be created.
5th Circle of Thanatology
When you reach the 5th level of Thanatology, you obtain lichdom.
• Attain Lichdom: You undertake a ritual that requires 20 weeks to complete and costs 25,000gp. At the end of the ritual, you must make an Arcana check. If successful, you immediately gain the following abilities from the Lich entry in the monster manual:
• Damage Resistance: as per lich
• Damage Immunity: as per lich
• Condition Immunity: as per lich
• Truesight 120ft
• Legendary Resistance 3/day
• Rejuvenation
• Paralyzing Touch
• Turn Resistance
• Undead
Critical Failure: You are turned into a demon of the DM's choice and removed from the game.
Mystara Player's Guide (Revised)
Druj: ?
Wyrd: Wyrds are the possessed bodies of dead elves.
Druj, Incredibly Powerful Undead Abomination: ?
Wyrd, Possessed Body of a Dead Elf: ?
More Powerful Wyrd: ?
Undead, Undead Creature: 3rd Circle of Thanatology.
Lord Sulescu: ?
Undead Librarian: ?
Free-Willed Undead: ?
Undead Spirit: ?
Intelligent Undead: ?
Corporeal Undead: 3rd Circle of Thanatology.
Incorporeal Undead: 3rd Circle of Thanatology.
Undead Ally: ?
Animate Corpse: Undead Servant spell.
Banshee: ?
Ghost: ?
Ghoul: ?
The Lich Lord of the Blackwood: ?
Lich: Using the Radiance is highly dangerous; it is heavily taxing on the body and can permanently maim a wizard if used too much. Using the Radiance puts a strain on the wizard every time the Radiance is used. When a Radiance ability is used or when a Radiance spell is cast, the caster must succeed on an Intelligence saving throw against a DC equal to his spellcasting ability or gain a level of exhaustion. In addition to the exhaustion, the wizard has to take a Withering test. Roll a d20, on a roll of 1 part of the caster's body has become shriveled and partially useless. The caster immediately loses 2 points of Charisma and 1 point from either Strength, Dexterity, or Constitution (roll a d6. 1-2: Strength, 3-4: Dexterity, 5-6: Constitution). This effect can only be reversed with a wish spell, and even then only restores a single withered body part.
Sorcerers are immune to the Charisma loss, but not the other effects. If the caster's Charisma ever reaches 0, the caster becomes a lich under the DM's control.
5th Circle of Thanatology.
Vampire: ?
Lord Sulescu, Vampire: ?
Undead Servant
1st-level necromancy (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 30 feet
Components V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute.
You animate a single medium-size or smaller humanoid corpse. The corpse has a speed of 10 feet, Strength of 10, and AC 10 unless increased by armor. The corpse has 10 hit points, and cannot be reanimated as undead again if destroyed. The corpse is destroyed if turned by a cleric or paladin. The corpse cannot attack but can lift or push objects.
3rd Circle of Thanatology
When you reach 3rd level, you can create undead.
• Create Undead: You can craft undead after a ritual. The ritual requires two weeks of research per challenge rating and 1000gp per CR. A corporeal undead needs a fresh corpse, an incorporeal undead just needs a part of a corpse. The actual ritual requires 1 hour per CR and requires an Arcana check. At the end, the undead is completely loyal to you, unlike Control Undead. Liches cannot be created.
Critical Failure: You take 1d6 points of Necrotic damage per CR of the creature attempted, plus another d6 for each Immunity or special ability of the undead. This damage ignores any resistances or immunities.
5th Circle of Thanatology
When you reach the 5th level of Thanatology, you obtain lichdom.
• Attain Lichdom: You undertake a ritual that requires 20 weeks to complete and costs 25,000gp. At the end of the ritual, you must make an Arcana check. If successful, you immediately gain the following abilities from the Lich entry in the monster manual:
• Damage Resistance: as per lich
• Damage Immunity: as per lich
• Condition Immunity: as per lich
• Truesight 120ft
• Legendary Resistance 3/day
• Rejuvenation
• Paralyzing Touch
• Turn Resistance
• Undead
Critical Failure: You are turned into a demon of the DM's choice and is removed from the game.
Wyrd: Wyrds are the possessed bodies of dead elves.
Druj, Incredibly Powerful Undead Abomination: ?
Wyrd, Possessed Body of a Dead Elf: ?
More Powerful Wyrd: ?
Undead, Undead Creature: 3rd Circle of Thanatology.
Lord Sulescu: ?
Undead Librarian: ?
Free-Willed Undead: ?
Undead Spirit: ?
Intelligent Undead: ?
Corporeal Undead: 3rd Circle of Thanatology.
Incorporeal Undead: 3rd Circle of Thanatology.
Undead Ally: ?
Animate Corpse: Undead Servant spell.
Banshee: ?
Ghost: ?
Ghoul: ?
The Lich Lord of the Blackwood: ?
Lich: Using the Radiance is highly dangerous; it is heavily taxing on the body and can permanently maim a wizard if used too much. Using the Radiance puts a strain on the wizard every time the Radiance is used. When a Radiance ability is used or when a Radiance spell is cast, the caster must succeed on an Intelligence saving throw against a DC equal to his spellcasting ability or gain a level of exhaustion. In addition to the exhaustion, the wizard has to take a Withering test. Roll a d20, on a roll of 1 part of the caster's body has become shriveled and partially useless. The caster immediately loses 2 points of Charisma and 1 point from either Strength, Dexterity, or Constitution (roll a d6. 1-2: Strength, 3-4: Dexterity, 5-6: Constitution). This effect can only be reversed with a wish spell, and even then only restores a single withered body part.
Sorcerers are immune to the Charisma loss, but not the other effects. If the caster's Charisma ever reaches 0, the caster becomes a lich under the DM's control.
5th Circle of Thanatology.
Vampire: ?
Lord Sulescu, Vampire: ?
Undead Servant
1st-level necromancy (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 30 feet
Components V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute.
You animate a single medium-size or smaller humanoid corpse. The corpse has a speed of 10 feet, Strength of 10, and AC 10 unless increased by armor. The corpse has 10 hit points, and cannot be reanimated as undead again if destroyed. The corpse is destroyed if turned by a cleric or paladin. The corpse cannot attack but can lift or push objects.
3rd Circle of Thanatology
When you reach 3rd level, you can create undead.
• Create Undead: You can craft undead after a ritual. The ritual requires two weeks of research per challenge rating and 1000gp per CR. A corporeal undead needs a fresh corpse, an incorporeal undead just needs a part of a corpse. The actual ritual requires 1 hour per CR and requires an Arcana check. At the end, the undead is completely loyal to you, unlike Control Undead. Liches cannot be created.
Critical Failure: You take 1d6 points of Necrotic damage per CR of the creature attempted, plus another d6 for each Immunity or special ability of the undead. This damage ignores any resistances or immunities.
5th Circle of Thanatology
When you reach the 5th level of Thanatology, you obtain lichdom.
• Attain Lichdom: You undertake a ritual that requires 20 weeks to complete and costs 25,000gp. At the end of the ritual, you must make an Arcana check. If successful, you immediately gain the following abilities from the Lich entry in the monster manual:
• Damage Resistance: as per lich
• Damage Immunity: as per lich
• Condition Immunity: as per lich
• Truesight 120ft
• Legendary Resistance 3/day
• Rejuvenation
• Paralyzing Touch
• Turn Resistance
• Undead
Critical Failure: You are turned into a demon of the DM's choice and is removed from the game.
Mythical Classes: Protean Scribe (5e)
Undead Storied Creature: Protean Scribe's Story power with Primordial Death Word.
Mythos Monsters (5E)
Undead: ?
Fire Vampire, Flamewraith: Fire vampires, also called flamewraiths, are the fading remnants of fire elemental creatures whose life force has been drained, either by contact with the undead or at the planar vergence between the Elemental Plane of Fire and the Negative Energy Plane.
They are birthed into the cosmos amid the fading flames of dying stars, cast out into the void by collapsing neutron stars or in the explosive aftershocks of nova and supernova explosions.
Fire Vampire, Fading Remnant of a Fire Elemental Creature Whose Life Force Has Been Drained by Contact With the Undead: ?
Fire Vampire, Fading Remnant of a Fire Elemental Creature Whose Life Force Has Been Drained at the Planar Vergence Between the Elemental Plane of Fire and the Negative Material Plane: ?
Ghoul: ?
Lunar Wight, Typical Lunar Wight, Full-Fledged Free-Willed Lunar Wight: Lunar wights are humanoids who rise as undead after being brutally slain and their corpse abandoned under the light of a full moon. Lunar wights arise when a dark spirit from beyond this world possesses the corpse and permanently enters the dead body.
Spawn are under the command of the lunar wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed lunar wights.
Lunar Wight Spawn: Any humanoid creature slain by a lunar wight under the light of the moon becomes a lunar wight [spawn] itself in 1d4 rounds. If the corpse is kept from direct exposure to moonlight, then this transformation is delayed until the rise of the next full moon.
Ghost: ?
Fire Vampire, Flamewraith: Fire vampires, also called flamewraiths, are the fading remnants of fire elemental creatures whose life force has been drained, either by contact with the undead or at the planar vergence between the Elemental Plane of Fire and the Negative Energy Plane.
They are birthed into the cosmos amid the fading flames of dying stars, cast out into the void by collapsing neutron stars or in the explosive aftershocks of nova and supernova explosions.
Fire Vampire, Fading Remnant of a Fire Elemental Creature Whose Life Force Has Been Drained by Contact With the Undead: ?
Fire Vampire, Fading Remnant of a Fire Elemental Creature Whose Life Force Has Been Drained at the Planar Vergence Between the Elemental Plane of Fire and the Negative Material Plane: ?
Ghoul: ?
Lunar Wight, Typical Lunar Wight, Full-Fledged Free-Willed Lunar Wight: Lunar wights are humanoids who rise as undead after being brutally slain and their corpse abandoned under the light of a full moon. Lunar wights arise when a dark spirit from beyond this world possesses the corpse and permanently enters the dead body.
Spawn are under the command of the lunar wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed lunar wights.
Lunar Wight Spawn: Any humanoid creature slain by a lunar wight under the light of the moon becomes a lunar wight [spawn] itself in 1d4 rounds. If the corpse is kept from direct exposure to moonlight, then this transformation is delayed until the rise of the next full moon.
Ghost: ?
Naern 5E Campaign Setting (World of Myrr)
Undead: ?
Ghost: ?
Shadow: ?
Will-o'-Wisp: ?
Ghost: ?
Shadow: ?
Will-o'-Wisp: ?
Necropolis (5e)
Aspect of Rahotep, Aspect of Rahotep's Soul: The rituals around Rahotep’s death ensured that his soul remained in this world rather than passing into the underworld for judgment. Seven of the aspects of his soul were set free to roam the world, to wreak havoc, and to build a cult that would remember him and, in time, free him and allow him to rise as Unmortal. These are his sahu, the spiritual body; sekem, the life energy; ka, the vital essence; ba, the personality; khaibet, the shadow; khu, the immortal self; and ren, the true name. The other two aspects — his khat, the body, and his ab, the heart — were entombed in his sarcophagus.
Khemitian lore conceives of nine parts of a human soul. Normally at death, most of the parts of the soul pass to the afterlife to be judged. As described earlier, however, Rahotep used powerful magics on his death so that the aspects of his soul stayed in the mortal realm.
This is where four of Rahotep’s most devoted priests performed the rituals necessary at his death to allow the nine aspects of his soul to remain in the mortal realm to prepare for his eventual ascension as Unmortal. The jars and bottles on the shelves are mostly empty or leaked, and the liquids within long since dried out. The dust on the shelves is all that is left of rolls of unused bandages. The hieroglyphs on the walls recite the various prayers needed to effect this terrible ritual.
Gholle: ?
Vampiric Ghoul: ?
Ghulaz: Ghulaz are undead creatures rumored to have originated on another plane of existence.
The statue is of Ghul, the mother of all the ghulaz. Those characters bearing figurines of Chons or Horus recognize the depiction as being that of a demoness. Hieroglyphs at the base of the statue state, “Ghul, she who spawned the Ghulaz!”
Ghul is a 12-foot-tall, misshapen female creature, the mother of all ghulaz.
Greater Priest Ghost: In life, greater priest ghosts were clerics devoted to an evil god and performed certain terrible rituals in life. In death, they guard a tomb of a power greater than theirs. They seal themselves alive in a sarcophagus or coffin where they eventually die. Their souls remain trapped in their bodies, eternal guardians waiting to bring doom upon any who might intrude on the house of death they protect.
After the ritual was complete, the four priests sealed themselves alive into the four sarcophagi in this room, where they died. But their souls remain within their mummified bodies, and they are now 4 greater priest ghosts.
Great Spider Mummy: A great spider mummy is created by forbidden rituals from the corpse of a species of extremely rare Khemitian giant spider.
Lightning-Quick Mummy: Lightning-quick mummies are created by foul sorceries to lure and trap those wishing to disturb the rest of the-unliving.
Mummy of Khemit: The mummy of Khemit is a preserved corpse animated through the use of sinister and dark magic to further the ends of the caster and “creator.”
Sekem of the Duat's Sekem Touch power.
Rahotep's Tomb Mummy: A humanoid creature that dies (through natural or unnatural causes, or as the result of a curse) while inside the Tomb of Rahotep rises as a mummy in 30 minutes.
Anyone killed by Rahotep rises as a Rahotep’s tomb mummy under Rahotep’s command in two rounds.
If a character fails its saving throw against one the Nine Curses of Rahotep, there are two principal effects on the character:
• First, Rahotep and each of the aspects of his soul can command that character at any time as a bonus action, with the same effect as a dominate person spell — but no further saving throw is permitted. (See, however, the sidebar for a discussion of possible mitigants to this result.) This effect is permanent and applicable any time the character is in the tomb, even should the party leave for a period of time and later return. This effect can be removed only by a wish spell or other similar magic. This effect is also suppressed if the character is inside the bounds of an antimagic field.
• Second, should the character at any time die while in the tomb, they cannot be raised from the dead by any means short of a true resurrection or wish spell. Further, within five minutes of the character’s death, their body begins to shrivel and change physically, teeth lengthening into fangs, hands twisting into claws. If either gentle repose or remove curse is cast on the body within five minutes of the beginning of this transformation, it reverses and no further transformation occurs. If, however, neither such spell is cast in that time period, the body irrevocably continues to transform, and in 10 more minutes becomes a Rahotep’s tomb mummy (see Appendix B). At that point, the corpse animates and is under the complete mental control of Rahotep, including any aspect of Rahotep. The body seeks to flee the party and join with Rahotep’s forces further in the tomb, where it can join in the destruction of its former friends.
Anyone who touches any of the items in either of the coffers must make a DC 18 Wisdom saving throw (and if they said Rahotep’s name or their own true name while in the tomb, bear one of Rahotep’s curses, or anointed a figurine and lit a lamp in Area 10, they must make this saving throw at disadvantage). On a failure, they open the coffers, lay out the service pieces on the altar, and don and take up the vestments and trappings. If questioned, they say that a ceremony must be performed here to ensure that Rahotep’s presence is banished.
As soon as the first item is placed on the altar or donned, a hollow-voiced chanting arises, and red flames spring alight in the air over the altar. The number of flames equals the number of members of the party who are the victim of one of Rahotep’s Curses, or who have said Rahotep’s name or their own true name while in the tomb, or who anointed a figurine and lit a lamp in Area 10 (plus the person who is conducting this ceremony, if not one of the foregoing). Each of these individuals now joins in a semicircle around the altar.
At this point, each of these characters is allowed one final DC 18 Wisdom saving throw at disadvantage to cease participating in the ceremony. Any who make this save are free to do as they wish, but if any one or more fail, they do everything in their power to continue this service to its completion, including attacking other members of the party. They cry out that the others must be in thrall to demons and that this ceremony is essential to ending Rahotep!
The ceremony takes two minutes to complete, and the requirements for it come unbidden to the minds of those performing it. If other characters forcibly remove those performing it from Area 12, they come to their senses. But if they re-enter Area 12, they again try to perform the ceremony. The physical destruction of all of the items in the coffers ends the compulsion. Should, somehow, the ceremony be completed, all of those performing it immediately die and begin the transformation into Rahotep’s tomb mummies.
A Heart. If a character presses this hieroglyph, they are targeted by a finger of death spell and must make a DC 21 Constitution saving throw, taking 61 (7d8 + 30) necrotic damage on a failed save, or half as much on a successful one. A character killed by this finger of death rises as a Rahotep’s tomb mummy unless remove curse or gentle repose is cast within five minutes.
Four Rahotep’s tomb mummies, former adventurers who fell to Rahotep’s curses, stand in the initial foyer (Area 25A).
A confrontation between the party and Rahotep in this area has five possible results:
The Party is Defeated but Rahotep does not Become Unmortal.
Rahotep slays all the party members, each of whom then rises as a Rahotep’s tomb mummy. Sad.
Sahu of the Duat's Touch of the Duat power.
Khu Aspect of Rahotep, Dim Figure, Vulture With the Head of a Man, Man-Headed Vulture: ?
Khaibet Aspect of Rahotep, Shadow, Human Shadow: ?
Ba Aspect of Rahotep, Statue, Face of Rahotep: ?
Sekem Aspect of Rahotep, Fiery Figure Roughly Human in Shape, Fiery Human Figure: ?
Sahu Aspect of Rahotep, Figure Darker Than the Dark Roughly Human in Shape, Extremely Dark Vaguely Human Shape: ?
Ren Aspect of Rahotep, Black Lightless Eyes, Black Eyes Like Lightless Holes: ?
Khat Aspect of Rahotep, Spectral Image, Mummified Figure Without Bandages Thin Gnarled Black Wet Radiating Palpable Evil, Rahotep's Corpse: ?
Ab Aspect of Rahotep, Spectral Image, Mummified Figure Without Bandages Thin Gnarled Black Wet Radiating Palpable Evil, Rahotep's Heart: ?
Ka Aspect of Rahotep, Swarm of Small Bat-Winged Horrors, Flying Scorpions, Flurry of Flying Shapes: ?
Rahotep the Undead: This is the form Rahotep takes when all aspects of Rahotep combine, before the Nine Evil Objects are immersed in the proper pools, allowing him to arise as Rahotep the Unmortal.
Rahotep the Unmortal: This is the form Rahotep takes once all Nine Evil Objects are immersed in the proper pools, which grants him powers near to those of a demigod.
This [Rahotep the Undead] is the form Rahotep takes when all aspects of Rahotep combine, before the Nine Evil Objects are immersed in the proper pools, allowing him to arise as Rahotep the Unmortal.
If all of the Nine Evil Objects are dropped into the pools that empower Rahotep, a brilliant flash of dark energy pours forth from the pools into his khat, and he is immediately transformed into Rahotep the Unmortal.
Gholle, Undead Humanoid With the Features of Hyenas Gorillas and Humans: ?
Gholle, Monstrous Gholle: ?
Fair Gholle: ?
Vampiric Ghoul, Possibly the Most Malign And Wicked of the Undead, Vile Creature: ?
Vampiric Ghoul, Pale Beautiful Girl, Concubine: ?
Ghulaz, Vile Creature, Vile Thing, Amalgam of the Worst Features of a Hound a Babboon and a Human: ?
Great Spider Mummy, Rotting Desiccated Giant Spider Wrapped in Bandages: ?
Mummy of Khemit, Preserved Corpse Animated Through the Use of Sinister and Dark Magic, Rotting Desiccated Corpse Wrapped in Bandages: ?
Undead, Undead Creature: Once the work was at last complete, the grand high priest sacrificed all of his remaining followers to Set, giving some the power to rise again as undead to guard the tomb.
Once all of the figurines are in place, the following table sets forth the effect on any character that moves the pointer to the indicated zodiacal sign. This occurs whether the character touches the pointer or moves it indirectly — through a rope, for example, or magic spell (such as telekinesis, mage hand, or even unseen servant). If more than one character moves the pointer together, the effect applies to the one who first chose, or first suggested, which sign to stop at. Once the pointer is moved to a wedge and the effect applied, its power is spent, and no further effect occurs from moving the pointer to that sign for one year and one day. No saving throws apply to any of these results, as the individual moving the pointer is a willing target. And nothing short of divine intervention (not even a wish spell) can reverse any of these consequences.
Zodiacal Sign Number Description Principal Effect Additional Effect
1 Pair of great fish with pearly white teeth, one coral-hued and the other silvery-gold, against a dark blue background
The character is stricken by a permanent wasting disease. Their Constitution is permanently reduced by 6 and their Strength is permanently reduced by 2 (in each case to a minimum of 1).
If any members of the party are victims of one of Rahotep’s curses, one such curse is dispelled. If none are currently so affected, this character is granted permanent immunity to Rahotep’s curses.
2 Man with white skin, crowned by green leaves and red flowers, pouring silvery waters from two golden chalices into a deep blue background
The character gains the ability to cast protection from energy one time per day as a reaction.
None
3 Three-horned goatfish of silver and white upon a field of dark green
One ability score of the player’s choice increases by 2 (which can exceed 20 but cannot exceed 24), but the character also must lose 2 points from another ability or 1 point from each of two other abilities of their choice (or randomly chosen).
None
4 Winged black centaur with scorpion tail wearing a red crown and flanked by two gold feathers, drawing a bow; royal purple background
A powerful demon or devil becomes the character’s enemy, seeking their ruin and suffering before attempting to slay them. This is likely not apparent until after the party leaves the tomb and time passes. It lasts until either the character or the demon or devil dies.
None
5 Dark-red scorpion with claws and stinger of jet crawling on a pale gray ground
The character immediately transforms into a different form, determined on the table for the reincarnate spell (or as you decide). If necessary, reroll until a form different from the character’s original form results. All abilities of the character are unchanged, except that it exchanges its original race for the new one and changes its racial traits accordingly. Items and clothing worn or held by the character do not transform, so they may no longer fit or be usable by the character.
None
6 Golden solar disc; a falcon in its center supports the beam of a balance, from which two iron pans are suspended by silvery chains; background is black
A magical item (of your choice) that is at least very rare appears in the character’s hands or at the character’s feet, but two wondrous, uncommon, or rare magical items of your choice owned by the character disappear permanently.
None
7 Priestess with pearly-hued flesh wearing a golden headdress and bearing a gold scepter, standing on a deep brown field
All forms of wealth carried or owned by the character, other than magic items, are lost forever. Portable property vanishes. Businesses, buildings, and land are lost in a way that alters reality the least. Any documentation proving ownership of an asset also disappears.
If any members of the party are victims of one of Rahotep’s curses, one such curse is dispelled. If none are currently so affected, this character is granted permanent immunity to Rahotep’s curses.
8 Bronze-maned lion adorned by a double crown of purple and gold on a blue-green field
The power to unravel and spin anew reality’s fabric one time is given to the character. The character can avoid or erase one event as if it never happened. This can be used immediately or at any later time until the character dies.
None
9 Orange scarab beetle with claws and mandibles of silver upon a field of dark gray
All magic items worn, carried, or owned by the character (even if held by another party member) disintegrate. Artifacts are not destroyed, but instead vanish from the character’s possession. This has no effect, however, on any of the Nine Evil Objects or on any deity figurines purchased from Atmu-thoth-rahat that the character may possess.
If any members of the party are victims of one of Rahotep’s curses, one such curse is dispelled. If none are currently so affected, this character is granted permanent immunity to Rahotep’s curses.
10 Two humans raising hands to touch one another; the male’s headdress is of gold feathers, and the female’s is a golden sun and uraeus serpent; background is indigo
A nonplayer character of your choice becomes hostile toward the character. The identify of this new enemy isn’t known until that NPC or someone else reveals it.
None
11 Black bull with pearl blaze and ruby red hooves and horns bearing a silver crescent and white moon-disc upon its back, upon a variegated field of light blue, light green, and violet
The character becomes permanently undead. They retain all memories, abilities, and spells they had while alive. They do not need to eat, drink, or breathe, and are immune to poison damage, but they hunger for blood and raw flesh, and an aura of death surrounds them at all times. In addition, they are subject to all spells and clerical abilities that affect undead. Healing spells and potions no longer benefit the character, who may regain hit points only through long and short rests or other nonmagical means. Clerics and paladins must immediately choose a new deity that represents death or be unable to regain spell slots.
None
12 Straight-horned blue ram crowned with four plumes (red, white, blue, and gold), on a pale green field
The character gains proficiency in two skills of their choice (and if a skill that the character already has proficiency in is chosen, then the proficiency bonus is doubled for that skill), and 10,000 XP; but their Charisma is permanently reduced by 2.
None
Undead Servant: ?
Restless Undead: ?
Hungering Undead: ?
Ghoulish Undead: ?
Nefertem, Ghost of a Priestess, Ghost Priestess: ?
Pharaoh Tankhefre I, Powerful Ghost: ?
Tcheri, Ghost: ?
Ghast: ?
Ghoul: Any humanoid creature slain by the gholle rises as a ghoul within 1d6 hours.
A humanoid slain by this [vampiric ghoul's life drain] attack rises 24 hours later as a ghoul under the vampiric ghoul’s control unless the humanoid is restored to life or its body is destroyed.
Ghoul, Sinister Creature: ?
Ghoul-Like Creature: ?
Ghoulish Creature: ?
Once-Human Ghoul: ?
Mummy: ?
Skeletal Creature: ?
Specter: ?
Utat-Nebbu, Dispater, Powerful Vampire, Rahotep's Original Mightiest Servant, Willing Devoted Servant, Vampire-Sorcerer, Unyielding Servant, Servant, Muscular Dark Figure Much Larger Than a Human With Red Leathery Skin Long Black Horns and a Huge Tail Curling Behind it Like That of a Scorpion: One of Rahotep’s original and mightiest servants, Utat-nebbu was sacrificed during the construction of the tomb and given the reward of undeath as a powerful vampire.
Vampire: ?
Vampire, Hungering Undead: ?
Vampire Spawn, Pale Woman Tall Slender With Long Stringy Hair: ?
Terrible Vampire: ?
Vampire Spawn: Anyone killed as a result of Utat-nebbu’s bite (but not subject to transformation into a Rahotep’s tomb mummy) rises as a vampire spawn the following sundown.
Will-o'-Wisp: ?
Wraith: ?
Mummified Zombie: ?
Mummy-Zombie: A mummy of Khemit appears as a rotting, desiccated corpse wrapped in bandages. It moves slowly, though this by no means should infer that it is a weak creature at all. In fact, these creatures are feared for their dark and evil powers that can slay a living creature and return it to life as a mummy-zombie, a horrible creature that serves the dark gods themselves.
Mummy-Zombie, Horrible Creature: ?
Sekem’s Touch. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 21 (6d6) psychic damage, and the target’s Intelligence score is reduced by 1d4. The target is stunned if this reduces its Intelligence to 0, and it must make a DC 16 Charisma saving throw at the start of its next turn. On a failure, a fragment of the sekem of the Duat’s soul possesses the creature, causing the target to fall unconscious while the sekem battles against the target’s soul for ultimate control over the target. At the end of that same turn, the possessed creature must make another Charisma saving throw. On a failure, the target dies and rises at the start of its next turn as a mummy of Khemit controlled by Rahotep. If the target succeeds, it expels the sekem of the Duat from its body, though the horrific ordeal drops its hit points to 0. A protection from evil and good spell wards the target against being possessed and prevents the transformation. Otherwise, the reduction lasts until the target finishes a short or long rest. The target remains stunned until its Intelligence score increases to at least 1.
Touch of the Duat. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 35 (10d6) psychic damage, and the target’s Intelligence score is reduced by 2d4. The target is stunned if this reduces its Intelligence to 0, and it must make a DC 18 Charisma saving throw at the start of its next turn. On a failure, a fragment of the sahu of the Duat’s soul possesses the creature, causing the target to fall unconscious while the sahu of the Duat battles against the target’s soul for ultimate control over the target. At the end of that same turn, the possessed creature must make another Charisma saving throw. On a failure, the target dies and rises at the start of its next turn as one of Rahotep’s tomb mummies controlled by Rahotep. If the target succeeds, it expels the sahu of the Duat from its body, though the horrific ordeal drops its hit points to 0. A protection from evil and good spell wards the target against being possessed in the first place. Otherwise, the reduction lasts until the target finishes a short or long rest. The target remains stunned until its Intelligence score increases to at least 1.
Khemitian lore conceives of nine parts of a human soul. Normally at death, most of the parts of the soul pass to the afterlife to be judged. As described earlier, however, Rahotep used powerful magics on his death so that the aspects of his soul stayed in the mortal realm.
This is where four of Rahotep’s most devoted priests performed the rituals necessary at his death to allow the nine aspects of his soul to remain in the mortal realm to prepare for his eventual ascension as Unmortal. The jars and bottles on the shelves are mostly empty or leaked, and the liquids within long since dried out. The dust on the shelves is all that is left of rolls of unused bandages. The hieroglyphs on the walls recite the various prayers needed to effect this terrible ritual.
Gholle: ?
Vampiric Ghoul: ?
Ghulaz: Ghulaz are undead creatures rumored to have originated on another plane of existence.
The statue is of Ghul, the mother of all the ghulaz. Those characters bearing figurines of Chons or Horus recognize the depiction as being that of a demoness. Hieroglyphs at the base of the statue state, “Ghul, she who spawned the Ghulaz!”
Ghul is a 12-foot-tall, misshapen female creature, the mother of all ghulaz.
Greater Priest Ghost: In life, greater priest ghosts were clerics devoted to an evil god and performed certain terrible rituals in life. In death, they guard a tomb of a power greater than theirs. They seal themselves alive in a sarcophagus or coffin where they eventually die. Their souls remain trapped in their bodies, eternal guardians waiting to bring doom upon any who might intrude on the house of death they protect.
After the ritual was complete, the four priests sealed themselves alive into the four sarcophagi in this room, where they died. But their souls remain within their mummified bodies, and they are now 4 greater priest ghosts.
Great Spider Mummy: A great spider mummy is created by forbidden rituals from the corpse of a species of extremely rare Khemitian giant spider.
Lightning-Quick Mummy: Lightning-quick mummies are created by foul sorceries to lure and trap those wishing to disturb the rest of the-unliving.
Mummy of Khemit: The mummy of Khemit is a preserved corpse animated through the use of sinister and dark magic to further the ends of the caster and “creator.”
Sekem of the Duat's Sekem Touch power.
Rahotep's Tomb Mummy: A humanoid creature that dies (through natural or unnatural causes, or as the result of a curse) while inside the Tomb of Rahotep rises as a mummy in 30 minutes.
Anyone killed by Rahotep rises as a Rahotep’s tomb mummy under Rahotep’s command in two rounds.
If a character fails its saving throw against one the Nine Curses of Rahotep, there are two principal effects on the character:
• First, Rahotep and each of the aspects of his soul can command that character at any time as a bonus action, with the same effect as a dominate person spell — but no further saving throw is permitted. (See, however, the sidebar for a discussion of possible mitigants to this result.) This effect is permanent and applicable any time the character is in the tomb, even should the party leave for a period of time and later return. This effect can be removed only by a wish spell or other similar magic. This effect is also suppressed if the character is inside the bounds of an antimagic field.
• Second, should the character at any time die while in the tomb, they cannot be raised from the dead by any means short of a true resurrection or wish spell. Further, within five minutes of the character’s death, their body begins to shrivel and change physically, teeth lengthening into fangs, hands twisting into claws. If either gentle repose or remove curse is cast on the body within five minutes of the beginning of this transformation, it reverses and no further transformation occurs. If, however, neither such spell is cast in that time period, the body irrevocably continues to transform, and in 10 more minutes becomes a Rahotep’s tomb mummy (see Appendix B). At that point, the corpse animates and is under the complete mental control of Rahotep, including any aspect of Rahotep. The body seeks to flee the party and join with Rahotep’s forces further in the tomb, where it can join in the destruction of its former friends.
Anyone who touches any of the items in either of the coffers must make a DC 18 Wisdom saving throw (and if they said Rahotep’s name or their own true name while in the tomb, bear one of Rahotep’s curses, or anointed a figurine and lit a lamp in Area 10, they must make this saving throw at disadvantage). On a failure, they open the coffers, lay out the service pieces on the altar, and don and take up the vestments and trappings. If questioned, they say that a ceremony must be performed here to ensure that Rahotep’s presence is banished.
As soon as the first item is placed on the altar or donned, a hollow-voiced chanting arises, and red flames spring alight in the air over the altar. The number of flames equals the number of members of the party who are the victim of one of Rahotep’s Curses, or who have said Rahotep’s name or their own true name while in the tomb, or who anointed a figurine and lit a lamp in Area 10 (plus the person who is conducting this ceremony, if not one of the foregoing). Each of these individuals now joins in a semicircle around the altar.
At this point, each of these characters is allowed one final DC 18 Wisdom saving throw at disadvantage to cease participating in the ceremony. Any who make this save are free to do as they wish, but if any one or more fail, they do everything in their power to continue this service to its completion, including attacking other members of the party. They cry out that the others must be in thrall to demons and that this ceremony is essential to ending Rahotep!
The ceremony takes two minutes to complete, and the requirements for it come unbidden to the minds of those performing it. If other characters forcibly remove those performing it from Area 12, they come to their senses. But if they re-enter Area 12, they again try to perform the ceremony. The physical destruction of all of the items in the coffers ends the compulsion. Should, somehow, the ceremony be completed, all of those performing it immediately die and begin the transformation into Rahotep’s tomb mummies.
A Heart. If a character presses this hieroglyph, they are targeted by a finger of death spell and must make a DC 21 Constitution saving throw, taking 61 (7d8 + 30) necrotic damage on a failed save, or half as much on a successful one. A character killed by this finger of death rises as a Rahotep’s tomb mummy unless remove curse or gentle repose is cast within five minutes.
Four Rahotep’s tomb mummies, former adventurers who fell to Rahotep’s curses, stand in the initial foyer (Area 25A).
A confrontation between the party and Rahotep in this area has five possible results:
The Party is Defeated but Rahotep does not Become Unmortal.
Rahotep slays all the party members, each of whom then rises as a Rahotep’s tomb mummy. Sad.
Sahu of the Duat's Touch of the Duat power.
Khu Aspect of Rahotep, Dim Figure, Vulture With the Head of a Man, Man-Headed Vulture: ?
Khaibet Aspect of Rahotep, Shadow, Human Shadow: ?
Ba Aspect of Rahotep, Statue, Face of Rahotep: ?
Sekem Aspect of Rahotep, Fiery Figure Roughly Human in Shape, Fiery Human Figure: ?
Sahu Aspect of Rahotep, Figure Darker Than the Dark Roughly Human in Shape, Extremely Dark Vaguely Human Shape: ?
Ren Aspect of Rahotep, Black Lightless Eyes, Black Eyes Like Lightless Holes: ?
Khat Aspect of Rahotep, Spectral Image, Mummified Figure Without Bandages Thin Gnarled Black Wet Radiating Palpable Evil, Rahotep's Corpse: ?
Ab Aspect of Rahotep, Spectral Image, Mummified Figure Without Bandages Thin Gnarled Black Wet Radiating Palpable Evil, Rahotep's Heart: ?
Ka Aspect of Rahotep, Swarm of Small Bat-Winged Horrors, Flying Scorpions, Flurry of Flying Shapes: ?
Rahotep the Undead: This is the form Rahotep takes when all aspects of Rahotep combine, before the Nine Evil Objects are immersed in the proper pools, allowing him to arise as Rahotep the Unmortal.
Rahotep the Unmortal: This is the form Rahotep takes once all Nine Evil Objects are immersed in the proper pools, which grants him powers near to those of a demigod.
This [Rahotep the Undead] is the form Rahotep takes when all aspects of Rahotep combine, before the Nine Evil Objects are immersed in the proper pools, allowing him to arise as Rahotep the Unmortal.
If all of the Nine Evil Objects are dropped into the pools that empower Rahotep, a brilliant flash of dark energy pours forth from the pools into his khat, and he is immediately transformed into Rahotep the Unmortal.
Gholle, Undead Humanoid With the Features of Hyenas Gorillas and Humans: ?
Gholle, Monstrous Gholle: ?
Fair Gholle: ?
Vampiric Ghoul, Possibly the Most Malign And Wicked of the Undead, Vile Creature: ?
Vampiric Ghoul, Pale Beautiful Girl, Concubine: ?
Ghulaz, Vile Creature, Vile Thing, Amalgam of the Worst Features of a Hound a Babboon and a Human: ?
Great Spider Mummy, Rotting Desiccated Giant Spider Wrapped in Bandages: ?
Mummy of Khemit, Preserved Corpse Animated Through the Use of Sinister and Dark Magic, Rotting Desiccated Corpse Wrapped in Bandages: ?
Undead, Undead Creature: Once the work was at last complete, the grand high priest sacrificed all of his remaining followers to Set, giving some the power to rise again as undead to guard the tomb.
Once all of the figurines are in place, the following table sets forth the effect on any character that moves the pointer to the indicated zodiacal sign. This occurs whether the character touches the pointer or moves it indirectly — through a rope, for example, or magic spell (such as telekinesis, mage hand, or even unseen servant). If more than one character moves the pointer together, the effect applies to the one who first chose, or first suggested, which sign to stop at. Once the pointer is moved to a wedge and the effect applied, its power is spent, and no further effect occurs from moving the pointer to that sign for one year and one day. No saving throws apply to any of these results, as the individual moving the pointer is a willing target. And nothing short of divine intervention (not even a wish spell) can reverse any of these consequences.
Zodiacal Sign Number Description Principal Effect Additional Effect
1 Pair of great fish with pearly white teeth, one coral-hued and the other silvery-gold, against a dark blue background
The character is stricken by a permanent wasting disease. Their Constitution is permanently reduced by 6 and their Strength is permanently reduced by 2 (in each case to a minimum of 1).
If any members of the party are victims of one of Rahotep’s curses, one such curse is dispelled. If none are currently so affected, this character is granted permanent immunity to Rahotep’s curses.
2 Man with white skin, crowned by green leaves and red flowers, pouring silvery waters from two golden chalices into a deep blue background
The character gains the ability to cast protection from energy one time per day as a reaction.
None
3 Three-horned goatfish of silver and white upon a field of dark green
One ability score of the player’s choice increases by 2 (which can exceed 20 but cannot exceed 24), but the character also must lose 2 points from another ability or 1 point from each of two other abilities of their choice (or randomly chosen).
None
4 Winged black centaur with scorpion tail wearing a red crown and flanked by two gold feathers, drawing a bow; royal purple background
A powerful demon or devil becomes the character’s enemy, seeking their ruin and suffering before attempting to slay them. This is likely not apparent until after the party leaves the tomb and time passes. It lasts until either the character or the demon or devil dies.
None
5 Dark-red scorpion with claws and stinger of jet crawling on a pale gray ground
The character immediately transforms into a different form, determined on the table for the reincarnate spell (or as you decide). If necessary, reroll until a form different from the character’s original form results. All abilities of the character are unchanged, except that it exchanges its original race for the new one and changes its racial traits accordingly. Items and clothing worn or held by the character do not transform, so they may no longer fit or be usable by the character.
None
6 Golden solar disc; a falcon in its center supports the beam of a balance, from which two iron pans are suspended by silvery chains; background is black
A magical item (of your choice) that is at least very rare appears in the character’s hands or at the character’s feet, but two wondrous, uncommon, or rare magical items of your choice owned by the character disappear permanently.
None
7 Priestess with pearly-hued flesh wearing a golden headdress and bearing a gold scepter, standing on a deep brown field
All forms of wealth carried or owned by the character, other than magic items, are lost forever. Portable property vanishes. Businesses, buildings, and land are lost in a way that alters reality the least. Any documentation proving ownership of an asset also disappears.
If any members of the party are victims of one of Rahotep’s curses, one such curse is dispelled. If none are currently so affected, this character is granted permanent immunity to Rahotep’s curses.
8 Bronze-maned lion adorned by a double crown of purple and gold on a blue-green field
The power to unravel and spin anew reality’s fabric one time is given to the character. The character can avoid or erase one event as if it never happened. This can be used immediately or at any later time until the character dies.
None
9 Orange scarab beetle with claws and mandibles of silver upon a field of dark gray
All magic items worn, carried, or owned by the character (even if held by another party member) disintegrate. Artifacts are not destroyed, but instead vanish from the character’s possession. This has no effect, however, on any of the Nine Evil Objects or on any deity figurines purchased from Atmu-thoth-rahat that the character may possess.
If any members of the party are victims of one of Rahotep’s curses, one such curse is dispelled. If none are currently so affected, this character is granted permanent immunity to Rahotep’s curses.
10 Two humans raising hands to touch one another; the male’s headdress is of gold feathers, and the female’s is a golden sun and uraeus serpent; background is indigo
A nonplayer character of your choice becomes hostile toward the character. The identify of this new enemy isn’t known until that NPC or someone else reveals it.
None
11 Black bull with pearl blaze and ruby red hooves and horns bearing a silver crescent and white moon-disc upon its back, upon a variegated field of light blue, light green, and violet
The character becomes permanently undead. They retain all memories, abilities, and spells they had while alive. They do not need to eat, drink, or breathe, and are immune to poison damage, but they hunger for blood and raw flesh, and an aura of death surrounds them at all times. In addition, they are subject to all spells and clerical abilities that affect undead. Healing spells and potions no longer benefit the character, who may regain hit points only through long and short rests or other nonmagical means. Clerics and paladins must immediately choose a new deity that represents death or be unable to regain spell slots.
None
12 Straight-horned blue ram crowned with four plumes (red, white, blue, and gold), on a pale green field
The character gains proficiency in two skills of their choice (and if a skill that the character already has proficiency in is chosen, then the proficiency bonus is doubled for that skill), and 10,000 XP; but their Charisma is permanently reduced by 2.
None
Undead Servant: ?
Restless Undead: ?
Hungering Undead: ?
Ghoulish Undead: ?
Nefertem, Ghost of a Priestess, Ghost Priestess: ?
Pharaoh Tankhefre I, Powerful Ghost: ?
Tcheri, Ghost: ?
Ghast: ?
Ghoul: Any humanoid creature slain by the gholle rises as a ghoul within 1d6 hours.
A humanoid slain by this [vampiric ghoul's life drain] attack rises 24 hours later as a ghoul under the vampiric ghoul’s control unless the humanoid is restored to life or its body is destroyed.
Ghoul, Sinister Creature: ?
Ghoul-Like Creature: ?
Ghoulish Creature: ?
Once-Human Ghoul: ?
Mummy: ?
Skeletal Creature: ?
Specter: ?
Utat-Nebbu, Dispater, Powerful Vampire, Rahotep's Original Mightiest Servant, Willing Devoted Servant, Vampire-Sorcerer, Unyielding Servant, Servant, Muscular Dark Figure Much Larger Than a Human With Red Leathery Skin Long Black Horns and a Huge Tail Curling Behind it Like That of a Scorpion: One of Rahotep’s original and mightiest servants, Utat-nebbu was sacrificed during the construction of the tomb and given the reward of undeath as a powerful vampire.
Vampire: ?
Vampire, Hungering Undead: ?
Vampire Spawn, Pale Woman Tall Slender With Long Stringy Hair: ?
Terrible Vampire: ?
Vampire Spawn: Anyone killed as a result of Utat-nebbu’s bite (but not subject to transformation into a Rahotep’s tomb mummy) rises as a vampire spawn the following sundown.
Will-o'-Wisp: ?
Wraith: ?
Mummified Zombie: ?
Mummy-Zombie: A mummy of Khemit appears as a rotting, desiccated corpse wrapped in bandages. It moves slowly, though this by no means should infer that it is a weak creature at all. In fact, these creatures are feared for their dark and evil powers that can slay a living creature and return it to life as a mummy-zombie, a horrible creature that serves the dark gods themselves.
Mummy-Zombie, Horrible Creature: ?
Sekem’s Touch. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 21 (6d6) psychic damage, and the target’s Intelligence score is reduced by 1d4. The target is stunned if this reduces its Intelligence to 0, and it must make a DC 16 Charisma saving throw at the start of its next turn. On a failure, a fragment of the sekem of the Duat’s soul possesses the creature, causing the target to fall unconscious while the sekem battles against the target’s soul for ultimate control over the target. At the end of that same turn, the possessed creature must make another Charisma saving throw. On a failure, the target dies and rises at the start of its next turn as a mummy of Khemit controlled by Rahotep. If the target succeeds, it expels the sekem of the Duat from its body, though the horrific ordeal drops its hit points to 0. A protection from evil and good spell wards the target against being possessed and prevents the transformation. Otherwise, the reduction lasts until the target finishes a short or long rest. The target remains stunned until its Intelligence score increases to at least 1.
Touch of the Duat. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 35 (10d6) psychic damage, and the target’s Intelligence score is reduced by 2d4. The target is stunned if this reduces its Intelligence to 0, and it must make a DC 18 Charisma saving throw at the start of its next turn. On a failure, a fragment of the sahu of the Duat’s soul possesses the creature, causing the target to fall unconscious while the sahu of the Duat battles against the target’s soul for ultimate control over the target. At the end of that same turn, the possessed creature must make another Charisma saving throw. On a failure, the target dies and rises at the start of its next turn as one of Rahotep’s tomb mummies controlled by Rahotep. If the target succeeds, it expels the sahu of the Duat from its body, though the horrific ordeal drops its hit points to 0. A protection from evil and good spell wards the target against being possessed in the first place. Otherwise, the reduction lasts until the target finishes a short or long rest. The target remains stunned until its Intelligence score increases to at least 1.
NeoExodus Chronicles: Monsters of Exodus (5E)
Undead: ?
Ghoul: The holocaust dragon can expel the spirits of its devoured victims in a cone with the same dimensions as its breath weapon. Any corpses within the area of effect are possessed and animated by the unclean spirits, rising as ghouls, on the dragon’s initiative the following round and under the command of the holocaust dragon.
The adult holocaust dragon can expel the spirits of its devoured victims in a cone with the same dimensions as its breath weapon. Any corpses within the area of effect are possessed and animated by the unclean spirits, rising as ghouls, on the dragon’s initiative the following round and under the command of the holocaust dragon.
The ancient holocaust dragon can expel the spirits of its devoured victims in a cone with the same dimensions as its breath weapon. Any corpses within the area of effect are possessed and animated by the unclean spirits, rising as ghouls, on the dragon’s initiative the following round and under the command of the holocaust dragon.
Xon, Lich: ?
Ghoul: The holocaust dragon can expel the spirits of its devoured victims in a cone with the same dimensions as its breath weapon. Any corpses within the area of effect are possessed and animated by the unclean spirits, rising as ghouls, on the dragon’s initiative the following round and under the command of the holocaust dragon.
The adult holocaust dragon can expel the spirits of its devoured victims in a cone with the same dimensions as its breath weapon. Any corpses within the area of effect are possessed and animated by the unclean spirits, rising as ghouls, on the dragon’s initiative the following round and under the command of the holocaust dragon.
The ancient holocaust dragon can expel the spirits of its devoured victims in a cone with the same dimensions as its breath weapon. Any corpses within the area of effect are possessed and animated by the unclean spirits, rising as ghouls, on the dragon’s initiative the following round and under the command of the holocaust dragon.
Xon, Lich: ?
Nerzugal's Extended Bestiary
Glacial Raptor: As if raptors were not dangerous enough, this incarnation of the already deadly creatures are risen from the dead after being frozen in ice for ages.
It was never intended for these raptors to be awakened, they just happened to have their remains buried beneath the snow and ice where a necromancer was raising his army of the dead. These life-giving magics seeped down through the frozen soil, into the ice, and animated these half-decayed dinosaurs.
Overgrowth Ghoul: Sometimes when a corpse is reanimated, it is so infested with plantlife that the two form a symbiotic relationship as a means to better survive. Its appearance is similar to that of a zombie, as it is still a body that is being risen from the dead, but it has vines and leaves twisting around its body.
The plant symbiosis can be forced upon the arisen rather than naturally occurring. If a wood wraith claims a life, plants will swarm around it and take hold. When the corpse reanimates in this scenario it is because the plants are controlling its movements and not because it has been given life again.
Sometimes in order to deal with an evil spirit, it will be trapped inside of an object to serve as a prison. When the object chosen as the target of this imprisonment is a tree, a particularly powerful spirit can exert influence upon it. Over time the tree will decay, rot, and mold into a new form. It slowly changes to appear more and more humanoid in nature until finally the spirit has worn the plant down enough that it can take control and a woodwraith is formed. While the spirit is still trapped, it can channel its corruption through the tree and even raise the dead as overgrowth ghouls.
Whenever a non-evil humanoid dies within 60 feet of the [wood]wraith, their body rises as an Overgrowth Ghoul under the wraith’s control 1d4 rounds later.
Woodwraith, Wood Wraith: Sometimes in order to deal with an evil spirit, it will be trapped inside of an object to serve as a prison. When the object chosen as the target of this imprisonment is a tree, a particularly powerful spirit can exert influence upon it. Over time the tree will decay, rot, and mold into a new form. It slowly changes to appear more and more humanoid in nature until finally the spirit has worn the plant down enough that it can take control and a woodwraith is formed. While the spirit is still trapped, it can channel its corruption through the tree and even raise the dead as overgrowth ghouls.
It often takes years for the spirit to be able to animate their prison and during that time they are left to fester with hate and thoughts of revenge.
Zoblin, Ordinary Zoblin, Zombified Goblin: Zoblins are simply zombified goblins.
Decaying Zoblin: ?
Horde of Zoblins: ?
Zoblin Boss: ?
Feral Zombie: Some resurrections are also not perfect, forming mad creatures such as the feral Zombie.
Zombie Warrior: Some were stronger than others and that strength persists even into death in the form of the zombie warrior.
Incarnation of Already Deadly Creature: ?
Half-Decayed Dinosaur: ?
Creature: ?
Traditional Undead: ?
Small Undead Creature: ?
Unnatural Manifestation: ?
Ghoul Follower: ?
Skeletal Warrior: ?
Will-o'-Wisp: ?
Zombie, Ordinary Zombie, Walking Dead: ?
Zombie Creature: ?
Shambling Entity: ?
It was never intended for these raptors to be awakened, they just happened to have their remains buried beneath the snow and ice where a necromancer was raising his army of the dead. These life-giving magics seeped down through the frozen soil, into the ice, and animated these half-decayed dinosaurs.
Overgrowth Ghoul: Sometimes when a corpse is reanimated, it is so infested with plantlife that the two form a symbiotic relationship as a means to better survive. Its appearance is similar to that of a zombie, as it is still a body that is being risen from the dead, but it has vines and leaves twisting around its body.
The plant symbiosis can be forced upon the arisen rather than naturally occurring. If a wood wraith claims a life, plants will swarm around it and take hold. When the corpse reanimates in this scenario it is because the plants are controlling its movements and not because it has been given life again.
Sometimes in order to deal with an evil spirit, it will be trapped inside of an object to serve as a prison. When the object chosen as the target of this imprisonment is a tree, a particularly powerful spirit can exert influence upon it. Over time the tree will decay, rot, and mold into a new form. It slowly changes to appear more and more humanoid in nature until finally the spirit has worn the plant down enough that it can take control and a woodwraith is formed. While the spirit is still trapped, it can channel its corruption through the tree and even raise the dead as overgrowth ghouls.
Whenever a non-evil humanoid dies within 60 feet of the [wood]wraith, their body rises as an Overgrowth Ghoul under the wraith’s control 1d4 rounds later.
Woodwraith, Wood Wraith: Sometimes in order to deal with an evil spirit, it will be trapped inside of an object to serve as a prison. When the object chosen as the target of this imprisonment is a tree, a particularly powerful spirit can exert influence upon it. Over time the tree will decay, rot, and mold into a new form. It slowly changes to appear more and more humanoid in nature until finally the spirit has worn the plant down enough that it can take control and a woodwraith is formed. While the spirit is still trapped, it can channel its corruption through the tree and even raise the dead as overgrowth ghouls.
It often takes years for the spirit to be able to animate their prison and during that time they are left to fester with hate and thoughts of revenge.
Zoblin, Ordinary Zoblin, Zombified Goblin: Zoblins are simply zombified goblins.
Decaying Zoblin: ?
Horde of Zoblins: ?
Zoblin Boss: ?
Feral Zombie: Some resurrections are also not perfect, forming mad creatures such as the feral Zombie.
Zombie Warrior: Some were stronger than others and that strength persists even into death in the form of the zombie warrior.
Incarnation of Already Deadly Creature: ?
Half-Decayed Dinosaur: ?
Creature: ?
Traditional Undead: ?
Small Undead Creature: ?
Unnatural Manifestation: ?
Ghoul Follower: ?
Skeletal Warrior: ?
Will-o'-Wisp: ?
Zombie, Ordinary Zombie, Walking Dead: ?
Zombie Creature: ?
Shambling Entity: ?
Nerzugal's Game Master Toolkit
Glacial Raptor: As if raptors were not dangerous enough, this incarnation of the already deadly creatures are risen from the dead after being frozen in ice for ages.
It was never intended for these raptors to be awakened, they just happened to have their remains buried beneath the snow and ice where a necromancer was raising his army of the dead. These life-giving magics seeped down through the frozen soil, into the ice, and animated these half-decayed dinosaurs.
Overgrowth Ghoul: Sometimes when a corpse is reanimated, it is so infested with plantlife that the two form a symbiotic relationship as a means to better survive. Its appearance is similar to that of a zombie, as it is still a body that is being risen from the dead, but it has vines and leaves twisting around its body.
The plant symbiosis can be forced upon the arisen rather than naturally occurring. If a wood wraith claims a life, plants will swarm around it and take hold. When the corpse reanimates in this scenario it is because the plants are controlling its movements and not because it has been given life again.
Sometimes in order to deal with an evil spirit, it will be trapped inside of an object to serve as a prison. When the object chosen as the target of this imprisonment is a tree, a particularly powerful spirit can exert influence upon it. Over time the tree will decay, rot, and mold into a new form. It slowly changes to appear more and more humanoid in nature until finally the spirit has worn the plant down enough that it can take control and a woodwraith is formed. While the spirit is still trapped, it can channel its corruption through the tree and even raise the dead as overgrowth ghouls.
Whenever a non-evil humanoid dies within 60 feet of the wraith, their body rises as an Overgrowth Ghoul under the wraith’s control 1d4 rounds later.
Woodwraith, Wood Wraith: Sometimes in order to deal with an evil spirit, it will be trapped inside of an object to serve as a prison. When the object chosen as the target of this imprisonment is a tree, a particularly powerful spirit can exert influence upon it. Over time the tree will decay, rot, and mold into a new form. It slowly changes to appear more and more humanoid in nature until finally the spirit has worn the plant down enough that it can take control and a woodwraith is formed. While the spirit is still trapped, it can channel its corruption through the tree and even raise the dead as overgrowth ghouls.
It often takes years for the spirit to be able to animate their prison and during that time they are left to fester with hate and thoughts of revenge.
Zoblin, Ordinary Zoblin, Zombie Goblin, Zombified Goblin: Zoblins are simply zombified goblins.
The Blight Stone.
Decaying Zoblin: The Blight Stone.
Horde of Zoblins: ?
Zoblin Boss: The Blight Stone.
Feral Zombie: Some resurrections are also not perfect, forming mad creatures such as the feral Zombie.
The Blight Stone.
Zombie Warrior: Some were stronger than others and that strength persists even into death in the form of the zombie warrior.
Every 33% health [of the wrthing abomination black pudding with 130 hit points], a Zombie Warrior is spawned as a cluster of organs reform and rise.
The Blight Stone.
Zombie, Ordinary Zombie, Walking Dead: Every 25% health [of the writhing abomination black pudding], a Zombie is spawned as a cluster of organs reform and rise.
The Blight Stone.
Mummy: ?
Mummy Lord: ?
Skeleton: ?
Ghost: ?
Revenant: ?
Wight: ?
Banshee: ?
Death Knight: ?
Death Tyrant: ?
Incarnation of Already Deadly Creature: ?
Half-Decayed Dinosaur: ?
Creature: ?
Traditional Undead: ?
Small Undead Creature: ?
Unnatural Manifestation: ?
Ghoul Follower: ?
Skeletal Warrior: ?
Will-o'-Wisp: ?
Zombie Invader: ?
Zombie Creature: ?
Shambling Creature: ?
Shambling Entity: ?
The Blight Stone.
It is a seemingly ordinary stone that has been enchanted with powerful necromancy. It harnesses the energies of the living around it and uses those energies to resurrect the dead. It is bound to the goblin graveyard so they have been the ones rising, but if things continue at this rate, it will begin reanimating human corpses as well.
It was never intended for these raptors to be awakened, they just happened to have their remains buried beneath the snow and ice where a necromancer was raising his army of the dead. These life-giving magics seeped down through the frozen soil, into the ice, and animated these half-decayed dinosaurs.
Overgrowth Ghoul: Sometimes when a corpse is reanimated, it is so infested with plantlife that the two form a symbiotic relationship as a means to better survive. Its appearance is similar to that of a zombie, as it is still a body that is being risen from the dead, but it has vines and leaves twisting around its body.
The plant symbiosis can be forced upon the arisen rather than naturally occurring. If a wood wraith claims a life, plants will swarm around it and take hold. When the corpse reanimates in this scenario it is because the plants are controlling its movements and not because it has been given life again.
Sometimes in order to deal with an evil spirit, it will be trapped inside of an object to serve as a prison. When the object chosen as the target of this imprisonment is a tree, a particularly powerful spirit can exert influence upon it. Over time the tree will decay, rot, and mold into a new form. It slowly changes to appear more and more humanoid in nature until finally the spirit has worn the plant down enough that it can take control and a woodwraith is formed. While the spirit is still trapped, it can channel its corruption through the tree and even raise the dead as overgrowth ghouls.
Whenever a non-evil humanoid dies within 60 feet of the wraith, their body rises as an Overgrowth Ghoul under the wraith’s control 1d4 rounds later.
Woodwraith, Wood Wraith: Sometimes in order to deal with an evil spirit, it will be trapped inside of an object to serve as a prison. When the object chosen as the target of this imprisonment is a tree, a particularly powerful spirit can exert influence upon it. Over time the tree will decay, rot, and mold into a new form. It slowly changes to appear more and more humanoid in nature until finally the spirit has worn the plant down enough that it can take control and a woodwraith is formed. While the spirit is still trapped, it can channel its corruption through the tree and even raise the dead as overgrowth ghouls.
It often takes years for the spirit to be able to animate their prison and during that time they are left to fester with hate and thoughts of revenge.
Zoblin, Ordinary Zoblin, Zombie Goblin, Zombified Goblin: Zoblins are simply zombified goblins.
The Blight Stone.
Decaying Zoblin: The Blight Stone.
Horde of Zoblins: ?
Zoblin Boss: The Blight Stone.
Feral Zombie: Some resurrections are also not perfect, forming mad creatures such as the feral Zombie.
The Blight Stone.
Zombie Warrior: Some were stronger than others and that strength persists even into death in the form of the zombie warrior.
Every 33% health [of the wrthing abomination black pudding with 130 hit points], a Zombie Warrior is spawned as a cluster of organs reform and rise.
The Blight Stone.
Zombie, Ordinary Zombie, Walking Dead: Every 25% health [of the writhing abomination black pudding], a Zombie is spawned as a cluster of organs reform and rise.
The Blight Stone.
Mummy: ?
Mummy Lord: ?
Skeleton: ?
Ghost: ?
Revenant: ?
Wight: ?
Banshee: ?
Death Knight: ?
Death Tyrant: ?
Incarnation of Already Deadly Creature: ?
Half-Decayed Dinosaur: ?
Creature: ?
Traditional Undead: ?
Small Undead Creature: ?
Unnatural Manifestation: ?
Ghoul Follower: ?
Skeletal Warrior: ?
Will-o'-Wisp: ?
Zombie Invader: ?
Zombie Creature: ?
Shambling Creature: ?
Shambling Entity: ?
The Blight Stone.
It is a seemingly ordinary stone that has been enchanted with powerful necromancy. It harnesses the energies of the living around it and uses those energies to resurrect the dead. It is bound to the goblin graveyard so they have been the ones rising, but if things continue at this rate, it will begin reanimating human corpses as well.
Neverland: A Fantasy Role-Playing Setting
Abhartach: ?
Bog Body, Corpse That Has Been Mummified in a Moss-Filled Bog/Wetland and Then Reanimated Using a Corn Dolly Placed in its Chest: Corpse that has been mummified in a moss-filled bog/wetland and then reanimated using a Corn Dolly placed in its chest. The cadaver acts like a vehicle for the Dolly to control. The entire process requires significant magic, both for the creation of the Corn Dolly and speeding up the mummification process.
Dandy Dog: ?
Dandy Dog, Black Spectral Dog: ?
John Napoleon Darling, Red-Handed Jack, The Boy Lich, Lich, Paranoid Lich: No one knows where John found the texts necessary to become a Lich, but he still believes it was the best course of action after being forgotten and left to care for himself.
John discovered dark magic and turned himself into a Lich when he was a teen.
Sluagh, The Horde: Queen Mab once tried to offer adults [a]n exchange for her powers but they were rejected for being too cruel or evil. They became the Sluagh.
Sluagh, Flock of Undead Human Adults: ?
Undead: ?
Ghost: ?
Ghostly Knight: ?
Wendy, Ghost: Wendy’s ghost still haunts the island after dying of a broken heart.
John, Ghost: ?
Skeleton Fish: ?
Skeleton: ?
Specter: ?
Zombie, Human-Sized Zombie: ?
Bog Body, Corpse That Has Been Mummified in a Moss-Filled Bog/Wetland and Then Reanimated Using a Corn Dolly Placed in its Chest: Corpse that has been mummified in a moss-filled bog/wetland and then reanimated using a Corn Dolly placed in its chest. The cadaver acts like a vehicle for the Dolly to control. The entire process requires significant magic, both for the creation of the Corn Dolly and speeding up the mummification process.
Dandy Dog: ?
Dandy Dog, Black Spectral Dog: ?
John Napoleon Darling, Red-Handed Jack, The Boy Lich, Lich, Paranoid Lich: No one knows where John found the texts necessary to become a Lich, but he still believes it was the best course of action after being forgotten and left to care for himself.
John discovered dark magic and turned himself into a Lich when he was a teen.
Sluagh, The Horde: Queen Mab once tried to offer adults [a]n exchange for her powers but they were rejected for being too cruel or evil. They became the Sluagh.
Sluagh, Flock of Undead Human Adults: ?
Undead: ?
Ghost: ?
Ghostly Knight: ?
Wendy, Ghost: Wendy’s ghost still haunts the island after dying of a broken heart.
John, Ghost: ?
Skeleton Fish: ?
Skeleton: ?
Specter: ?
Zombie, Human-Sized Zombie: ?
Neverland - The Impossible Island
Captain JAS Hook, Undead Human, Undead Person: ?
Undead Neverland Inhabitant: ?
Undead Humanoid Pirate: ?
First Mate Smee, Undead Gnome: ?
Undead Neverland Inhabitant: ?
Undead Humanoid Pirate: ?
First Mate Smee, Undead Gnome: ?
New Twists on Old Monsters
Ghast Defiler: ?
Ettin Skeleton: ?
Skeletal Knight: ?
Skeleton Mage: ?
Zombie Giant Constrictor Snake: ?
Skeleton: ?
Hulking Monstrosity: ?
Undead: ?
Zombie: ?
Undead Anaconda: ?
Ghoul: ?
Mummy Noble: ?
Standard Mummy: ?
Mummy Lord: ?
Mummy Preserved Mage: ?
Zombie Tyrannosaurus Rex: ?
Spellcasting Mummy: ?
Lower Leveled Mummy Lord: ?
Rotting Animated Remains of an Apex Predator: ?
Fear Spawn: A fear spawn is the result of a traumatic death of a humanoid, slain at the pinnacle of its own fear.
The horrid result of a living fear’s victims, fear spawn look like semi-transparent corpses.
A humanoid slain while frightened by [a living fear's abject terror power] rises after 1 minute as a fear spawn under the living fear’s control.
Ettin Skeleton: ?
Skeletal Knight: ?
Skeleton Mage: ?
Zombie Giant Constrictor Snake: ?
Skeleton: ?
Hulking Monstrosity: ?
Undead: ?
Zombie: ?
Undead Anaconda: ?
Ghoul: ?
Mummy Noble: ?
Standard Mummy: ?
Mummy Lord: ?
Mummy Preserved Mage: ?
Zombie Tyrannosaurus Rex: ?
Spellcasting Mummy: ?
Lower Leveled Mummy Lord: ?
Rotting Animated Remains of an Apex Predator: ?
Fear Spawn: A fear spawn is the result of a traumatic death of a humanoid, slain at the pinnacle of its own fear.
The horrid result of a living fear’s victims, fear spawn look like semi-transparent corpses.
A humanoid slain while frightened by [a living fear's abject terror power] rises after 1 minute as a fear spawn under the living fear’s control.
Nightfell - A Horror Fantasy Setting for 5e - ENG/ITA
Undead, The Dead: THE LAST SUN
“I am one of the few who still remembers that woeful day, by now. What the Anireth desecrated in the darkness of their old capital echoed in all the World Below, opening the gates to the evil that drove us from our stone.”
- Unzari, Moon Satyr and Masciaro Druid -
The year was 582 a.L.
After Thurinthian’s fall and the subsequent edification of Xivanis, only memories remained of the splendour of the First Men, and so they were led to seek for the secrets of their ancestors in the depth of the earth.
The expedition towards Thurinthian’s halls filled the men of Xivanis with the desire to dig up the ruins. Under the stone and minerals, overlooked by a vault of blue lights, they reached what seemed to be the city temple. The Anireth spent months cherishing the collapsed walls of their buried capital of old, digging up the houses full of riches made of shiny stone and marquetry. They were driven by a thought, according to which the most precious of discoveries was hidden where the Sages had long ruled, experimented and studied. In the place where Lagoran wrote down the history of Iùrmen.
Quiman was a wealthy merchant and wielded great power in Xivanis. For a few years, he had been literally buying his seat amongst the Sages, taxing the public to fund his obsessive research. He longed above everything to take his place amongst legends, as Lagoran had done, so as to have power and fame to extend his influence on all the Known Lands.
At first, great enthusiasm marked the exploration into the cold darkness of Thurinthian, as Quiman’s workers were astonished by the grand buildings of old. The general feeling, however, quickly deteriorated as a wrongness settled in the stomachs of the men. As they descended, rocks grew colder and fleeting shadows wandered just out of sight. Some said the place was cursed, forcing Quiman to punish harshly those who abandoned their posts. His reason began to quiver, and his eloquence turned authoritarian, as he slowly forgot what sunlight was, perverted by the unholiness imbued in the silence.
After long months passed without any light, draining what enthusiasm or sense of purpose they once had, the leader of the expedition began to imagine that some dark spirit had become part of that place, and that it was bent on frustrating the spirit of men. When they reached the temple, that thought did nothing but foster his curiosity, assuring him he was finally standing before the power Lagoran had once wielded in his mortal glory. Quiman went through the luxurious nave of the lost temple of Thurinthian, alone with the shadows to be sure he would be the first to attain the source of evil that had been calling to him. The sound of his footsteps broke the glutted silence that had permeated those colonnades for centuries, keeping their secrets secure.
Once before the thrones of the Sages, the darkness began to reverberate and the whispers guiding his steps became poignant and frenzied, as a soul disturbing hum. Icy air took him by the hand to the pivotal point of the Great Council circle and its seven thrones. Quiman heard a low, ghastly voice, declaring itself as Lagoran and instructing the man on how to join him in Ènferun, with the promise of untapped power waiting to be unleashed at his command. Yearning for power and deranged by evil, he followed every step of the instruction, carving his own flesh with foul symbols, until finally taking his own life with the knife used to carve.
“Death is the door.” said a sinister echo coming from nothingness, as Quiman fell lifelessly to the ground, without knowing he had torn apart the fabric of reality in that place where the veil had been marred and made thin in the First Age.
When the few other Anireth brave enough to descend came looking for their leader, they saw the disfigured corpse of the old merchant bled dry. As they shivered in horror before that macabre scenery, the dim light of their torches suddenly fizzled, and darkness engulfed them.
A roar made the walls tremble and a low and guttural cry, almost a gurgle, came from the deep and rippled across all of Iùrmen. An icy, unnatural wind was cast loose from the corpse of Quiman, tearing him in a thousand pieces, and countless spectral voices howled from the very stones of the temple.
From darkness, a shape made of tattered flesh and rags emerged, with symbols engraved on what remained of its skin.
It was Lagoran, or what remained of his corpse, corrupted by the entities ruling over the realm where it had resided for so long. Now a simulacrum of a thousand dark echoes making their way into the Earthly World. He stretched his slender arms towards the bystanders and uttered vile words, giving life to the darkness of the underworld.
That day, the dead came back from the grave. Ghosts possessed the bodies of the innocent and unknowable beings emerged from the darkness, as the world witnessed the sun disappear in a cloud of burnt ashes and despair, casting Iùrmen into a Night Eternal, beginning the end of the world. The Anireth's mistake was to abandon the Ancient Tradition after three centuries in order to seek new power in the underground city where Lagoran's secrets were hidden. The warnings from neighboring cities were useless, as the humans craved the splendours of old and were convinced that the ruins of Thurinthian held the key to the power of the First Age. Soon, their remaining morals and intellectual values were diminished.They could not see the blasphemous threat that awaited them at the end of their search, or that the memory of the ancestors was bound to a cursed place, for in Thurinthian laid the shroud of the Dark Mirror, and the stone was rife with evil.
It was in that forgotten place, where the Anireth sought bygone glory and hid from their depressing day to day life, that evil infiltrated the world from an open door left ajar centuries earlier.
Dark clouds in the sky obfuscated the celestial vault, while the dead came back to life and grieving ghosts came to haunt the eternal night.
Dark Wild Shape: Druid Circle of Masciari Dark Wild Shape power.
Dread Shambler: A Dread Shambler is an Undead elemental, consisting of animal carcasses, mud, branches, topsoil, and bones. This being is the most literal manifestation of the corruption of the natural world at the hands of Ènferun and usually represents the death that lingers in the wilds. It cannot be animated by spells or formed spontaneously, but it is the result of the druid practices of the Masciari, who have learned to harness the necrotic energies of dying nature. Those in the Circle of Death take this form to unleash the wrath of the dead Primal.
Undead Elemental: ?
Incorporeal Undead: ?
Spectral Familiar: Witch's Handbag magic item.
Spirit of a Recently Killed Small Animal: ?
Ghost: ?
Grieving Ghost: ?
Haunting Ghost: ?
Wandering Ghost: ?
Valiant Ghost: ?
Jinx Ghost: ?
Roghudi, Dracolich: The town of Katàn stands out of the black rocks, ruined by the passing of time and by the evil that transformed Iùrmen. It is said to be the birthing place of many myths and forbidden mystical practices, such as a branch of the Cult of the Serpent that worshipped an ancient dragon that was one with the black mountain since before the coming of the First Men.
Roghudi was its name, and the Last Sun awakened it from the ashes of the volcano as an enormous dracolich, and it wrought desolation upon the isles. As of now, this dreadful creature is said to be guarding the still-smoking ruins of Katàn.
Real Spectre: ?
Well-Received Vampire: ?
Vicious Vampire: ?
Acirenzia, Matriarch of Iurmen's Vampires, Mother of All Vampires, Matriarch of the Vampire Progeny of Iurmen, Vampire: All of Iùrmen's Vampires descend from Acirenzia, who was a priestess of Mirithlen in the early Lunar Age but eventually betrayed her goddess. Thanks to a blasphemous ritual, she polluted the radiant beauty of the Moon with the dark red of blood, still visible on certain nights, and for this act she was damned for eternity.
Garnar Vampire: Vampirism imposes a drastic mutation on the Atavistic Beast of an Alpern, giving rise to a unique kind of curse.
Iurmen Vampire, Progeny of Aciernzia, The Blood Moon's Offspring, Vampire Class: All of Iùrmen's Vampires descend from Acirenzia, who was a priestess of Mirithlen in the early Lunar Age but eventually betrayed her goddess. Thanks to a blasphemous ritual, she polluted the radiant beauty of the Moon with the dark red of blood, still visible on certain nights, and for this act she was damned for eternity. Acirenzia passed on her curse to her Acolytes, and they propagated it throughout Iùrmen.
Children of the Blood Moon: ?
Vampire: ?
Vampiric Spawn: ?
Strange Will-o'-Wisp: ?
Archmaester Lagoran: He mastered many crafts in his life, so much that he was called Archmaester by his subordinates and students, and led daring studies in cosmology and theology, searching for the source of primogenial power. His skill in magic was remarkable, and he observed the Three Sources it was drawn from to the point of conjecturing the existence of the Three Worlds. One being the Earthly World and asserted that he experienced some kind of contact with the other two. The discovery consumed him for many years. He confronted it with the lore of other peoples and devised new rituals, aiming to prove the existence of the unknown worlds. He appeared to be guided by an otherworldly being, as he single handedly built the foundation of what would eventually become the arcane studies to come, surpassing even the Satyrs in their skill with enchantment. Alas, the further his research went, the more lunatic and deranged he became.
Lagoran had a daughter, Mirithlen, whose name means “Soul of Silver” in the First Tongue. She was a young apprentice in the Thurinthian temple. A place where the brightest minds and the most talented mages were chosen to be initiates of the Sages, eventually taking their place when they reached old age. She was her father’s initiate, and she witnessed his slow unraveling. Watching helplessly as he began sinking into his research, his looks changing and his voice hiding inhuman tones. She was the first to believe in her father’s contacts with otherworldly realms, also believing his progress came from the guidance of some other being, and not his own knowledge, as renowned as it was. Despite the other Sages’ discontent for his wavering reason, she kept loving him, hoping that his soul would eventually recover from the obsession. She took Lagoran’s seat in the Council when he lost his mind and position, though keeping an eye on him.
One night, Mirithlen of Thurinthian noticed that her beloved father was not in his quarters and began looking for him in the temple. The shadows of the night thickened as she was approaching the library where Lagoran’s laboratory was. Inside, moonlight strived to filter from the windows and unholy whispers tainted the silence. On the desk there was a tome where the Three Truths had been transcribed, and a fourth had evidently been torn free. The Archmaester’s calligraphy seemed to grow mad over the lines, as if it belonged to someone else. As the girl was absorbed by the reading in that terrifying ambiance, the whispers began to crescendo, and eventually she noticed a stifling stench in the air. She looked around her and spotted the corpse of one of the Sages. It was horribly disfigured, soaked in blood and surrounded by extinguished candles. Its flesh carved with illegible symbols. As she touched the corpse, Mirithlen felt her body transcending its physical form, while darkness and searing frost engulfed her. She realized that what she had witnessed was the result of a ritual aimed to transform the corpse into a door through worlds, and that Lagoran understood that death was the only way to break into the darkest of those two endless realms.
When she regained her sight, she found herself in a place deprived of sound and smell, flayed by an icy wind. She dared the mists, and the dim light, and the sorrowful air, alone amongst translucent souls.
Eventually, she found her father, wandering around a majestic cathedral, solemn and decaying at the same time. His eyes were vitreous, and he held in his hand a scrap of paper written with his own blood. It was the Fourth Truth, omen of tragedy and of the end of all things. Lagoran was repeating the words endlessly, driven mad by the sickening air of that realm. His daughter wept as she realized she had lost him forever.
She lay weeping for a great many hours, holding the accursed paper in one hand and the heel of her father in the other, until finally she found the courage to stand up. She dragged him away from that sanctuary of death, whose sight could traumatize the hardest of men, and wandered, looking for a way out. Alas, though they walked for hours and lost sight of the cathedral, they were as lost as ever, chased by unseen Fiends who thirsted for them to stay in that realm. In a moment of desperation, she realized that the only way out was the way in. She rested her eyes on the spoils of a once virtuous man, a caring father and a brave leader, then she wreathed him in a long, grieving embrace.
As the cold grew unbearable, so too did the desire not to let the Archmaester’s efforts be in vain, and Mirithlen killed her own father. She carved the symbols she had seen on the corpse of that poor Sage into his flesh, using nothing but her nails, and in doing so she resurfaced to Iùrmen, filled with despair and regret, forever defiled by the act. She spent the rest of her life knowing that her soul belonged to that darkness, where the grave of her beloved father was.
“I am one of the few who still remembers that woeful day, by now. What the Anireth desecrated in the darkness of their old capital echoed in all the World Below, opening the gates to the evil that drove us from our stone.”
- Unzari, Moon Satyr and Masciaro Druid -
The year was 582 a.L.
After Thurinthian’s fall and the subsequent edification of Xivanis, only memories remained of the splendour of the First Men, and so they were led to seek for the secrets of their ancestors in the depth of the earth.
The expedition towards Thurinthian’s halls filled the men of Xivanis with the desire to dig up the ruins. Under the stone and minerals, overlooked by a vault of blue lights, they reached what seemed to be the city temple. The Anireth spent months cherishing the collapsed walls of their buried capital of old, digging up the houses full of riches made of shiny stone and marquetry. They were driven by a thought, according to which the most precious of discoveries was hidden where the Sages had long ruled, experimented and studied. In the place where Lagoran wrote down the history of Iùrmen.
Quiman was a wealthy merchant and wielded great power in Xivanis. For a few years, he had been literally buying his seat amongst the Sages, taxing the public to fund his obsessive research. He longed above everything to take his place amongst legends, as Lagoran had done, so as to have power and fame to extend his influence on all the Known Lands.
At first, great enthusiasm marked the exploration into the cold darkness of Thurinthian, as Quiman’s workers were astonished by the grand buildings of old. The general feeling, however, quickly deteriorated as a wrongness settled in the stomachs of the men. As they descended, rocks grew colder and fleeting shadows wandered just out of sight. Some said the place was cursed, forcing Quiman to punish harshly those who abandoned their posts. His reason began to quiver, and his eloquence turned authoritarian, as he slowly forgot what sunlight was, perverted by the unholiness imbued in the silence.
After long months passed without any light, draining what enthusiasm or sense of purpose they once had, the leader of the expedition began to imagine that some dark spirit had become part of that place, and that it was bent on frustrating the spirit of men. When they reached the temple, that thought did nothing but foster his curiosity, assuring him he was finally standing before the power Lagoran had once wielded in his mortal glory. Quiman went through the luxurious nave of the lost temple of Thurinthian, alone with the shadows to be sure he would be the first to attain the source of evil that had been calling to him. The sound of his footsteps broke the glutted silence that had permeated those colonnades for centuries, keeping their secrets secure.
Once before the thrones of the Sages, the darkness began to reverberate and the whispers guiding his steps became poignant and frenzied, as a soul disturbing hum. Icy air took him by the hand to the pivotal point of the Great Council circle and its seven thrones. Quiman heard a low, ghastly voice, declaring itself as Lagoran and instructing the man on how to join him in Ènferun, with the promise of untapped power waiting to be unleashed at his command. Yearning for power and deranged by evil, he followed every step of the instruction, carving his own flesh with foul symbols, until finally taking his own life with the knife used to carve.
“Death is the door.” said a sinister echo coming from nothingness, as Quiman fell lifelessly to the ground, without knowing he had torn apart the fabric of reality in that place where the veil had been marred and made thin in the First Age.
When the few other Anireth brave enough to descend came looking for their leader, they saw the disfigured corpse of the old merchant bled dry. As they shivered in horror before that macabre scenery, the dim light of their torches suddenly fizzled, and darkness engulfed them.
A roar made the walls tremble and a low and guttural cry, almost a gurgle, came from the deep and rippled across all of Iùrmen. An icy, unnatural wind was cast loose from the corpse of Quiman, tearing him in a thousand pieces, and countless spectral voices howled from the very stones of the temple.
From darkness, a shape made of tattered flesh and rags emerged, with symbols engraved on what remained of its skin.
It was Lagoran, or what remained of his corpse, corrupted by the entities ruling over the realm where it had resided for so long. Now a simulacrum of a thousand dark echoes making their way into the Earthly World. He stretched his slender arms towards the bystanders and uttered vile words, giving life to the darkness of the underworld.
That day, the dead came back from the grave. Ghosts possessed the bodies of the innocent and unknowable beings emerged from the darkness, as the world witnessed the sun disappear in a cloud of burnt ashes and despair, casting Iùrmen into a Night Eternal, beginning the end of the world. The Anireth's mistake was to abandon the Ancient Tradition after three centuries in order to seek new power in the underground city where Lagoran's secrets were hidden. The warnings from neighboring cities were useless, as the humans craved the splendours of old and were convinced that the ruins of Thurinthian held the key to the power of the First Age. Soon, their remaining morals and intellectual values were diminished.They could not see the blasphemous threat that awaited them at the end of their search, or that the memory of the ancestors was bound to a cursed place, for in Thurinthian laid the shroud of the Dark Mirror, and the stone was rife with evil.
It was in that forgotten place, where the Anireth sought bygone glory and hid from their depressing day to day life, that evil infiltrated the world from an open door left ajar centuries earlier.
Dark clouds in the sky obfuscated the celestial vault, while the dead came back to life and grieving ghosts came to haunt the eternal night.
Unholy Sacrament Initiate: After the Last Sun, in the first weeks that greeted the dreadful Lunar Age, a coven rose to embrace the evil wrecking Iùrmen. Some were looking at the cataclysm as a means to the rebirth of all mortals, as the Fourth Truth coming true was an omen of annihilation for the Material Plane and one of genesis for a new realm of Existence. This theory implied that the vile entities from the Dark Mirror intended to feed on life until its total extinction, and in doing so they would open the doors to Sidìr. These zealots claimed to be ministers of darkness, as it was the only real path to become a part of the endless cosmos and aimed to ease death’s work on the world. This new doctrine was named Unholy Sacrament, as its initiates deliberately offered themselves to the corruption of Ènferun. Their magic allowed them to impose their will over their dead body, drawing strength from death’s caress. In the Lunar Age, these merciless priests are feared and despised by anyone still grasping for hope and civilization. They are easily identifiable thanks to their stitched-up lips, as they let the Echoes of Death speak for them.
Marekur, Unholy Sacrament Initiate: Marèkur of the Anireth was the first one to indulge in the Unholy Sacrament. He was present as Lagoran first emerged from darkness in Thurinthian and was the only one that did not flee but stood still to admire his grandiosity. From that moment on, he made himself an instrument to his will and unholy prophet for his vile cult.
Merciless Priest: ?
DARK WILD SHAPE
At 2nd level, when using the Wild Shape feature, you can accept a reduction to your Maximum and Current Hit Points equal to your character level. In doing so, the chosen Wild Shape will become a Dark Wild Shape, permeated by the energies of Ènferun. The loss of Maximum Hit Points is recovered after a long rest.
Witch’s handbag
Wondrous item, rare
This handbag holds the spirit of a recently killed small animal (crow, hawk, cat, owl, frog, etc…).
The spirit becomes the familiar of its liberator (the one and only), whether they are a spellcaster or not. Its type shifts to Undead and it can be summoned from the handbag in a 30 feet range or drawn back into it as a standard action.
When the spectral familiar reaches 0 Hit Points, it automatically goes back into the handbag and can be summoned only after a Short Rest.
The summoning of a spectral familiar dismisses any other present familiar, and no other familiar can be summoned when the spectral familiar is out of the handbag.
A spectral familiar acts autonomously from you, but it will follow your orders. During a battle, it rolls its own Initiative and performs its own actions, but it cannot attack.
You can share sight and hearing with it (your true self is Blinded and Deafened all the while) and telepathically communicate with it in a 100 feet range but cannot cast spells through it.
If you decide to free your spectral familiar from its bond, it disappears forever, and the handbag will become a common handbag.
“I am one of the few who still remembers that woeful day, by now. What the Anireth desecrated in the darkness of their old capital echoed in all the World Below, opening the gates to the evil that drove us from our stone.”
- Unzari, Moon Satyr and Masciaro Druid -
The year was 582 a.L.
After Thurinthian’s fall and the subsequent edification of Xivanis, only memories remained of the splendour of the First Men, and so they were led to seek for the secrets of their ancestors in the depth of the earth.
The expedition towards Thurinthian’s halls filled the men of Xivanis with the desire to dig up the ruins. Under the stone and minerals, overlooked by a vault of blue lights, they reached what seemed to be the city temple. The Anireth spent months cherishing the collapsed walls of their buried capital of old, digging up the houses full of riches made of shiny stone and marquetry. They were driven by a thought, according to which the most precious of discoveries was hidden where the Sages had long ruled, experimented and studied. In the place where Lagoran wrote down the history of Iùrmen.
Quiman was a wealthy merchant and wielded great power in Xivanis. For a few years, he had been literally buying his seat amongst the Sages, taxing the public to fund his obsessive research. He longed above everything to take his place amongst legends, as Lagoran had done, so as to have power and fame to extend his influence on all the Known Lands.
At first, great enthusiasm marked the exploration into the cold darkness of Thurinthian, as Quiman’s workers were astonished by the grand buildings of old. The general feeling, however, quickly deteriorated as a wrongness settled in the stomachs of the men. As they descended, rocks grew colder and fleeting shadows wandered just out of sight. Some said the place was cursed, forcing Quiman to punish harshly those who abandoned their posts. His reason began to quiver, and his eloquence turned authoritarian, as he slowly forgot what sunlight was, perverted by the unholiness imbued in the silence.
After long months passed without any light, draining what enthusiasm or sense of purpose they once had, the leader of the expedition began to imagine that some dark spirit had become part of that place, and that it was bent on frustrating the spirit of men. When they reached the temple, that thought did nothing but foster his curiosity, assuring him he was finally standing before the power Lagoran had once wielded in his mortal glory. Quiman went through the luxurious nave of the lost temple of Thurinthian, alone with the shadows to be sure he would be the first to attain the source of evil that had been calling to him. The sound of his footsteps broke the glutted silence that had permeated those colonnades for centuries, keeping their secrets secure.
Once before the thrones of the Sages, the darkness began to reverberate and the whispers guiding his steps became poignant and frenzied, as a soul disturbing hum. Icy air took him by the hand to the pivotal point of the Great Council circle and its seven thrones. Quiman heard a low, ghastly voice, declaring itself as Lagoran and instructing the man on how to join him in Ènferun, with the promise of untapped power waiting to be unleashed at his command. Yearning for power and deranged by evil, he followed every step of the instruction, carving his own flesh with foul symbols, until finally taking his own life with the knife used to carve.
“Death is the door.” said a sinister echo coming from nothingness, as Quiman fell lifelessly to the ground, without knowing he had torn apart the fabric of reality in that place where the veil had been marred and made thin in the First Age.
When the few other Anireth brave enough to descend came looking for their leader, they saw the disfigured corpse of the old merchant bled dry. As they shivered in horror before that macabre scenery, the dim light of their torches suddenly fizzled, and darkness engulfed them.
A roar made the walls tremble and a low and guttural cry, almost a gurgle, came from the deep and rippled across all of Iùrmen. An icy, unnatural wind was cast loose from the corpse of Quiman, tearing him in a thousand pieces, and countless spectral voices howled from the very stones of the temple.
From darkness, a shape made of tattered flesh and rags emerged, with symbols engraved on what remained of its skin.
It was Lagoran, or what remained of his corpse, corrupted by the entities ruling over the realm where it had resided for so long. Now a simulacrum of a thousand dark echoes making their way into the Earthly World. He stretched his slender arms towards the bystanders and uttered vile words, giving life to the darkness of the underworld.
That day, the dead came back from the grave. Ghosts possessed the bodies of the innocent and unknowable beings emerged from the darkness, as the world witnessed the sun disappear in a cloud of burnt ashes and despair, casting Iùrmen into a Night Eternal, beginning the end of the world. The Anireth's mistake was to abandon the Ancient Tradition after three centuries in order to seek new power in the underground city where Lagoran's secrets were hidden. The warnings from neighboring cities were useless, as the humans craved the splendours of old and were convinced that the ruins of Thurinthian held the key to the power of the First Age. Soon, their remaining morals and intellectual values were diminished.They could not see the blasphemous threat that awaited them at the end of their search, or that the memory of the ancestors was bound to a cursed place, for in Thurinthian laid the shroud of the Dark Mirror, and the stone was rife with evil.
It was in that forgotten place, where the Anireth sought bygone glory and hid from their depressing day to day life, that evil infiltrated the world from an open door left ajar centuries earlier.
Dark clouds in the sky obfuscated the celestial vault, while the dead came back to life and grieving ghosts came to haunt the eternal night.
Dark Wild Shape: Druid Circle of Masciari Dark Wild Shape power.
Dread Shambler: A Dread Shambler is an Undead elemental, consisting of animal carcasses, mud, branches, topsoil, and bones. This being is the most literal manifestation of the corruption of the natural world at the hands of Ènferun and usually represents the death that lingers in the wilds. It cannot be animated by spells or formed spontaneously, but it is the result of the druid practices of the Masciari, who have learned to harness the necrotic energies of dying nature. Those in the Circle of Death take this form to unleash the wrath of the dead Primal.
Undead Elemental: ?
Incorporeal Undead: ?
Spectral Familiar: Witch's Handbag magic item.
Spirit of a Recently Killed Small Animal: ?
Ghost: ?
Grieving Ghost: ?
Haunting Ghost: ?
Wandering Ghost: ?
Valiant Ghost: ?
Jinx Ghost: ?
Roghudi, Dracolich: The town of Katàn stands out of the black rocks, ruined by the passing of time and by the evil that transformed Iùrmen. It is said to be the birthing place of many myths and forbidden mystical practices, such as a branch of the Cult of the Serpent that worshipped an ancient dragon that was one with the black mountain since before the coming of the First Men.
Roghudi was its name, and the Last Sun awakened it from the ashes of the volcano as an enormous dracolich, and it wrought desolation upon the isles. As of now, this dreadful creature is said to be guarding the still-smoking ruins of Katàn.
Real Spectre: ?
Well-Received Vampire: ?
Vicious Vampire: ?
Acirenzia, Matriarch of Iurmen's Vampires, Mother of All Vampires, Matriarch of the Vampire Progeny of Iurmen, Vampire: All of Iùrmen's Vampires descend from Acirenzia, who was a priestess of Mirithlen in the early Lunar Age but eventually betrayed her goddess. Thanks to a blasphemous ritual, she polluted the radiant beauty of the Moon with the dark red of blood, still visible on certain nights, and for this act she was damned for eternity.
Garnar Vampire: Vampirism imposes a drastic mutation on the Atavistic Beast of an Alpern, giving rise to a unique kind of curse.
Iurmen Vampire, Progeny of Aciernzia, The Blood Moon's Offspring, Vampire Class: All of Iùrmen's Vampires descend from Acirenzia, who was a priestess of Mirithlen in the early Lunar Age but eventually betrayed her goddess. Thanks to a blasphemous ritual, she polluted the radiant beauty of the Moon with the dark red of blood, still visible on certain nights, and for this act she was damned for eternity. Acirenzia passed on her curse to her Acolytes, and they propagated it throughout Iùrmen.
Children of the Blood Moon: ?
Vampire: ?
Vampiric Spawn: ?
Strange Will-o'-Wisp: ?
Archmaester Lagoran: He mastered many crafts in his life, so much that he was called Archmaester by his subordinates and students, and led daring studies in cosmology and theology, searching for the source of primogenial power. His skill in magic was remarkable, and he observed the Three Sources it was drawn from to the point of conjecturing the existence of the Three Worlds. One being the Earthly World and asserted that he experienced some kind of contact with the other two. The discovery consumed him for many years. He confronted it with the lore of other peoples and devised new rituals, aiming to prove the existence of the unknown worlds. He appeared to be guided by an otherworldly being, as he single handedly built the foundation of what would eventually become the arcane studies to come, surpassing even the Satyrs in their skill with enchantment. Alas, the further his research went, the more lunatic and deranged he became.
Lagoran had a daughter, Mirithlen, whose name means “Soul of Silver” in the First Tongue. She was a young apprentice in the Thurinthian temple. A place where the brightest minds and the most talented mages were chosen to be initiates of the Sages, eventually taking their place when they reached old age. She was her father’s initiate, and she witnessed his slow unraveling. Watching helplessly as he began sinking into his research, his looks changing and his voice hiding inhuman tones. She was the first to believe in her father’s contacts with otherworldly realms, also believing his progress came from the guidance of some other being, and not his own knowledge, as renowned as it was. Despite the other Sages’ discontent for his wavering reason, she kept loving him, hoping that his soul would eventually recover from the obsession. She took Lagoran’s seat in the Council when he lost his mind and position, though keeping an eye on him.
One night, Mirithlen of Thurinthian noticed that her beloved father was not in his quarters and began looking for him in the temple. The shadows of the night thickened as she was approaching the library where Lagoran’s laboratory was. Inside, moonlight strived to filter from the windows and unholy whispers tainted the silence. On the desk there was a tome where the Three Truths had been transcribed, and a fourth had evidently been torn free. The Archmaester’s calligraphy seemed to grow mad over the lines, as if it belonged to someone else. As the girl was absorbed by the reading in that terrifying ambiance, the whispers began to crescendo, and eventually she noticed a stifling stench in the air. She looked around her and spotted the corpse of one of the Sages. It was horribly disfigured, soaked in blood and surrounded by extinguished candles. Its flesh carved with illegible symbols. As she touched the corpse, Mirithlen felt her body transcending its physical form, while darkness and searing frost engulfed her. She realized that what she had witnessed was the result of a ritual aimed to transform the corpse into a door through worlds, and that Lagoran understood that death was the only way to break into the darkest of those two endless realms.
When she regained her sight, she found herself in a place deprived of sound and smell, flayed by an icy wind. She dared the mists, and the dim light, and the sorrowful air, alone amongst translucent souls.
Eventually, she found her father, wandering around a majestic cathedral, solemn and decaying at the same time. His eyes were vitreous, and he held in his hand a scrap of paper written with his own blood. It was the Fourth Truth, omen of tragedy and of the end of all things. Lagoran was repeating the words endlessly, driven mad by the sickening air of that realm. His daughter wept as she realized she had lost him forever.
She lay weeping for a great many hours, holding the accursed paper in one hand and the heel of her father in the other, until finally she found the courage to stand up. She dragged him away from that sanctuary of death, whose sight could traumatize the hardest of men, and wandered, looking for a way out. Alas, though they walked for hours and lost sight of the cathedral, they were as lost as ever, chased by unseen Fiends who thirsted for them to stay in that realm. In a moment of desperation, she realized that the only way out was the way in. She rested her eyes on the spoils of a once virtuous man, a caring father and a brave leader, then she wreathed him in a long, grieving embrace.
As the cold grew unbearable, so too did the desire not to let the Archmaester’s efforts be in vain, and Mirithlen killed her own father. She carved the symbols she had seen on the corpse of that poor Sage into his flesh, using nothing but her nails, and in doing so she resurfaced to Iùrmen, filled with despair and regret, forever defiled by the act. She spent the rest of her life knowing that her soul belonged to that darkness, where the grave of her beloved father was.
“I am one of the few who still remembers that woeful day, by now. What the Anireth desecrated in the darkness of their old capital echoed in all the World Below, opening the gates to the evil that drove us from our stone.”
- Unzari, Moon Satyr and Masciaro Druid -
The year was 582 a.L.
After Thurinthian’s fall and the subsequent edification of Xivanis, only memories remained of the splendour of the First Men, and so they were led to seek for the secrets of their ancestors in the depth of the earth.
The expedition towards Thurinthian’s halls filled the men of Xivanis with the desire to dig up the ruins. Under the stone and minerals, overlooked by a vault of blue lights, they reached what seemed to be the city temple. The Anireth spent months cherishing the collapsed walls of their buried capital of old, digging up the houses full of riches made of shiny stone and marquetry. They were driven by a thought, according to which the most precious of discoveries was hidden where the Sages had long ruled, experimented and studied. In the place where Lagoran wrote down the history of Iùrmen.
Quiman was a wealthy merchant and wielded great power in Xivanis. For a few years, he had been literally buying his seat amongst the Sages, taxing the public to fund his obsessive research. He longed above everything to take his place amongst legends, as Lagoran had done, so as to have power and fame to extend his influence on all the Known Lands.
At first, great enthusiasm marked the exploration into the cold darkness of Thurinthian, as Quiman’s workers were astonished by the grand buildings of old. The general feeling, however, quickly deteriorated as a wrongness settled in the stomachs of the men. As they descended, rocks grew colder and fleeting shadows wandered just out of sight. Some said the place was cursed, forcing Quiman to punish harshly those who abandoned their posts. His reason began to quiver, and his eloquence turned authoritarian, as he slowly forgot what sunlight was, perverted by the unholiness imbued in the silence.
After long months passed without any light, draining what enthusiasm or sense of purpose they once had, the leader of the expedition began to imagine that some dark spirit had become part of that place, and that it was bent on frustrating the spirit of men. When they reached the temple, that thought did nothing but foster his curiosity, assuring him he was finally standing before the power Lagoran had once wielded in his mortal glory. Quiman went through the luxurious nave of the lost temple of Thurinthian, alone with the shadows to be sure he would be the first to attain the source of evil that had been calling to him. The sound of his footsteps broke the glutted silence that had permeated those colonnades for centuries, keeping their secrets secure.
Once before the thrones of the Sages, the darkness began to reverberate and the whispers guiding his steps became poignant and frenzied, as a soul disturbing hum. Icy air took him by the hand to the pivotal point of the Great Council circle and its seven thrones. Quiman heard a low, ghastly voice, declaring itself as Lagoran and instructing the man on how to join him in Ènferun, with the promise of untapped power waiting to be unleashed at his command. Yearning for power and deranged by evil, he followed every step of the instruction, carving his own flesh with foul symbols, until finally taking his own life with the knife used to carve.
“Death is the door.” said a sinister echo coming from nothingness, as Quiman fell lifelessly to the ground, without knowing he had torn apart the fabric of reality in that place where the veil had been marred and made thin in the First Age.
When the few other Anireth brave enough to descend came looking for their leader, they saw the disfigured corpse of the old merchant bled dry. As they shivered in horror before that macabre scenery, the dim light of their torches suddenly fizzled, and darkness engulfed them.
A roar made the walls tremble and a low and guttural cry, almost a gurgle, came from the deep and rippled across all of Iùrmen. An icy, unnatural wind was cast loose from the corpse of Quiman, tearing him in a thousand pieces, and countless spectral voices howled from the very stones of the temple.
From darkness, a shape made of tattered flesh and rags emerged, with symbols engraved on what remained of its skin.
It was Lagoran, or what remained of his corpse, corrupted by the entities ruling over the realm where it had resided for so long. Now a simulacrum of a thousand dark echoes making their way into the Earthly World. He stretched his slender arms towards the bystanders and uttered vile words, giving life to the darkness of the underworld.
That day, the dead came back from the grave. Ghosts possessed the bodies of the innocent and unknowable beings emerged from the darkness, as the world witnessed the sun disappear in a cloud of burnt ashes and despair, casting Iùrmen into a Night Eternal, beginning the end of the world. The Anireth's mistake was to abandon the Ancient Tradition after three centuries in order to seek new power in the underground city where Lagoran's secrets were hidden. The warnings from neighboring cities were useless, as the humans craved the splendours of old and were convinced that the ruins of Thurinthian held the key to the power of the First Age. Soon, their remaining morals and intellectual values were diminished.They could not see the blasphemous threat that awaited them at the end of their search, or that the memory of the ancestors was bound to a cursed place, for in Thurinthian laid the shroud of the Dark Mirror, and the stone was rife with evil.
It was in that forgotten place, where the Anireth sought bygone glory and hid from their depressing day to day life, that evil infiltrated the world from an open door left ajar centuries earlier.
Dark clouds in the sky obfuscated the celestial vault, while the dead came back to life and grieving ghosts came to haunt the eternal night.
Unholy Sacrament Initiate: After the Last Sun, in the first weeks that greeted the dreadful Lunar Age, a coven rose to embrace the evil wrecking Iùrmen. Some were looking at the cataclysm as a means to the rebirth of all mortals, as the Fourth Truth coming true was an omen of annihilation for the Material Plane and one of genesis for a new realm of Existence. This theory implied that the vile entities from the Dark Mirror intended to feed on life until its total extinction, and in doing so they would open the doors to Sidìr. These zealots claimed to be ministers of darkness, as it was the only real path to become a part of the endless cosmos and aimed to ease death’s work on the world. This new doctrine was named Unholy Sacrament, as its initiates deliberately offered themselves to the corruption of Ènferun. Their magic allowed them to impose their will over their dead body, drawing strength from death’s caress. In the Lunar Age, these merciless priests are feared and despised by anyone still grasping for hope and civilization. They are easily identifiable thanks to their stitched-up lips, as they let the Echoes of Death speak for them.
Marekur, Unholy Sacrament Initiate: Marèkur of the Anireth was the first one to indulge in the Unholy Sacrament. He was present as Lagoran first emerged from darkness in Thurinthian and was the only one that did not flee but stood still to admire his grandiosity. From that moment on, he made himself an instrument to his will and unholy prophet for his vile cult.
Merciless Priest: ?
DARK WILD SHAPE
At 2nd level, when using the Wild Shape feature, you can accept a reduction to your Maximum and Current Hit Points equal to your character level. In doing so, the chosen Wild Shape will become a Dark Wild Shape, permeated by the energies of Ènferun. The loss of Maximum Hit Points is recovered after a long rest.
Witch’s handbag
Wondrous item, rare
This handbag holds the spirit of a recently killed small animal (crow, hawk, cat, owl, frog, etc…).
The spirit becomes the familiar of its liberator (the one and only), whether they are a spellcaster or not. Its type shifts to Undead and it can be summoned from the handbag in a 30 feet range or drawn back into it as a standard action.
When the spectral familiar reaches 0 Hit Points, it automatically goes back into the handbag and can be summoned only after a Short Rest.
The summoning of a spectral familiar dismisses any other present familiar, and no other familiar can be summoned when the spectral familiar is out of the handbag.
A spectral familiar acts autonomously from you, but it will follow your orders. During a battle, it rolls its own Initiative and performs its own actions, but it cannot attack.
You can share sight and hearing with it (your true self is Blinded and Deafened all the while) and telepathically communicate with it in a 100 feet range but cannot cast spells through it.
If you decide to free your spectral familiar from its bond, it disappears forever, and the handbag will become a common handbag.
Noble Cause Bloodied Hands
Orron Fisket, Ghost, Undead Bard, Ghost Bard, Ghostly Form, Cerulean Translucent Shade, Braying Spirit, Half-Elven Jongleur of Some Renown, Renowned Jongleur: The Fisket family returned early this morning after being dropped off by a local carriage service. Orron went upstairs, sending his children to their room while he went to his own bedchamber to unpack. Echrie was downstairs in the kitchen, preparing to make a hot meal after days of being on the cold road. The ticks attacked her as soon as she walked into the pantry. At the same time Oren and Ulyrie were ambushed by the spiders. Hearing the screams of his family, Orron rushed to his children’s room. To his horror, the bard saw his children lying on the floor, giant arachnids covering them. Rooted to the spot by the terror and savagery before him, Orron was blindsided by two other spiders. He was bitten repeatedly before he was able to pull himself away from the creatures’ fangs. Frantic to get away, Orron slammed his children’s bedroom door on the pursuing spiders. Disoriented by the venom in his veins and shamed by his cowardice in not aiding his loved ones, Orron crawled back to his own bedchamber and slowly died, the waning screams of his doomed family riving his soul as he exhaled his last breath.
Orron Fisket’s fall, both physical and spiritual, caused him to spontaneously reemerge as a ghost. Tied to his bedchamber by his shame, the undead bard periodically belts out ballads of bleakness, for he senses the arachnids are still in the household feeding off the corpses of his family.
“Died? A poor jest, you fobbing scut. That rump-fed attitude will not get you far on stage, coxcomb. My trip with the family did leave me exhausted. I could barely keep up with my children as they bounded up the staircase, ready to play with their new toys I bought while we were on the road. I went to put some clothes away, then… Oren! Ulyrie! Eyes! FANGS! Biting my children! I tried to reach them, but more of the fiends attacked me! Couldn’t fight them! Couldn’t face THEM! I slammed the door on them and crawled away. I slammed the door on my children because of my cowardice! My shame! My heart was seizing up, but my ears, the ears of my mother, heard my little ones’ cries! Why won’t they END?”
Skeletal Champion: ?
Spellgorged Zombie: ?
Attic Whisper: ?
Undead: ?
Orron Fisket’s fall, both physical and spiritual, caused him to spontaneously reemerge as a ghost. Tied to his bedchamber by his shame, the undead bard periodically belts out ballads of bleakness, for he senses the arachnids are still in the household feeding off the corpses of his family.
“Died? A poor jest, you fobbing scut. That rump-fed attitude will not get you far on stage, coxcomb. My trip with the family did leave me exhausted. I could barely keep up with my children as they bounded up the staircase, ready to play with their new toys I bought while we were on the road. I went to put some clothes away, then… Oren! Ulyrie! Eyes! FANGS! Biting my children! I tried to reach them, but more of the fiends attacked me! Couldn’t fight them! Couldn’t face THEM! I slammed the door on them and crawled away. I slammed the door on my children because of my cowardice! My shame! My heart was seizing up, but my ears, the ears of my mother, heard my little ones’ cries! Why won’t they END?”
Skeletal Champion: ?
Spellgorged Zombie: ?
Attic Whisper: ?
Undead: ?
Norse Grimoire for 5th Edition
Undead, Living Dead: ?
Draugr: Another spellcaster mentioned in popular tradition is Eirikur Magnusson. Along with his fellow students Bogi and Magnus, he heard talk of an old farmer who had insisted on being buried with his favorite cow and with a mysterious book that no one knew the contents of. Intrigued, one night they went to the cemetery to wake up the farmer’s soul, however they didn’t know which tomb was his, and so set about chanting spells, waking up all the souls in the hallowed ground until the church was filled with draugr, but without finding the man they were looking for. They carried on until they had filled the church for the third time, and finally the farmer appeared, alongside his cow and his book.
There is another legend concerning two young men who asked Eirikur to be his pupils. The priest took them to a cemetery one night, and there he used a spell to invoke a draugr. As soon as the ground beneath the tombstone began to move, the first aspiring student burst out laughing, while the second began to scream with fright. Eirik stopped and spoke to the second young man: “Go back home, my boy, and be thankful that you still have fear and revulsion for these things, as it is right to. As for your companion, on the other hand, it will be my pleasure to have him as a student”.
Thordis Markudottir, Stokkseyrar-Dísa, Draugr: Eirikur, who was a priest was the only one to have the courage to warn her: “While you are alive, you will have great luck thanks to your powers,” he told her, “but when you die, you will end up in hell! “Are you really sure, priest?” she asked him; “Come, dance with me!” she openly challenged him. There was a magical duel between the pair, and the texts tell us that, upon the death of Stokkseyrar-Dísa, men were afraid that she could turn into a draugr and return to pursue them even from beyond the grave.
Powerful Draugr, Particularly Powerful Draugr: ?
Ghost: ?
Specter: ?
Draugr: Another spellcaster mentioned in popular tradition is Eirikur Magnusson. Along with his fellow students Bogi and Magnus, he heard talk of an old farmer who had insisted on being buried with his favorite cow and with a mysterious book that no one knew the contents of. Intrigued, one night they went to the cemetery to wake up the farmer’s soul, however they didn’t know which tomb was his, and so set about chanting spells, waking up all the souls in the hallowed ground until the church was filled with draugr, but without finding the man they were looking for. They carried on until they had filled the church for the third time, and finally the farmer appeared, alongside his cow and his book.
There is another legend concerning two young men who asked Eirikur to be his pupils. The priest took them to a cemetery one night, and there he used a spell to invoke a draugr. As soon as the ground beneath the tombstone began to move, the first aspiring student burst out laughing, while the second began to scream with fright. Eirik stopped and spoke to the second young man: “Go back home, my boy, and be thankful that you still have fear and revulsion for these things, as it is right to. As for your companion, on the other hand, it will be my pleasure to have him as a student”.
Thordis Markudottir, Stokkseyrar-Dísa, Draugr: Eirikur, who was a priest was the only one to have the courage to warn her: “While you are alive, you will have great luck thanks to your powers,” he told her, “but when you die, you will end up in hell! “Are you really sure, priest?” she asked him; “Come, dance with me!” she openly challenged him. There was a magical duel between the pair, and the texts tell us that, upon the death of Stokkseyrar-Dísa, men were afraid that she could turn into a draugr and return to pursue them even from beyond the grave.
Powerful Draugr, Particularly Powerful Draugr: ?
Ghost: ?
Specter: ?
Northlands Saga Spears in the Ice 5e
Hunting Ice Zombie: Hunting ice zombies are created by the power of Althunak, either directly or via his cults. They can take many forms — most are made from dogs or wolves — but rumors abound of zombified musk oxen and even mammoths. No matter what the animal was, the process of ice zombification creates the same result.
Hunting Ice Zombie, Some Sort of Prehistoric Beast, Giant Bird With Claw-Tipped Legs and a Sharp Beak All Covered With a Rime of Ice: ?
Ice Zombie Hunting Dog: ?
Ice Zombie Hunting Wolf: ?
Ice Zombie Hunting, Zombified Musk Ox: ?
Ice Zombie Hunting, Zombified Mammoth: ?
Ice Zombie Hunting, Horrid Creature, Freeze-Dried Undead: ?
Ice Zombie Hunting, Guard: ?
Ice Zombie Hunting, Hunting Beast: ?
Ice Zombie Hunting, Symbol of a Cult Leader's Power: ?
Ice Zombie Temple Guard: Those temple guards who please Althunak the most are granted eternal undeath as ice zombies. Their bodies are freeze-dried by the process, and they stand an unceasing vigil over the sacred sites of the Lord of Ice and Cold, as well as protect his most fervent priests.
During the fall of the prince, three thralls and five of the temple’s guards locked themselves in this room, intent that the rebellious slaves, treacherous prince, and especially the hated palace eunuchs would not get their god’s sacred treasures. In time, all eight died but were reanimated by their unholy faith as ice zombies.
During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath.
Ice Zombie Temple Guard, Freeze-Dried Undead: ?
Ice Zombie Temple Guard, Frigid Corpse of a Former Royal Guard: ?
Ice Zombie Thrall: While temple guards are chosen for their valor and faith, ice zombie thralls are merely rounded up and subjected to horrid rituals to turn them into ice zombies. The process is a different one than that used on other ice zombies, as is the purpose.
During the fall of the prince, three thralls and five of the temple’s guards locked themselves in this room, intent that the rebellious slaves, treacherous prince, and especially the hated palace eunuchs would not get their god’s sacred treasures. In time, all eight died but were reanimated by their unholy faith as ice zombies.
During the overthrowal of the prince, these 12 loyalists were lured here and quickly entombed by locking the sturdy storehouse doors (break DC 15, AC 14, 12 hp, can be picked using thieves’ tools with a successful DC 13 Dexterity check). They died after consuming the last of the supplies but were blessed by their demon lord with undeath.
Inside each cage are 10 ice zombie thralls, their corpses freeze-dried by the unnatural cold of their jail cells. When the palace was abandoned, these prisoners were left here. In a few days, they were themselves forced into cannibalism to eke out one more day. This pleased Althunak, and he “blessed” them with undeath and eternal hunger.
Ice Zombie Thrall, Mindless Killer, Freeze-Dried Undead: ?
Uth’ilopiq the Cursed, Prince, Corpse, Former Lord of the Ice Palace, Lord of the Palace: The corpse is not entirely dead, for in his death Uth’ilopiq cursed his demon-god and was in turn cursed to sit on the throne he once held for his divine liege until called upon. Reanimated after death, the lord of the palace has remained here for eons, waiting and plotting.
Zombie: Uth’ilopiq does not move or show any signs of his undead state until the party touches his corpse (see below) or leaves the throne room, at which point he quietly stalks them, looking for a time when their guard is down so that he may strike. Anyone who separates from the group is ambushed and slain, and their body is then reanimated into a zombie to serve the lord of the palace.
Hunting Ice Zombie, Some Sort of Prehistoric Beast, Giant Bird With Claw-Tipped Legs and a Sharp Beak All Covered With a Rime of Ice: ?
Ice Zombie Hunting Dog: ?
Ice Zombie Hunting Wolf: ?
Ice Zombie Hunting, Zombified Musk Ox: ?
Ice Zombie Hunting, Zombified Mammoth: ?
Ice Zombie Hunting, Horrid Creature, Freeze-Dried Undead: ?
Ice Zombie Hunting, Guard: ?
Ice Zombie Hunting, Hunting Beast: ?
Ice Zombie Hunting, Symbol of a Cult Leader's Power: ?
Ice Zombie Temple Guard: Those temple guards who please Althunak the most are granted eternal undeath as ice zombies. Their bodies are freeze-dried by the process, and they stand an unceasing vigil over the sacred sites of the Lord of Ice and Cold, as well as protect his most fervent priests.
During the fall of the prince, three thralls and five of the temple’s guards locked themselves in this room, intent that the rebellious slaves, treacherous prince, and especially the hated palace eunuchs would not get their god’s sacred treasures. In time, all eight died but were reanimated by their unholy faith as ice zombies.
During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath.
Ice Zombie Temple Guard, Freeze-Dried Undead: ?
Ice Zombie Temple Guard, Frigid Corpse of a Former Royal Guard: ?
Ice Zombie Thrall: While temple guards are chosen for their valor and faith, ice zombie thralls are merely rounded up and subjected to horrid rituals to turn them into ice zombies. The process is a different one than that used on other ice zombies, as is the purpose.
During the fall of the prince, three thralls and five of the temple’s guards locked themselves in this room, intent that the rebellious slaves, treacherous prince, and especially the hated palace eunuchs would not get their god’s sacred treasures. In time, all eight died but were reanimated by their unholy faith as ice zombies.
During the overthrowal of the prince, these 12 loyalists were lured here and quickly entombed by locking the sturdy storehouse doors (break DC 15, AC 14, 12 hp, can be picked using thieves’ tools with a successful DC 13 Dexterity check). They died after consuming the last of the supplies but were blessed by their demon lord with undeath.
Inside each cage are 10 ice zombie thralls, their corpses freeze-dried by the unnatural cold of their jail cells. When the palace was abandoned, these prisoners were left here. In a few days, they were themselves forced into cannibalism to eke out one more day. This pleased Althunak, and he “blessed” them with undeath and eternal hunger.
Ice Zombie Thrall, Mindless Killer, Freeze-Dried Undead: ?
Uth’ilopiq the Cursed, Prince, Corpse, Former Lord of the Ice Palace, Lord of the Palace: The corpse is not entirely dead, for in his death Uth’ilopiq cursed his demon-god and was in turn cursed to sit on the throne he once held for his divine liege until called upon. Reanimated after death, the lord of the palace has remained here for eons, waiting and plotting.
Zombie: Uth’ilopiq does not move or show any signs of his undead state until the party touches his corpse (see below) or leaves the throne room, at which point he quietly stalks them, looking for a time when their guard is down so that he may strike. Anyone who separates from the group is ambushed and slain, and their body is then reanimated into a zombie to serve the lord of the palace.
Northlands Saga: Spring Rites 2023 (5e)
Barrow Skeleton Chieftan: The Andøvan peoples who once inhabited the Northlands left behind great stone circles and sealed burial mounds. These barrows are said to be haunted, and with good cause. While not all barrow mounds are enchanted to animate their occupants, those that contain the remains and burial goods of the Andøvan chieftains certainly are. When disturbed, and this may be as easy to do as walking past one, the chieftains awaken and lead their entourage out to drive off the living or to bring justice to tomb robbers.
Barrow Skeleton Warrior: The Andøvan chieftains were buried alongside their closest retainers. These warriors who guarded their lord in life carry on an endless vigil in death. To be chosen to become an undead warrior was a high honor and one that many retainers fought for fiercely, and sometimes to the death, to be granted.
Warriors are animated by the magic that animates their chieftains.
Bog Hound: For reasons unknown to the current inhabitants of the Northlands, the Andøvan threw living creatures into bogs, enchanting them to rise again to terrorize the night. Many of these haunted bogs are near burial mounds, and some say these beasts are kept for when their Andøvan masters return. Bog hounds are one such, and the most common, bog beast. Their bodies preserved by the bog and the magic that animates them, they appear as leathery, emaciated versions of their living forms, often covered in the muck and mire of their resting place.
Complicating matters is the fact that the bog is home to a bog hound, an undead creature left behind by ancient cults of the Andøvan.
Barrow Skeleton Chieftan, Skeletal Figure, Fearsome Foe: ?
Barrow Skeleton Chieftan, Skeletal Champion: ?
Barrow Skeleton Warrior, Risen Andovan Warrior, Undead Warrior, Steadfast Follower, Loyal Follower: ?
Bog Hound, Beast, Large Dog But Shrunk and Preserved, Bog Beast: ?
Bog Beast: For reasons unknown to the current inhabitants of the Northlands, the Andøvan threw living creatures into bogs, enchanting them to rise again to terrorize the night. Many of these haunted bogs are near burial mounds, and some say these beasts are kept for when their Andøvan masters return.
Undead Creature, The Dead: ?
Undead King: Though Sibbe’s amulet allows her to pass through the Barrow Lands unmolested, the ritual atop the Tor perverted the natural order and sent a shockwave of unrest through the surrounding burial mounds. This ancient Andøvan king has now awakened and is calling forth his equally ancient subjects to put a stop to this desecration.
Undead King, Long-Dead Hero, Ancient Andovan King, Dead Warrior, Barrow King: ?
Skeleton, Decayed Skeleton, Undead Resident, Undead Denizen, Spawn of Hel, Unquiet Dead, Shuffling Undead, Skeletal Remnant of an Ancient Andovan, Undead Warrior: ?
Skeleton: ?
Foul Specter: ?
Barrow Skeleton Warrior: The Andøvan chieftains were buried alongside their closest retainers. These warriors who guarded their lord in life carry on an endless vigil in death. To be chosen to become an undead warrior was a high honor and one that many retainers fought for fiercely, and sometimes to the death, to be granted.
Warriors are animated by the magic that animates their chieftains.
Bog Hound: For reasons unknown to the current inhabitants of the Northlands, the Andøvan threw living creatures into bogs, enchanting them to rise again to terrorize the night. Many of these haunted bogs are near burial mounds, and some say these beasts are kept for when their Andøvan masters return. Bog hounds are one such, and the most common, bog beast. Their bodies preserved by the bog and the magic that animates them, they appear as leathery, emaciated versions of their living forms, often covered in the muck and mire of their resting place.
Complicating matters is the fact that the bog is home to a bog hound, an undead creature left behind by ancient cults of the Andøvan.
Barrow Skeleton Chieftan, Skeletal Figure, Fearsome Foe: ?
Barrow Skeleton Chieftan, Skeletal Champion: ?
Barrow Skeleton Warrior, Risen Andovan Warrior, Undead Warrior, Steadfast Follower, Loyal Follower: ?
Bog Hound, Beast, Large Dog But Shrunk and Preserved, Bog Beast: ?
Bog Beast: For reasons unknown to the current inhabitants of the Northlands, the Andøvan threw living creatures into bogs, enchanting them to rise again to terrorize the night. Many of these haunted bogs are near burial mounds, and some say these beasts are kept for when their Andøvan masters return.
Undead Creature, The Dead: ?
Undead King: Though Sibbe’s amulet allows her to pass through the Barrow Lands unmolested, the ritual atop the Tor perverted the natural order and sent a shockwave of unrest through the surrounding burial mounds. This ancient Andøvan king has now awakened and is calling forth his equally ancient subjects to put a stop to this desecration.
Undead King, Long-Dead Hero, Ancient Andovan King, Dead Warrior, Barrow King: ?
Skeleton, Decayed Skeleton, Undead Resident, Undead Denizen, Spawn of Hel, Unquiet Dead, Shuffling Undead, Skeletal Remnant of an Ancient Andovan, Undead Warrior: ?
Skeleton: ?
Foul Specter: ?
Oath of the Frozen King - Adventure Kit
Ice Skeleton: ?
Ice Skeleton, Ice Skeleton Minion: ?
Hand of the Frozen King, Tall Lean Figure, Awesome Unique Monster: ?
The Hand of the Frozen King, Armored Multilimbed Undead Monstrosity: ?
The Frozen King, Eirick, Imposing Armored Figure With Flowing White Hair and a Skeletal Visage, Hulking Skeletal Figure, Massive Skeleton Garbed in Armored Plates and Wreathed in an Aura of Frozen Air, Final Obstacle, Undead Fiend: The Frozen King: Long ago, the Frozen King ruled the region of Varnholme, subjugating its people and leading them to ruin. The commonfolk of Varnholme ended the reign of the Frozen King in a great uprising, unseating the tyrannical king and putting him to death.
The Oath of Winter: The Frozen King was put to death with a sacred runeblade of Varnholme, but not before he could swear this oath: “Varnholme is mine in life – it shall remain mine in death. I shall return and restore glory to my kingdom. Then you will know the coldest winter – then you will suffer the slowest, surest death.”
THE FALL
Blood soaked the snow the day the man-king died.
From its tunnels, the troll watched, as it had for centuries. It had seen the first snowfall, the coming of the ebon-haired men, the battle with the fair-skins, the raising of the stone keep amidst the craggy ranges of Winter’s Tongue. It had seen the birth of the man-king, and the width and breadth of his reign.
The troll watched now as the man-king – the one called Eirick – clutched at his belly, bleeding in the snow. His fetal squirming on the steps reminded the troll of a freshborn.
The life of the man-king flowed from a dozen wounds, spilling across the ice and stone, pooling a vibrant crimson in the pristine snow. His crown – a mantle of elk bone and ice-blue sapphires – toppled from his brow and clattered down the steps.
The troll watched the blood, and listened.
The troll knew the power of blood – knew the secrets it held. Not secrets scrawled in tomes – but secrets it learned with its ears. With them, the troll could hear everything speaking. The tunnels it called home thrummed, speaking safety and solitude. The dull patter of endless snowflakes spoke of a coming blizzard. And the rasping scrape of the shifting ice deep within the Maw foretold a looming change – a shift in power.
But there was a new voice that day – the day the man-king died. The troll looked back to the king, whose face paled and hands trembled as he reached for his maul. His blood betrayed his mortality as it froze, and told the man-king’s secrets. The troll heard the whispers of the blood as it dripped and flowed and froze.
For years the man-king’s followers – who now surrounded him with bloodied blades – obeyed his every order. They spoke proud tales and sang songs of Good King Eirick, while he banished men and women naked into the tundra to freeze or crushed their skulls with his terrible maul.
These men standing over him now – the men holding the bloody daggers – these were his closest allies. Their loyalty had withered when Eirick killed their kin or cast their pregnant wives into the cold. “No place for new mouths to feed,” the king had said. “No kingdom for the weak.”
As the food grew scarce, and the cold grew stronger, Eirick’s leadership waned. He was uncertain, and though none would speak it, he was afraid. So he turned to the old ways – scrying and divination and portents and strange runes.
Heeding his vizier without question or hesitation – the one who would be named Hand of the King in place of worthier men. And the Hand led the king further astray, and showed him things deeper in the ice, and in the Maw – and these things began to work their dark will.
It was always an odd thing, the troll thought, to watch a mortal die. They did not have the Gift, as trolls did. To watch wounds gape like laughing mouths, never closing. To watch skin turn white and brittle, like paper. To watch flesh become bone and bone become ash and ash become dust and dust become nothing.
The usurpers finished the man-king with a sword – a blade of pale, rippled steel, etched with strange runes that glimmered like ice in the midday sun. Through their jeers and curses, the king mustered the last remnant of his profane strength. He gritted his bloodied teeth, and between plumes of white breath, the king spoke. He made an Oath as they drove the blade into his heart. And a new voice spoke from the blood.
“Varnholme is mine in life – it shall remain mine in death. I shall return and restore glory to my kingdom. Then you will know the coldest winter – then you will suffer the slowest, surest death.”
The words carried on the icy winds, and the new voice scraped the inside of the troll’s ears, and nested in its mind. It trembled, its skin tingling. An Oath was made, and something old – far older than the even troll – listened. The troll turned to the tunnel’s frozen walls, and began carving the Oath into the ice. It etched the strange runes again and again – and for the First time in its long life, the troll had something it feared it might forget.
“The Oath must be remembered,” the troll said. “The Oath must be remembered.”
THE OATH
A storm followed the betrayal of the man-king.
The merciless blizzard clawed at the Maw of Black Ice, and a deep cold gripped the mountains. The troll, for the first time in centuries, entered the keep. The bloodletting didn’t stop with the murder of the man-king – no, it persisted as the loyalists clashed with the usurpers.
The troll’s ears heard everything. The screams of the wounded and dying roared against the stone, twisting into echoes. The prayers of the hopeless skittered along the ground as whispers. And the venomous curses of fathers hung heavy in the air, swearing vengeance for their murdered sons. Even through the deafening secrets crying out from the freshly spilled blood – the Oath spoke louder. And the troll listened.
The troll skulked through the halls, eating its fill of the helpless and wounded, prowling far from the din of battle. It tasted the secrets of the blood, and they tasted empty – hollow. The troll yearned to hear the Oath, and grew hungrier.
Winding deeper into the keep, the troll came upon the kennel. The hounds whimpered in their cages, and a woman knelt beside the man-king’s body. The king’s corpse lay on a meager bed of burlap and straw, prepared by the loyalists. The woman clutched the king’s cold hand within her own, and with the other cleaned his wounds. She did not stir as the troll approached. She was broken, and weeping.
The troll pulled her away from the man-king. The woman was weak, and did not have the Gift. The troll’s claws dug into her flesh and she bled. She died quickly, and fell beside her king. Her blood spoke, but the troll ignored it, focusing instead on the broad, gaping wound where the runeblade had plunged into the man-king and ended his mortal life.
The Oath spoke, and the troll listened. It clawed at the wound that the runeblade had left. Peeling back muscle, and gouging fat and bone to ribbons. Carving out a hollow, leaving only the man-king’s pierced heart in the pit that was once his chest. With a single, black talon, the troll set to work, carefully scraping the words of the Oath again and again into the frozen heart of the man-king.
The troll shuddered as the runes took on a dim, blue-violet glow.
The Oath of the Frozen King echoed through the keep, and penetrated its walls, sweeping through the mountains and valleys of Varnholme. All fell subject to the Oath. Ice cracked, speaking the words into the frigid air. The hounds howled, and their baying spoke the Oath. The Oath was in the screams of the dying and the cheers of the victorious. The ringing of steel, the rending of flesh, the breaking of ice and the dripping of blood – they all spoke the Oath.
Varnholme is mine in life – it shall remain mine in death. I shall return and restore glory to my kingdom. Then you will know the coldest winter – then you will suffer the slowest, surest death.
But then, as quickly as they had flickered to life, the runes faded, and the man-king lay dead and frozen on the kennel floor. After some time, his loyalists returned to bury him, and the troll crept away, fleeing further into the keep.
The poor souls who couldn’t reconcile the truth of the Oath fled to their freezing deaths in the tundra. And the king’s loyal servants – old and new – rallied. They hung the Hand of the King by his neck in the great hall in his pristine ceremonial armor. The rope snapped under the weight, dropping his broken body from the joists, splitting the feasting table at its center. Those that remained carried the king’s frozen, marred remains deep into the keep. There, they buried him with his maul, his crown, and the runeblade that ended him, before sealing their Frozen King – and themselves – inside the tomb forever.
From within the keep, the troll watched. And with blood, and the razor tips of its spindly fingers, the troll carved the words of the Oath again and again into the walls.
“The Oath must be fulfilled,” the troll hissed. “The Oath must be fulfilled.”
THE RISE
Blood soaked the snow the day the king returned.
An age had passed, but the troll was ever patient. It waited as the keep crumbled and decayed around it, as the tundra all but consumed the stone halls, as new settlements sprang up around the base of the mountains. And as the settlers came, so too came those hungry for fame and gold. And quietly, steadily, the Oath called to them, promising both.
The Oath persisted. And the troll was faithful over it. The walls spoke the Oath, and the troll knew that the Frozen King would soon walk the halls of his keep once more.
The long winter ended. As the keep emerged from the thawing ice, the troll watched as fresh blood arrived to be spilled anew – fortune hunters who climbed those same steps the king had died upon, and dared to enter his keep. These meddlers didn’t know the words – didn’t understand the Oath. But they needn’t understand the Oath to serve it with their blood.
The four adventurers entered the Maw of Black Ice with sputtering torches and virgin steel. A small, lithe creature with daggers; a large man, wielding a woodcutter’s axe; and two women, one an elfen archer, the other robed and meek. The troll waited in the shadows, and heard the warm blood pumping through their bodies. In their hushed whispers as they moved deeper into the keep, the troll sensed fear.
From the shadows, the troll lunged, clutching the smallest of them. With its claws, it removed the screaming man’s arm and dropped his wriggling body to the ice. The large one, wielding his axe, swung the weapon wide overhead and brought it down upon the troll. Steel split ancient flesh, and the troll bled its black blood. The axe remained, stuck, and the troll took the man’s eyes and left his face a ruin with a rake of its claws. An arrow found its mark, and the archer – the el昀椀sh woman – nocked a second. But the troll shattered the bow in its grip, and split her head against the frozen wall.
The last one – the robed woman – spoke old words.
The words of elves and dragons. Power swirled around her, red and bright and terrible. The troll sneered, and pulled her into a tight embrace against the blade of the axe, still protruding from its flesh. The steel did its work, and the words of power died on bloodied lips. The troll’s Gift closed its seeping wounds, and its flesh encased itself around the axe and the arrow – trophies of the kills.
The troll drank the secrets of the adventurers’ blood and scrawled the Oath into their dead flesh.
The keep shuddered. The king stirred. And the walls spoke the Oath.
“The Oath will be fulfilled,” the troll muttered. “The Oath will be fulfilled.”
Ice Skeleton, Undead Fiend: ?
Sarrik, Living Undead: ?
Undead, Undead Creature: ?
Undead Rabble: ?
Undead Minion: ?
Shambling Creature: ?
Risen Creature: ?
Patchwork Abomination: These undead are patchwork abominations, created through vile magic and made up of many different creatures.
Skeletal Scavenger: ?
Skeletal Being: ?Old Habits (Level 13 PCs)
Arak-Tet, Sovereign of Sriss Alanor, The Slaver's Coil, Mummy Lord, Terrifying Mummy Lord, Powerful Mummy Lord, Serpraxid Mummy Lord: Obsessed with power, Erut-Ro gathered his cursed serpraxids and clerics to prepare his body with the foul sorceries necessary to turn him into something immortal. After thirteen days and thirteen nights, the sovereign passed through life and death, arising as a terrifying mummy lord, and immediately returned to his merciless rule.
Mummy Noble: ?
Preserved Mage: ?
Oh Gods No What-Iss-That-, Zombie Tyrannosaurus Rex, Mummified Tyrannosaurus Rex, Undead Tyrannosaurus Rex, Rotting Corpse of Some Monstrosity From Another Age, Beast From a Forgotten Age, Monster With Swords for Teeth, Rotting Corpse of the Tyrannosaurus: ?
Mummy: ?
Lesser Mummy: Both tombs house the sarcophagi of lesser mummies Erut-Ro made of his most faithful serpraxid subjects.
Serpraxid Mummy: ?
Mummy Lord: ?
Ice Skeleton, Ice Skeleton Minion: ?
Hand of the Frozen King, Tall Lean Figure, Awesome Unique Monster: ?
The Hand of the Frozen King, Armored Multilimbed Undead Monstrosity: ?
The Frozen King, Eirick, Imposing Armored Figure With Flowing White Hair and a Skeletal Visage, Hulking Skeletal Figure, Massive Skeleton Garbed in Armored Plates and Wreathed in an Aura of Frozen Air, Final Obstacle, Undead Fiend: The Frozen King: Long ago, the Frozen King ruled the region of Varnholme, subjugating its people and leading them to ruin. The commonfolk of Varnholme ended the reign of the Frozen King in a great uprising, unseating the tyrannical king and putting him to death.
The Oath of Winter: The Frozen King was put to death with a sacred runeblade of Varnholme, but not before he could swear this oath: “Varnholme is mine in life – it shall remain mine in death. I shall return and restore glory to my kingdom. Then you will know the coldest winter – then you will suffer the slowest, surest death.”
THE FALL
Blood soaked the snow the day the man-king died.
From its tunnels, the troll watched, as it had for centuries. It had seen the first snowfall, the coming of the ebon-haired men, the battle with the fair-skins, the raising of the stone keep amidst the craggy ranges of Winter’s Tongue. It had seen the birth of the man-king, and the width and breadth of his reign.
The troll watched now as the man-king – the one called Eirick – clutched at his belly, bleeding in the snow. His fetal squirming on the steps reminded the troll of a freshborn.
The life of the man-king flowed from a dozen wounds, spilling across the ice and stone, pooling a vibrant crimson in the pristine snow. His crown – a mantle of elk bone and ice-blue sapphires – toppled from his brow and clattered down the steps.
The troll watched the blood, and listened.
The troll knew the power of blood – knew the secrets it held. Not secrets scrawled in tomes – but secrets it learned with its ears. With them, the troll could hear everything speaking. The tunnels it called home thrummed, speaking safety and solitude. The dull patter of endless snowflakes spoke of a coming blizzard. And the rasping scrape of the shifting ice deep within the Maw foretold a looming change – a shift in power.
But there was a new voice that day – the day the man-king died. The troll looked back to the king, whose face paled and hands trembled as he reached for his maul. His blood betrayed his mortality as it froze, and told the man-king’s secrets. The troll heard the whispers of the blood as it dripped and flowed and froze.
For years the man-king’s followers – who now surrounded him with bloodied blades – obeyed his every order. They spoke proud tales and sang songs of Good King Eirick, while he banished men and women naked into the tundra to freeze or crushed their skulls with his terrible maul.
These men standing over him now – the men holding the bloody daggers – these were his closest allies. Their loyalty had withered when Eirick killed their kin or cast their pregnant wives into the cold. “No place for new mouths to feed,” the king had said. “No kingdom for the weak.”
As the food grew scarce, and the cold grew stronger, Eirick’s leadership waned. He was uncertain, and though none would speak it, he was afraid. So he turned to the old ways – scrying and divination and portents and strange runes.
Heeding his vizier without question or hesitation – the one who would be named Hand of the King in place of worthier men. And the Hand led the king further astray, and showed him things deeper in the ice, and in the Maw – and these things began to work their dark will.
It was always an odd thing, the troll thought, to watch a mortal die. They did not have the Gift, as trolls did. To watch wounds gape like laughing mouths, never closing. To watch skin turn white and brittle, like paper. To watch flesh become bone and bone become ash and ash become dust and dust become nothing.
The usurpers finished the man-king with a sword – a blade of pale, rippled steel, etched with strange runes that glimmered like ice in the midday sun. Through their jeers and curses, the king mustered the last remnant of his profane strength. He gritted his bloodied teeth, and between plumes of white breath, the king spoke. He made an Oath as they drove the blade into his heart. And a new voice spoke from the blood.
“Varnholme is mine in life – it shall remain mine in death. I shall return and restore glory to my kingdom. Then you will know the coldest winter – then you will suffer the slowest, surest death.”
The words carried on the icy winds, and the new voice scraped the inside of the troll’s ears, and nested in its mind. It trembled, its skin tingling. An Oath was made, and something old – far older than the even troll – listened. The troll turned to the tunnel’s frozen walls, and began carving the Oath into the ice. It etched the strange runes again and again – and for the First time in its long life, the troll had something it feared it might forget.
“The Oath must be remembered,” the troll said. “The Oath must be remembered.”
THE OATH
A storm followed the betrayal of the man-king.
The merciless blizzard clawed at the Maw of Black Ice, and a deep cold gripped the mountains. The troll, for the first time in centuries, entered the keep. The bloodletting didn’t stop with the murder of the man-king – no, it persisted as the loyalists clashed with the usurpers.
The troll’s ears heard everything. The screams of the wounded and dying roared against the stone, twisting into echoes. The prayers of the hopeless skittered along the ground as whispers. And the venomous curses of fathers hung heavy in the air, swearing vengeance for their murdered sons. Even through the deafening secrets crying out from the freshly spilled blood – the Oath spoke louder. And the troll listened.
The troll skulked through the halls, eating its fill of the helpless and wounded, prowling far from the din of battle. It tasted the secrets of the blood, and they tasted empty – hollow. The troll yearned to hear the Oath, and grew hungrier.
Winding deeper into the keep, the troll came upon the kennel. The hounds whimpered in their cages, and a woman knelt beside the man-king’s body. The king’s corpse lay on a meager bed of burlap and straw, prepared by the loyalists. The woman clutched the king’s cold hand within her own, and with the other cleaned his wounds. She did not stir as the troll approached. She was broken, and weeping.
The troll pulled her away from the man-king. The woman was weak, and did not have the Gift. The troll’s claws dug into her flesh and she bled. She died quickly, and fell beside her king. Her blood spoke, but the troll ignored it, focusing instead on the broad, gaping wound where the runeblade had plunged into the man-king and ended his mortal life.
The Oath spoke, and the troll listened. It clawed at the wound that the runeblade had left. Peeling back muscle, and gouging fat and bone to ribbons. Carving out a hollow, leaving only the man-king’s pierced heart in the pit that was once his chest. With a single, black talon, the troll set to work, carefully scraping the words of the Oath again and again into the frozen heart of the man-king.
The troll shuddered as the runes took on a dim, blue-violet glow.
The Oath of the Frozen King echoed through the keep, and penetrated its walls, sweeping through the mountains and valleys of Varnholme. All fell subject to the Oath. Ice cracked, speaking the words into the frigid air. The hounds howled, and their baying spoke the Oath. The Oath was in the screams of the dying and the cheers of the victorious. The ringing of steel, the rending of flesh, the breaking of ice and the dripping of blood – they all spoke the Oath.
Varnholme is mine in life – it shall remain mine in death. I shall return and restore glory to my kingdom. Then you will know the coldest winter – then you will suffer the slowest, surest death.
But then, as quickly as they had flickered to life, the runes faded, and the man-king lay dead and frozen on the kennel floor. After some time, his loyalists returned to bury him, and the troll crept away, fleeing further into the keep.
The poor souls who couldn’t reconcile the truth of the Oath fled to their freezing deaths in the tundra. And the king’s loyal servants – old and new – rallied. They hung the Hand of the King by his neck in the great hall in his pristine ceremonial armor. The rope snapped under the weight, dropping his broken body from the joists, splitting the feasting table at its center. Those that remained carried the king’s frozen, marred remains deep into the keep. There, they buried him with his maul, his crown, and the runeblade that ended him, before sealing their Frozen King – and themselves – inside the tomb forever.
From within the keep, the troll watched. And with blood, and the razor tips of its spindly fingers, the troll carved the words of the Oath again and again into the walls.
“The Oath must be fulfilled,” the troll hissed. “The Oath must be fulfilled.”
THE RISE
Blood soaked the snow the day the king returned.
An age had passed, but the troll was ever patient. It waited as the keep crumbled and decayed around it, as the tundra all but consumed the stone halls, as new settlements sprang up around the base of the mountains. And as the settlers came, so too came those hungry for fame and gold. And quietly, steadily, the Oath called to them, promising both.
The Oath persisted. And the troll was faithful over it. The walls spoke the Oath, and the troll knew that the Frozen King would soon walk the halls of his keep once more.
The long winter ended. As the keep emerged from the thawing ice, the troll watched as fresh blood arrived to be spilled anew – fortune hunters who climbed those same steps the king had died upon, and dared to enter his keep. These meddlers didn’t know the words – didn’t understand the Oath. But they needn’t understand the Oath to serve it with their blood.
The four adventurers entered the Maw of Black Ice with sputtering torches and virgin steel. A small, lithe creature with daggers; a large man, wielding a woodcutter’s axe; and two women, one an elfen archer, the other robed and meek. The troll waited in the shadows, and heard the warm blood pumping through their bodies. In their hushed whispers as they moved deeper into the keep, the troll sensed fear.
From the shadows, the troll lunged, clutching the smallest of them. With its claws, it removed the screaming man’s arm and dropped his wriggling body to the ice. The large one, wielding his axe, swung the weapon wide overhead and brought it down upon the troll. Steel split ancient flesh, and the troll bled its black blood. The axe remained, stuck, and the troll took the man’s eyes and left his face a ruin with a rake of its claws. An arrow found its mark, and the archer – the el昀椀sh woman – nocked a second. But the troll shattered the bow in its grip, and split her head against the frozen wall.
The last one – the robed woman – spoke old words.
The words of elves and dragons. Power swirled around her, red and bright and terrible. The troll sneered, and pulled her into a tight embrace against the blade of the axe, still protruding from its flesh. The steel did its work, and the words of power died on bloodied lips. The troll’s Gift closed its seeping wounds, and its flesh encased itself around the axe and the arrow – trophies of the kills.
The troll drank the secrets of the adventurers’ blood and scrawled the Oath into their dead flesh.
The keep shuddered. The king stirred. And the walls spoke the Oath.
“The Oath will be fulfilled,” the troll muttered. “The Oath will be fulfilled.”
Ice Skeleton, Undead Fiend: ?
Sarrik, Living Undead: ?
Undead, Undead Creature: ?
Undead Rabble: ?
Undead Minion: ?
Shambling Creature: ?
Risen Creature: ?
Patchwork Abomination: These undead are patchwork abominations, created through vile magic and made up of many different creatures.
Skeletal Scavenger: ?
Skeletal Being: ?Old Habits (Level 13 PCs)
Lord Erut-Ro the Undying, The Undying, Slave-Maker, Master of Chains, Lord of Sriss Alanor,
Arak-Tet, Sovereign of Sriss Alanor, The Slaver's Coil, Mummy Lord, Terrifying Mummy Lord, Powerful Mummy Lord, Serpraxid Mummy Lord: Obsessed with power, Erut-Ro gathered his cursed serpraxids and clerics to prepare his body with the foul sorceries necessary to turn him into something immortal. After thirteen days and thirteen nights, the sovereign passed through life and death, arising as a terrifying mummy lord, and immediately returned to his merciless rule.
Mummy Noble: ?
Preserved Mage: ?
Oh Gods No What-Iss-That-, Zombie Tyrannosaurus Rex, Mummified Tyrannosaurus Rex, Undead Tyrannosaurus Rex, Rotting Corpse of Some Monstrosity From Another Age, Beast From a Forgotten Age, Monster With Swords for Teeth, Rotting Corpse of the Tyrannosaurus: ?
Mummy: ?
Lesser Mummy: Both tombs house the sarcophagi of lesser mummies Erut-Ro made of his most faithful serpraxid subjects.
Serpraxid Mummy: ?
Mummy Lord: ?
Olympia: Campaign Setting
Immortal: When an immortal is brought down to 0 hit points, it dies, its body disintegrates, but its spirit reanimates its armor. Its type turns to undead, and its hit points rise to 30.
Army of Shades: In the dark lands of Hades, shades shuffle without purpose until they are forgotten, at which point they merely cease to exist. However, when roused, they gather in large mobs moving with desperation.
Shade: ?
Dead Philosopher's Shade: ?
Undead, Undead Creature: The Underworld is the personal domain of Hades, where the souls of the dead go to their final rewards. Hades allows anyone, living or dead, to enter his domain but prevents most from leaving without his consent. He allows the living to leave unmolested but rarely the dead. First, one passes through the den of Cerberus, guard dog of the Underworld.
The Acheron River marks the boundary of Hades’ domain. Charon allows those who received the proper rites to pass through. Souls without the proper rites are forced to wait one hundred years, unable to pass. These souls sometimes make their way back to the surface, where their spirits haunt the living as undead creatures.
Intelligent Undead: ?
Skeleton: Animated corpses like skeletons and zombies are animated by necromancers.
Skeleton, Animated Corpse: ?
Zombie: Animated corpses like skeletons and zombies are animated by necromancers.
Zombie, Animated Corpse: ?
Army of Shades: In the dark lands of Hades, shades shuffle without purpose until they are forgotten, at which point they merely cease to exist. However, when roused, they gather in large mobs moving with desperation.
Shade: ?
Dead Philosopher's Shade: ?
Undead, Undead Creature: The Underworld is the personal domain of Hades, where the souls of the dead go to their final rewards. Hades allows anyone, living or dead, to enter his domain but prevents most from leaving without his consent. He allows the living to leave unmolested but rarely the dead. First, one passes through the den of Cerberus, guard dog of the Underworld.
The Acheron River marks the boundary of Hades’ domain. Charon allows those who received the proper rites to pass through. Souls without the proper rites are forced to wait one hundred years, unable to pass. These souls sometimes make their way back to the surface, where their spirits haunt the living as undead creatures.
Intelligent Undead: ?
Skeleton: Animated corpses like skeletons and zombies are animated by necromancers.
Skeleton, Animated Corpse: ?
Zombie: Animated corpses like skeletons and zombies are animated by necromancers.
Zombie, Animated Corpse: ?
One Night at the Red Vampire
The Red Vampire, Vampire, Undead Count: ?
Agness, Vampire Spawn, Vampire's Bride: ?
Euphrosinia, Vampire Spawn, Vampire's Bride: ?
Melusine, Vampire Spawn, Vampire's Bride: ?
Skeleton: Unable to open the sarcophagus herself, Melusine animated some skeletons from the garbage room to help, but to no avail.
Zombie: ?
Alphonsine, Vampire Spawn, Vampire's Bride: ?
Agness, Vampire Spawn, Vampire's Bride: ?
Euphrosinia, Vampire Spawn, Vampire's Bride: ?
Melusine, Vampire Spawn, Vampire's Bride: ?
Skeleton: Unable to open the sarcophagus herself, Melusine animated some skeletons from the garbage room to help, but to no avail.
Zombie: ?
Alphonsine, Vampire Spawn, Vampire's Bride: ?
Operation: Nazi Smasher (5E)
Nazi Skeleton: What lay within this room proves beyond a doubt the depravity and evil of the Reich’s forces—machines that reanimate the dead to resupply their fast-dwindling armies.
A series of wide metal steps lead down into this profane chamber and as you pass through the threshold from the hallway you feel the evil contained inside of this room slough over your very soul like scum on toxic pond water. Obscene markings along the concrete floor and walls seethe with power, all of them focusing on two large metallic vats—one to the west and crimson as blood, another to the north a sickly green.
A pair of metallic cranes are between them with a pile of corpses obscuring the northwest corner of the room. The eastern wall is taken up by a large device of unholy science festooned with dials, levers, valves, hydraulic pistons, and wiring in an array clearly designed by an unhinged mind. The smell of death is rank in the air, wafting from dead bodies in various states of decay laying on gurneys throughout the area.
The bank of mechanical controls and electronic equipment along the eastern wall controls all of the room’s functions and produces 1 Nazi Skeleton and 1 Nazi Zombie every round until destroyed (AC 14, 50 hit points, DC 17 Strength check to break) or disrupted with a DC 16 Intelligence check.
PCs might also try shattering the vats of liquid directly—the crimson red tank (AC 13, 80 hit points, DC 18 Strength check to break) forms zombies and the sickly green container (AC 12, 65 hit points, DC 17 Strength check to break) forms skeletons. Any undead created through this process are blank slates stripped of any soul and the memories of a past life as their spirit is consumed in the brutal magical science contained by the diabolical device.
Nazi Zombie, Zombified Nazi: What lay within this room proves beyond a doubt the depravity and evil of the Reich’s forces—machines that reanimate the dead to resupply their fast-dwindling armies.
A series of wide metal steps lead down into this profane chamber and as you pass through the threshold from the hallway you feel the evil contained inside of this room slough over your very soul like scum on toxic pond water. Obscene markings along the concrete floor and walls seethe with power, all of them focusing on two large metallic vats—one to the west and crimson as blood, another to the north a sickly green.
A pair of metallic cranes are between them with a pile of corpses obscuring the northwest corner of the room. The eastern wall is taken up by a large device of unholy science festooned with dials, levers, valves, hydraulic pistons, and wiring in an array clearly designed by an unhinged mind. The smell of death is rank in the air, wafting from dead bodies in various states of decay laying on gurneys throughout the area.
The bank of mechanical controls and electronic equipment along the eastern wall controls all of the room’s functions and produces 1 Nazi Skeleton and 1 Nazi Zombie every round until destroyed (AC 14, 50 hit points, DC 17 Strength check to break) or disrupted with a DC 16 Intelligence check.
PCs might also try shattering the vats of liquid directly—the crimson red tank (AC 13, 80 hit points, DC 18 Strength check to break) forms zombies and the sickly green container (AC 12, 65 hit points, DC 17 Strength check to break) forms skeletons. Any undead created through this process are blank slates stripped of any soul and the memories of a past life as their spirit is consumed in the brutal magical science contained by the diabolical device.
Nazi Wight: ?
Zombie: A humanoid slain by [a Nazi Wight's life drain] attack rises 24 hours later as a zombie under the Nazi Wight’s control, unless the humanoid is restored to life or its body is destroyed.
Undead: ?
Creature: ?
Humanoid Skeleton: ?
Skeleton Animated From Beyond the Grave: ?
A series of wide metal steps lead down into this profane chamber and as you pass through the threshold from the hallway you feel the evil contained inside of this room slough over your very soul like scum on toxic pond water. Obscene markings along the concrete floor and walls seethe with power, all of them focusing on two large metallic vats—one to the west and crimson as blood, another to the north a sickly green.
A pair of metallic cranes are between them with a pile of corpses obscuring the northwest corner of the room. The eastern wall is taken up by a large device of unholy science festooned with dials, levers, valves, hydraulic pistons, and wiring in an array clearly designed by an unhinged mind. The smell of death is rank in the air, wafting from dead bodies in various states of decay laying on gurneys throughout the area.
The bank of mechanical controls and electronic equipment along the eastern wall controls all of the room’s functions and produces 1 Nazi Skeleton and 1 Nazi Zombie every round until destroyed (AC 14, 50 hit points, DC 17 Strength check to break) or disrupted with a DC 16 Intelligence check.
PCs might also try shattering the vats of liquid directly—the crimson red tank (AC 13, 80 hit points, DC 18 Strength check to break) forms zombies and the sickly green container (AC 12, 65 hit points, DC 17 Strength check to break) forms skeletons. Any undead created through this process are blank slates stripped of any soul and the memories of a past life as their spirit is consumed in the brutal magical science contained by the diabolical device.
Nazi Zombie, Zombified Nazi: What lay within this room proves beyond a doubt the depravity and evil of the Reich’s forces—machines that reanimate the dead to resupply their fast-dwindling armies.
A series of wide metal steps lead down into this profane chamber and as you pass through the threshold from the hallway you feel the evil contained inside of this room slough over your very soul like scum on toxic pond water. Obscene markings along the concrete floor and walls seethe with power, all of them focusing on two large metallic vats—one to the west and crimson as blood, another to the north a sickly green.
A pair of metallic cranes are between them with a pile of corpses obscuring the northwest corner of the room. The eastern wall is taken up by a large device of unholy science festooned with dials, levers, valves, hydraulic pistons, and wiring in an array clearly designed by an unhinged mind. The smell of death is rank in the air, wafting from dead bodies in various states of decay laying on gurneys throughout the area.
The bank of mechanical controls and electronic equipment along the eastern wall controls all of the room’s functions and produces 1 Nazi Skeleton and 1 Nazi Zombie every round until destroyed (AC 14, 50 hit points, DC 17 Strength check to break) or disrupted with a DC 16 Intelligence check.
PCs might also try shattering the vats of liquid directly—the crimson red tank (AC 13, 80 hit points, DC 18 Strength check to break) forms zombies and the sickly green container (AC 12, 65 hit points, DC 17 Strength check to break) forms skeletons. Any undead created through this process are blank slates stripped of any soul and the memories of a past life as their spirit is consumed in the brutal magical science contained by the diabolical device.
Nazi Wight: ?
Zombie: A humanoid slain by [a Nazi Wight's life drain] attack rises 24 hours later as a zombie under the Nazi Wight’s control, unless the humanoid is restored to life or its body is destroyed.
Undead: ?
Creature: ?
Humanoid Skeleton: ?
Skeleton Animated From Beyond the Grave: ?
Orbital Vampire Tower
Dr. Mahkoi, Skeleton, Skilled Surgeon, Skeleton Surgeon, Skeleton Doctor: ?
Cleaner Necro, Vampire, Vampire Mercenary, Grizzled Cigar-Chomping Merc, Mercenary: ?
Cleaner Sever, Vampire, Vampire Mercenary, Grizzled Cigar-Chomping Merc, Mercenary: ?
Cleaner Torch, Vampire, Vampire Mercenary, Grizzled Cigar-Chomping Merc, Mercenary: ?
Mycotic Zombie: When a creature starts their turn within 5 ft. of the [mycotic] zombie, they take 3 (1d6) poison damage. Roll 1d6: on a 1, the target is infected. They will become a mycotic zombie in 1 week.
Solar Zombie: Animated by sunlight.
Revelius Onar, Vampire, Shriveled Ancient Vampire, Vampire Lord, Master, Man: ?
Skarlet Anzi, Vampire, Athletic Woman With Gray Skin Red Eyes and Black Hair, Vampire Mage, Woman, Assistant: ?
Mycotic Zombie, Person With Orange Fungal Growths in a Haze of Spores, Corpse: ?
Solar Zombie, Corpse Covered in Charcoal and Flame, Burnt Corpse, Corpse: ?
Ghost, Incorporeal Creature: ?
Ghost: ?
Vampire: ?
Aura Jatheed, Vampire, Vampire Lord, Gray Woman, Rival Vampire Lord: ?
Ancient Vampire: ?
Sasha, Vampire, Treacherous Lover: ?
Rudo, Vampire, Treacherous Lover: ?
Cleaner Necro, Vampire, Vampire Mercenary, Grizzled Cigar-Chomping Merc, Mercenary: ?
Cleaner Sever, Vampire, Vampire Mercenary, Grizzled Cigar-Chomping Merc, Mercenary: ?
Cleaner Torch, Vampire, Vampire Mercenary, Grizzled Cigar-Chomping Merc, Mercenary: ?
Mycotic Zombie: When a creature starts their turn within 5 ft. of the [mycotic] zombie, they take 3 (1d6) poison damage. Roll 1d6: on a 1, the target is infected. They will become a mycotic zombie in 1 week.
Solar Zombie: Animated by sunlight.
Revelius Onar, Vampire, Shriveled Ancient Vampire, Vampire Lord, Master, Man: ?
Skarlet Anzi, Vampire, Athletic Woman With Gray Skin Red Eyes and Black Hair, Vampire Mage, Woman, Assistant: ?
Mycotic Zombie, Person With Orange Fungal Growths in a Haze of Spores, Corpse: ?
Solar Zombie, Corpse Covered in Charcoal and Flame, Burnt Corpse, Corpse: ?
Ghost, Incorporeal Creature: ?
Ghost: ?
Vampire: ?
Aura Jatheed, Vampire, Vampire Lord, Gray Woman, Rival Vampire Lord: ?
Ancient Vampire: ?
Sasha, Vampire, Treacherous Lover: ?
Rudo, Vampire, Treacherous Lover: ?
Orcus on 34th Level (5e)
Jackal of Darkness: ?
Naughty, Twisted Person With Horns Demonic Grin Hooved Feet and Stinger Tail: The Naughty were young people who fell from grace in their human lives because they never bent a knee in supplication to the Winter Spirit. Their acts of defiance earned them a place on Orcus’ Claws’ naughty list, and their souls were collected and transformed into the Naughty to serve the mighty Orcus’ Claws.
The creature is a mistletroll. Its job is to write threatening letters to children promising that Orcus’ Claws will sneak into their homes and steal them away from their parents to convert them into the Naughty so they can serve in Claws’ Candy Crypt for all eternity.
The belly laugh of Orcus’ Claws is more of a “Har-har-harrr” than a “Ho-ho-hooo!” Claws has delegated the task of summoning his beloved Nohell Claws to his able astrologer, Mr. Giggles, which allows Claws the time to convert more damned souls into his legion of the Naughty. It takes three combat rounds of Claws whispering into the ear of a soulless wretch to transform it into one of the Naughty. Claws cannot belly laugh and whisper to the soulless at the same time.
Undead: ?
Reflection Ghost: ?
Demonic Creature: ?
Naughty, Twisted Person With Horns Demonic Grin Hooved Feet and Stinger Tail: The Naughty were young people who fell from grace in their human lives because they never bent a knee in supplication to the Winter Spirit. Their acts of defiance earned them a place on Orcus’ Claws’ naughty list, and their souls were collected and transformed into the Naughty to serve the mighty Orcus’ Claws.
The creature is a mistletroll. Its job is to write threatening letters to children promising that Orcus’ Claws will sneak into their homes and steal them away from their parents to convert them into the Naughty so they can serve in Claws’ Candy Crypt for all eternity.
The belly laugh of Orcus’ Claws is more of a “Har-har-harrr” than a “Ho-ho-hooo!” Claws has delegated the task of summoning his beloved Nohell Claws to his able astrologer, Mr. Giggles, which allows Claws the time to convert more damned souls into his legion of the Naughty. It takes three combat rounds of Claws whispering into the ear of a soulless wretch to transform it into one of the Naughty. Claws cannot belly laugh and whisper to the soulless at the same time.
Undead: ?
Reflection Ghost: ?
Demonic Creature: ?
OS3 The Fate of Chentoufi
Ireshkigal, Mistress of Water, 20th Level Lich Spellcaster, Lich, Once Powerful Ydrissid Wizard, Sea Lich, Ancient Sea Lich, Archlich, Powerful Mighty Foe, Supremely Powerful Wizard, Full Lich, Woman, Antagonist, Extremely Powerful Wizard: However, Ireshkigal’s thirst for power and eternal life separated her from the interests of the group and she instead sought to control the Eye herself. Eventually this corruption led her down a dark path and she turned to dark magic and necromancy in order to extend her life, escaping The Wrath. This transformation into a lich came at a great cost, however, as it required her to sacrifice her physical body and become an undead being bound to the Oculus, forever trapped between life and death.
Undead Being, Undead Creature: ?
Undead Minion: ?
Undead Guard: ?
Tiash'ut, Ancient Dragon Turtle Dracolich, Ancient Dragon Turtle, Servant of Irsehkigal, Dragon Turtle Servant, Ireshkigal's Servant, Undead Dragon Turtle, Massive Undead Dragon Turtle, Dracolich Dragon Turtle: ?
Zombie Shark: ?
Zombie Shark, Undead Fish: ?
Undead Being, Undead Creature: ?
Undead Minion: ?
Undead Guard: ?
Tiash'ut, Ancient Dragon Turtle Dracolich, Ancient Dragon Turtle, Servant of Irsehkigal, Dragon Turtle Servant, Ireshkigal's Servant, Undead Dragon Turtle, Massive Undead Dragon Turtle, Dracolich Dragon Turtle: ?
Zombie Shark: ?
Zombie Shark, Undead Fish: ?
Out for Blood (Level 15 PCs)
Vampire Hound: The castle courtyard is located in the southwest portion of the castle’s main floor. Its southern portion contains the castle’s kennels. The vampire Blaine has found his way here, and has transformed the lord’s dogs into vampire hounds.
Blaine, Vampire: ?
Mathias, Malthias, Vampire Warrior: ?
Master Ulthaire, Vampire:
Mistress Lucine, Lucy Night, Vampire Spellcaster: ?
True Vampire, Miserable Undead Wretch that Prolongs its Unholy Life With the Blood of Others: ?
Vampire Spawn: ?
Masked Vampire Spawn: ?
Wandering Vampire Spawn: ?
Free-Willed Creature: If any of the vampire spawn survive their encounters with the party, they become free-willed creatures left to feed on unfortunate villagers.
Blaine, Vampire: ?
Mathias, Malthias, Vampire Warrior: ?
Master Ulthaire, Vampire:
Mistress Lucine, Lucy Night, Vampire Spellcaster: ?
True Vampire, Miserable Undead Wretch that Prolongs its Unholy Life With the Blood of Others: ?
Vampire Spawn: ?
Masked Vampire Spawn: ?
Wandering Vampire Spawn: ?
Free-Willed Creature: If any of the vampire spawn survive their encounters with the party, they become free-willed creatures left to feed on unfortunate villagers.
Out of the Box: Encounters for 5th Edition
Apophisis, The Devouring Mother, Vampire Spawn, Gray Skinned Woman With a Striking Appearance, Vampiric Creature, Master, Liege, Intelligent Foe, Tragic Figure, Vampire, Complicated Creature: ?
Dark Witness Zombie: ?
Hearth Hope: Characters who succeed on a DC 20 Intelligence (Religion) check recognize a hearth hope as an good aligned undead spirit akin to a ghost, held back from the afterlife by a pressing need in the mortal realm.
Fido, Zombie Tyrannosaurus Rex: ?
Dark Witness Zombie, Humanoid Shape, Strange Inhabitant: ?
Hearth Hope, Good-Aligned Undead Spirit: ?
Schir Gold, Hearth Hope, Small Ghostly Figure With Long Braided Hair, Spectral Figure: While traveling through the wilds in life Schir was killed by a troll, never to see her beloved husband or children again. Schir was a community leader and whenever she left home to visit other halfling communities she carried a magical mirror enchanted to show her children in the reflection. Before Schir’s restless spirit can move on she hopes to see her children one last time.
Undead Menace: ?
Undead, Undead Creature: ?
Ghost: The dead figure rises from the grave to hunt their lost items down.
Ghost, Dead Figure, Restless Creature: ?
Emilia, Amelia, Ghost, Figure: With a successful DC 13 Charisma (Persuasion) check they find out she was once the wife of a noble, whose name is lost to eternity. She fell in love with a rival noble and had an affair with him. Emelia became pregnant with his child. When this fact was discovered, she and her unborn child were murdered and buried in secret.
Small Ghost Resembling a Baby: ?
Lich, Even More Powerful Villain: ?
Lich: ?
Lich, Mean Villain: ?
Ancient Lich, Long-Thought-Lost Ruler: ?
Mummy Lord, Even More Powerful Villain: ?
Mummy, Dead Figure, Restless Creature: ?
Mummy Lord, Long-Thought-Lost Ruler: ?
Skeleton: ?
Skeleton, Lesser Animated Undead: ?
Specter, Dead Figure, Restless Creature: ?
Specter: Harbinger Ring magic item.
Vampire, True Vampire: If so inclined this master could free any of its vampire spawn by sharing its own blood and transforming them from vampire spawn into true vampires.
Vampire Master: ?
Slumbering Vampire, Long-Thought-Lost Ruler: ?
Vampire Spawn: Those who have not escaped by the time they are adults have eventually been transformed into vampire spawn by the master.
Vampire Spawn, Average Spawn of a Vampiric Lord: ?
Vampiric Lord: ?
Apep, Wight, Steersman, Figure, Passenger, Evil Undead Creature, Intelligent Foe: ?
Khagesh, Wight, Watchman, Figure, Passenger, Evil Undead Creature, Intelligent Foe: ?
Wight: ?
Spirit of Agaroz, Wraith: ?
Zombie: If a character is killed on the dance floor [of the dance macabre castle ruin] and left there, they animate as a zombie in 24 hours and continue to dance like the others.
Characters slain by the wights arise as zombies under their control the next day, unless their body is destroyed or is restored to life.
Zombie, Lesser Animated Undead, Common Everyday Monster: ?
Zombie, Zombie Servant, Infected Zombie: ?
Large Zombie, Zombie Servant, Infected Zombie: ?
Zombie Ogre, Zombie Servant, Infected Zombie: ?
Zombie Covered in a Patch of Gray Mold: If a creature drops to 0 hit points as a result of this damage [from gray mold], it dies and animates as a zombie covered in a patch of gray mold after being dead for 24 hours.
Harbinger Ring
Ring, rare (requires attunement)
When you finish a long rest while wearing this obsidian ring inscribed with the name Agaroz, roll 2d20 and record the number rolled. You can replace any attack roll, saving throw or ability check made by you or a creature that you can see with one of one of these rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
When you finish a long rest, you lose any unused rolls.
Curse. If you are reduced to 0 hit points you must succeed on a DC 13 Constitution saving throw or you die and your spirit rises as a specter in the space of its corpse or in the nearest unoccupied space.
Dark Witness Zombie: ?
Hearth Hope: Characters who succeed on a DC 20 Intelligence (Religion) check recognize a hearth hope as an good aligned undead spirit akin to a ghost, held back from the afterlife by a pressing need in the mortal realm.
Fido, Zombie Tyrannosaurus Rex: ?
Dark Witness Zombie, Humanoid Shape, Strange Inhabitant: ?
Hearth Hope, Good-Aligned Undead Spirit: ?
Schir Gold, Hearth Hope, Small Ghostly Figure With Long Braided Hair, Spectral Figure: While traveling through the wilds in life Schir was killed by a troll, never to see her beloved husband or children again. Schir was a community leader and whenever she left home to visit other halfling communities she carried a magical mirror enchanted to show her children in the reflection. Before Schir’s restless spirit can move on she hopes to see her children one last time.
Undead Menace: ?
Undead, Undead Creature: ?
Ghost: The dead figure rises from the grave to hunt their lost items down.
Ghost, Dead Figure, Restless Creature: ?
Emilia, Amelia, Ghost, Figure: With a successful DC 13 Charisma (Persuasion) check they find out she was once the wife of a noble, whose name is lost to eternity. She fell in love with a rival noble and had an affair with him. Emelia became pregnant with his child. When this fact was discovered, she and her unborn child were murdered and buried in secret.
Small Ghost Resembling a Baby: ?
Lich, Even More Powerful Villain: ?
Lich: ?
Lich, Mean Villain: ?
Ancient Lich, Long-Thought-Lost Ruler: ?
Mummy Lord, Even More Powerful Villain: ?
Mummy, Dead Figure, Restless Creature: ?
Mummy Lord, Long-Thought-Lost Ruler: ?
Skeleton: ?
Skeleton, Lesser Animated Undead: ?
Specter, Dead Figure, Restless Creature: ?
Specter: Harbinger Ring magic item.
Vampire, True Vampire: If so inclined this master could free any of its vampire spawn by sharing its own blood and transforming them from vampire spawn into true vampires.
Vampire Master: ?
Slumbering Vampire, Long-Thought-Lost Ruler: ?
Vampire Spawn: Those who have not escaped by the time they are adults have eventually been transformed into vampire spawn by the master.
Vampire Spawn, Average Spawn of a Vampiric Lord: ?
Vampiric Lord: ?
Apep, Wight, Steersman, Figure, Passenger, Evil Undead Creature, Intelligent Foe: ?
Khagesh, Wight, Watchman, Figure, Passenger, Evil Undead Creature, Intelligent Foe: ?
Wight: ?
Spirit of Agaroz, Wraith: ?
Zombie: If a character is killed on the dance floor [of the dance macabre castle ruin] and left there, they animate as a zombie in 24 hours and continue to dance like the others.
Characters slain by the wights arise as zombies under their control the next day, unless their body is destroyed or is restored to life.
Zombie, Lesser Animated Undead, Common Everyday Monster: ?
Zombie, Zombie Servant, Infected Zombie: ?
Large Zombie, Zombie Servant, Infected Zombie: ?
Zombie Ogre, Zombie Servant, Infected Zombie: ?
Zombie Covered in a Patch of Gray Mold: If a creature drops to 0 hit points as a result of this damage [from gray mold], it dies and animates as a zombie covered in a patch of gray mold after being dead for 24 hours.
Harbinger Ring
Ring, rare (requires attunement)
When you finish a long rest while wearing this obsidian ring inscribed with the name Agaroz, roll 2d20 and record the number rolled. You can replace any attack roll, saving throw or ability check made by you or a creature that you can see with one of one of these rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
When you finish a long rest, you lose any unused rolls.
Curse. If you are reduced to 0 hit points you must succeed on a DC 13 Constitution saving throw or you die and your spirit rises as a specter in the space of its corpse or in the nearest unoccupied space.
Overworld - Tabletop RPG Monster Manual Zine - Fifth Edition
Frightmare, Skullbat: ?
Frightmare, Winged Flying Undead Skull: ?
Gabedo, Mummy: Traditionally known as mummies, the Gabedo have been raised from the dead by a necromancer with sole purpose of filling dungeons to ward off potential treasure hunters and heroes.
Ghost Gheeni: The haunts of graveyards and battlefields, Gheeni are ghosts that appear when their graves, tombstones, or bodies are disturbed.
Petal Thrasher: Some people believe these enemies to be ghosts of flowers, others say they are zombified plant creatures, however, all agree that they can be a true danger when encountered in the wild.
Petal Thrasher, Ghost of a Flower: ?
Petal Thrasher, Zombified Plant Creature: ?
Poe's Ghost, Jumping Rabbit Head: ?
Poe's Ghost, Disembodied Head With an Elongated Face: ?
Skelefoe: Once fallen warriors, now raised by Necromantic Powers, Skelefoes are low-level dungeon fodder, placed in dungeons to deter heroes and thieves from entering.
Skelefoe, Low-Level Dungeon Fodder: ?
Skelefoe Captain: Once fallen warriors, now raised by Necromantic Powers, Skelefoes are low-level dungeon fodder, placed in dungeons to deter heroes and thieves from entering. Occasionally, a more powerful Skelefoes will appear among their ranks, acting [as] a captain to a group.
Skelefoe Captain, More Powerful Skelefoe: ?
Wizzenrobe: ?
Wizzenrobe, Undead Wizard, Enemy: ?
Frightmare, Winged Flying Undead Skull: ?
Gabedo, Mummy: Traditionally known as mummies, the Gabedo have been raised from the dead by a necromancer with sole purpose of filling dungeons to ward off potential treasure hunters and heroes.
Ghost Gheeni: The haunts of graveyards and battlefields, Gheeni are ghosts that appear when their graves, tombstones, or bodies are disturbed.
Petal Thrasher: Some people believe these enemies to be ghosts of flowers, others say they are zombified plant creatures, however, all agree that they can be a true danger when encountered in the wild.
Petal Thrasher, Ghost of a Flower: ?
Petal Thrasher, Zombified Plant Creature: ?
Poe's Ghost, Jumping Rabbit Head: ?
Poe's Ghost, Disembodied Head With an Elongated Face: ?
Skelefoe: Once fallen warriors, now raised by Necromantic Powers, Skelefoes are low-level dungeon fodder, placed in dungeons to deter heroes and thieves from entering.
Skelefoe, Low-Level Dungeon Fodder: ?
Skelefoe Captain: Once fallen warriors, now raised by Necromantic Powers, Skelefoes are low-level dungeon fodder, placed in dungeons to deter heroes and thieves from entering. Occasionally, a more powerful Skelefoes will appear among their ranks, acting [as] a captain to a group.
Skelefoe Captain, More Powerful Skelefoe: ?
Wizzenrobe: ?
Wizzenrobe, Undead Wizard, Enemy: ?
Owner of a Broken Hart
Zombie: A group of people are around the altar and a hooded person is performing some kind of ritual on a corpse that has been placed upon the altar.
An Intelligence (arcana) check of 13 will tell the performing character that the hooded figure is casting the spell animate dead upon the corpse.
Ghoul: ?
Bloodguard: [T]he ritual for create bloodguard.
Bloodguard Knight: ?
Bloodguard Captain: ?
Bloodguard Shield-Breaker: ?
Bloodguard Halberdier: ?
Magnificent Arcane Manticore Ephraim Argent, Neo-Lich Knight, Lich Knight, Undead Knight: Ephraim Argent was killed during his encounter with the characters at the Manticore’s Nest, however he had already begun the process of becoming a lich. So his death, in a sense, was just a step he was preparing to make anyways.
Ashbourne Assassin: ?
Crawling Claw: ?
Undead: ?
An Intelligence (arcana) check of 13 will tell the performing character that the hooded figure is casting the spell animate dead upon the corpse.
Ghoul: ?
Bloodguard: [T]he ritual for create bloodguard.
Bloodguard Knight: ?
Bloodguard Captain: ?
Bloodguard Shield-Breaker: ?
Bloodguard Halberdier: ?
Magnificent Arcane Manticore Ephraim Argent, Neo-Lich Knight, Lich Knight, Undead Knight: Ephraim Argent was killed during his encounter with the characters at the Manticore’s Nest, however he had already begun the process of becoming a lich. So his death, in a sense, was just a step he was preparing to make anyways.
Ashbourne Assassin: ?
Crawling Claw: ?
Undead: ?
Owner of a Broken Hart Appendix
Undead, Undead Creature: ?
Ashbourne Assassin: ?
Bloodguard: Not all intelligent undead that have the qualities of lichdom are spellcasters that have taken to the path of immortality, some of them are elite soldiers loyal to powerful necromancers.
Bloodguards are made through a ritual in which a willing participant slays a humanoid sacrifice and then consumes some of the sacrifice and their bloodbond’s blood to serve as a bloodguard to their bloodbond for eternity. The secrets for performing such a ritual would assuredly only come from the darkest of arcane tomes or from some evil source such as Vecna or Orcus themselves.
Intelligent Undead: ?
Lich, True Lich: ?
Elite Soldier: ?
Vecna: ?
Vampire: ?
Bloodguard Captain: ?
Bloodguard Halberdier: ?
Bloodguard Knight: ?
Warhorse Skeleton: ?
Bloodguard Shield-Breaker: ?
Neo-Lich Knight: ?
Ashbourne Assassin: ?
Bloodguard: Not all intelligent undead that have the qualities of lichdom are spellcasters that have taken to the path of immortality, some of them are elite soldiers loyal to powerful necromancers.
Bloodguards are made through a ritual in which a willing participant slays a humanoid sacrifice and then consumes some of the sacrifice and their bloodbond’s blood to serve as a bloodguard to their bloodbond for eternity. The secrets for performing such a ritual would assuredly only come from the darkest of arcane tomes or from some evil source such as Vecna or Orcus themselves.
Intelligent Undead: ?
Lich, True Lich: ?
Elite Soldier: ?
Vecna: ?
Vampire: ?
Bloodguard Captain: ?
Bloodguard Halberdier: ?
Bloodguard Knight: ?
Warhorse Skeleton: ?
Bloodguard Shield-Breaker: ?
Neo-Lich Knight: ?
Pages from the Lost Grimoire - Monstrous Variants / Stage Rite
Zombie Carrier: Truly deranged necromancers animate zombies not as mere guardians, but as undead carriers of something far more sinister. These zombies appear pockmarked and bloated, their limbs carefully stitched together.
Zombie Carrier The Plagued Dead: Truly deranged necromancers animate zombies not as mere guardians, but as undead carriers of something far more sinister. These zombies appear pockmarked and bloated, their limbs carefully stitched together.
Zombie Carrier Horrid Host: Truly deranged necromancers animate zombies not as mere guardians, but as undead carriers of something far more sinister. These zombies appear pockmarked and bloated, their limbs carefully stitched together.
Ogre Zombie: ?
Zombie: ?
Undead Carrier of Something Far More Sinister: Truly deranged necromancers animate zombies not as mere guardians, but as undead carriers of something far more sinister. These zombies appear pockmarked and bloated, their limbs carefully stitched together.
Undead: ?
Zombie Carrier The Plagued Dead: Truly deranged necromancers animate zombies not as mere guardians, but as undead carriers of something far more sinister. These zombies appear pockmarked and bloated, their limbs carefully stitched together.
Zombie Carrier Horrid Host: Truly deranged necromancers animate zombies not as mere guardians, but as undead carriers of something far more sinister. These zombies appear pockmarked and bloated, their limbs carefully stitched together.
Ogre Zombie: ?
Zombie: ?
Undead Carrier of Something Far More Sinister: Truly deranged necromancers animate zombies not as mere guardians, but as undead carriers of something far more sinister. These zombies appear pockmarked and bloated, their limbs carefully stitched together.
Undead: ?
Pages from the Lost Grimoire - Riveting Rumors / Bones to Pick
Undead: Mysterious effigies crafted from animal bones have been cropping up across the town in high places – rooftops, church steeples, tower crenellations, etc. No one knows who is responsible for them, or what they mean, but they’re a cause of growing concern for the townsfolk who’ve discovered them. Their location makes them difficult and dangerous to remove.
“Dunno if you’ve heard the news, friend, but there’s something rotten going on. Little bone people, hanging from rooftops and high places, been poppin’ up all over. They hang so high, most don’t even know ‘bout ‘em yet, but you can see ‘em clear as day if you know where to look. I dunno what gods you keep, but I can’t think of any cheerful reason somethin’ so grim might be happenin round’ here, do you?”
An evil necromancer has selected the town for the site of a terrible ritual which will turn the townsfolk into undead. The ornaments are material components for the spell. All the buildings marked by the bone ornaments register as desecrated under the scrutiny of a detect evil and good spell.
“Dunno if you’ve heard the news, friend, but there’s something rotten going on. Little bone people, hanging from rooftops and high places, been poppin’ up all over. They hang so high, most don’t even know ‘bout ‘em yet, but you can see ‘em clear as day if you know where to look. I dunno what gods you keep, but I can’t think of any cheerful reason somethin’ so grim might be happenin round’ here, do you?”
An evil necromancer has selected the town for the site of a terrible ritual which will turn the townsfolk into undead. The ornaments are material components for the spell. All the buildings marked by the bone ornaments register as desecrated under the scrutiny of a detect evil and good spell.
Passage to East
Draugr: Those are the citizens of Hakevik, who after be[ing] abandoned by their best warriors, have sworn a blood vengeance against the characters.
Jarl Olaf the Brown's Dead Eyes power.
Jarl Olaf the Brown: ?
Dead Eyes Draugrs are generated, equal to the number of players-1. These Draugrs cannot be beaten [as long as] Olaf is alive.
Jarl Olaf the Brown's Dead Eyes power.
Jarl Olaf the Brown: ?
Dead Eyes Draugrs are generated, equal to the number of players-1. These Draugrs cannot be beaten [as long as] Olaf is alive.
Path of the Vanished (5e)
Dread: The dread are a type of skeleton formed from the remains of an evil race of sub-humans that worshipped the god of death.
If a character is killed by a greater dread, he or she rises as a dread.
Dread Greater: ?
Phantom: ?
Semi-Lich, Foul Semi-Lich: These creatures, much like their more powerful lich relatives, were either magic-users or necromancers prior to their deaths. The semi-lich is created in the same general manner of lich manifestation. When powerful magic-users aspire to lichdom, they typically perform an experiment or two on their apprentices to make sure they will be successful. If the apprentice survives and becomes a semi-lich, the process is ready for [the] archmage.
Spectre of Apep: ?
Dread, Type of Skeleton: ?
Dread Greater, Human Skeleton: ?
Phantom of a Former Slave: ?
Semi-Lich, Dread Form of Undead With Ties to the Prime Plane, Hateful Vengeful Spirit, Skeletal Figure: ?
Greater Semi-Lich: The semi-lich was formerly a powerful wizard who lived in this home. A group of adventurers killed him, but he rose as a semi-lich.
Spectre of Apep, Apparition-Like Form, Human-Shaped Figure: ?
Undead: Book of Flesh magic item.
Prowling Undead: ?
Ghast: ?
Ghost Creature Dog: ?
Ghost Creature Wolf: ?
Ghost Creature Snake: ?
Ghost Creature Dragon: ?
Ghost Creature Bull: ?
Ghost Creature Lion: ?
Ghoul, Normal Ghoul: ?
Water Ghoul: ?
Lich: ?
Shadow: ?
Very Large Skeleton: ?
Skeletal Rust Monster: The rust monsters eventually died, but the greater semi-lich used an animate dead spell to raise one of the creatures. The skeletal rust monster still has the ability to rust objects on contact, but its tail, now skeletal, has been fitted with sharp, iron spikes.
Standard Skeleton: ?
Skeletal Creature: ?
Wight: ?
Wraith: ?
Book of Flesh
Wonderous item, very rare
This large book is bound in thick, red-colored leather. A comprehend languages spell is required to read the book; in fact, it will not even open without that incantation. Any living creature that reads the book is instantly transformed into an undead creature of the corresponding level (CR in this case). There is no saving throw, and the effect is instantaneous. The reader’s alignment is instantly changed to match the creature. Not even a wish spell can reverse this effect; only by reading the book again will reverse the effect. Any undead that reads the book is transformed from its undead form to its original state; the age of the reader is adjusted to “middle age” for that particular race. Therefore, if a lich were to read the book, he or she would transform back into a human form and be approximately 40 years old. All abilities the reader possessed prior to his change to the undead are retained. After the book is read, it teleports to some other random location.
Value: 10,000 gp
If a character is killed by a greater dread, he or she rises as a dread.
Dread Greater: ?
Phantom: ?
Semi-Lich, Foul Semi-Lich: These creatures, much like their more powerful lich relatives, were either magic-users or necromancers prior to their deaths. The semi-lich is created in the same general manner of lich manifestation. When powerful magic-users aspire to lichdom, they typically perform an experiment or two on their apprentices to make sure they will be successful. If the apprentice survives and becomes a semi-lich, the process is ready for [the] archmage.
Spectre of Apep: ?
Dread, Type of Skeleton: ?
Dread Greater, Human Skeleton: ?
Phantom of a Former Slave: ?
Semi-Lich, Dread Form of Undead With Ties to the Prime Plane, Hateful Vengeful Spirit, Skeletal Figure: ?
Greater Semi-Lich: The semi-lich was formerly a powerful wizard who lived in this home. A group of adventurers killed him, but he rose as a semi-lich.
Spectre of Apep, Apparition-Like Form, Human-Shaped Figure: ?
Undead: Book of Flesh magic item.
Prowling Undead: ?
Ghast: ?
Ghost Creature Dog: ?
Ghost Creature Wolf: ?
Ghost Creature Snake: ?
Ghost Creature Dragon: ?
Ghost Creature Bull: ?
Ghost Creature Lion: ?
Ghoul, Normal Ghoul: ?
Water Ghoul: ?
Lich: ?
Shadow: ?
Very Large Skeleton: ?
Skeletal Rust Monster: The rust monsters eventually died, but the greater semi-lich used an animate dead spell to raise one of the creatures. The skeletal rust monster still has the ability to rust objects on contact, but its tail, now skeletal, has been fitted with sharp, iron spikes.
Standard Skeleton: ?
Skeletal Creature: ?
Wight: ?
Wraith: ?
Book of Flesh
Wonderous item, very rare
This large book is bound in thick, red-colored leather. A comprehend languages spell is required to read the book; in fact, it will not even open without that incantation. Any living creature that reads the book is instantly transformed into an undead creature of the corresponding level (CR in this case). There is no saving throw, and the effect is instantaneous. The reader’s alignment is instantly changed to match the creature. Not even a wish spell can reverse this effect; only by reading the book again will reverse the effect. Any undead that reads the book is transformed from its undead form to its original state; the age of the reader is adjusted to “middle age” for that particular race. Therefore, if a lich were to read the book, he or she would transform back into a human form and be approximately 40 years old. All abilities the reader possessed prior to his change to the undead are retained. After the book is read, it teleports to some other random location.
Value: 10,000 gp
Peoples of the Crossroads Continent
Count Midhraugo, Infamous Elven Vampire: ?
Pirates of Pugmire
Ghost: ?
Ghoul: ?
Zombie: Three turns after being slain, the [sepulchral] enemy and any recently killed creatures within 30 feet rise as zombies.
Ghoul: ?
Zombie: Three turns after being slain, the [sepulchral] enemy and any recently killed creatures within 30 feet rise as zombies.
Places of Power: Beacon Promontory (5e)
Lacedon: ?
Places of Power: Fort Vigil (5e)
Silver Figure: ?
Ghost: ?
The Medium of the Lake, The Medium, Ghost Human Cleric 8, Ghostly Medium, Grey Ghost: ?
Silver Shape: ?
Lingering Spirit: ?
The Watchman, Ghost Human Veteran, Spirit: ?
Restless Ghost: ?
Eerie Manifestation: ?
Coherent Apparition: ?
Feeble Echo: ?
Malevolent Force: ?
Spirit: ?
Ghostly Deer: ?
Emaciated Ghost: ?
Haunting: ?
Hostile Spirit: ?
Lost Soul: ?
Wraith: ?
Strange Occurrence: ?
Restless Spirit: ?
Ghostly Hedgewitch: ?
Restless Soul: ?
Ghost: ?
The Medium of the Lake, The Medium, Ghost Human Cleric 8, Ghostly Medium, Grey Ghost: ?
Silver Shape: ?
Lingering Spirit: ?
The Watchman, Ghost Human Veteran, Spirit: ?
Restless Ghost: ?
Eerie Manifestation: ?
Coherent Apparition: ?
Feeble Echo: ?
Malevolent Force: ?
Spirit: ?
Ghostly Deer: ?
Emaciated Ghost: ?
Haunting: ?
Hostile Spirit: ?
Lost Soul: ?
Wraith: ?
Strange Occurrence: ?
Restless Spirit: ?
Ghostly Hedgewitch: ?
Restless Soul: ?
Places of Power: Soulspur Inn (5e)
Erlgamm, Erlgramm, Lich: The crystal vial intended to contain her soul on becoming a lich is contained within and is Erlgamm’s most precious possession.
In the end, though, she fights to the death, hoping perhaps her necromantic pursuits and experimentations will see her resurrected into the lich form she’s long sought.
Here, Erlgamm keeps the phylactery she has enspelled—a beautiful crystal vial—to contain her soul when she becomes a lich.
If Erlgamm is killed during the PCs’ stay, she could transform into a lich thanks to her many years of necromantic experiments. If so, her soul flees to her phylactery, where she begins to gather her strength to strike down her foes.
One of the secret cubbies here holds Erlgamm’s private journal, noting decades of attempts to achieve lichdom.
Undead: ?
Mindless Undead Minion: ?
Undead Servitor: ?
Undead Abomination: ?
Disguised Undead: ?
In the end, though, she fights to the death, hoping perhaps her necromantic pursuits and experimentations will see her resurrected into the lich form she’s long sought.
Here, Erlgamm keeps the phylactery she has enspelled—a beautiful crystal vial—to contain her soul when she becomes a lich.
If Erlgamm is killed during the PCs’ stay, she could transform into a lich thanks to her many years of necromantic experiments. If so, her soul flees to her phylactery, where she begins to gather her strength to strike down her foes.
One of the secret cubbies here holds Erlgamm’s private journal, noting decades of attempts to achieve lichdom.
Undead: ?
Mindless Undead Minion: ?
Undead Servitor: ?
Undead Abomination: ?
Disguised Undead: ?
Planet Apocalypse for 5E
Apocalypse Undead: Undead created by an Underhell invasion are horribly twisted by the energies of the Underhell.
The Underhell roils with vile energies unlike anything found in the mortal realms. These wicked energies are something beyond the unnatural, and even the likes of devils and demons find them unnerving. One of the most revolting effects of an Underhell invasion is the unleashing of these energies upon unsuspecting mortals.
As the fiends move throughout the world, these energies swirl about them, coalescing into an invisible miasma that clings to the dead bodies of mortals left behind by the fiends’ rampaging throughout the world. It is in the Underhell’s nature to use all that it destroys in some way or another: as a result, contaminated corpses soon rise again, the power of the Underhell animating them once more. These undead are mockeries of the precious lives lost at the hands of the fiends of the Underhell, who are all too happy to allow the undead to consume and destroy as they wish.
Ashen Angel: While the rank and file fiends of the Underhell contentedly left the undead that rose in their wake to their own devices, the lords of the Underhell sought a way to turn this rampant power to a greater purpose. Initial attempts at harnessing these energies proved fruitless, however, leading most lords to abandon this goal for the time being. Only when the gods sent their angels to fight against the Underhell did the fiends find the opportunity they had been waiting for.
The first angels to arrive faced the forces of the Underhell shortly after the invasion began. These angels, recognizing an enemy unlike any other, fought valiantly and sacrificed their physical forms to slow down the Underhell. The angels fell quickly to the might of the fiends, but their souls returned to the good-aligned planes as normal after destruction on the Material Plane. One of these angels met its demise in an area saturated with the vile energies of the Underhell, but its soul did not cleanly escape the physical realm. A shell of the angel soon rose again: hollow, not truly solid, and without its full faculties. Only the scarred core of the angel’s soul had escaped, leaving a withered and translucent echo behind. This development intrigued the fiend lords of the Underhell and shook the rest of the planes to their core. Never before had it been possible to raise an angel as an undead, for their bodies and souls are one, yet the unliving blasphemy was apparent.
The lords and their minions took the time to study these energies and eventually discovered a difficult and arduous way to replicate this effect. Even with these limitations, the Underhell has created several undead from the corpses of fallen celestials, beings they call “ashen angels” due to the pallid skin caused by the reanimation.
The ashen angel is an animated planetar whose healing powers the vile power of the Underhell has twisted into necrotic energies capable of restoring its fellow undead. Planetars make up the known ranks of the ashen angels and it is unclear if the lords of the Underhell can reanimate and command other types of angels. If so, the Underhell has chosen to wait to unleash these angels until some future time. Some fallen clerics claim their gods have abandoned their worlds and their people to prevent losing more angels to the ranks of the Underhell.
Crawling Horde: Entire towns meet their demise at the hands of the fiends of the Underhell, and any survivors have the unfortunate task of handling the burial of these dead. As the fiends of the Underhell slaughter countless mortals, finding enough graves to bury these dead frequently proves all but impossible, leading to most victims ending up in enormous, mass graves. Through the power of the Underhell’s fell energies, many of these mass graves become the site of large, undead uprisings. In rare cases, these corpses rise in the same instant, creating a sort of hive-mind or shared consciousness. These corpses move in unison as large masses of undead known as “crawling hordes.”
The excessive energies required to animate a crawling horde grant it a formidable resistance to magical effects.
The player characters must infiltrate the city where the Underhell invasion began and reach the palace. The Authority recommended either entering by the city gates or sneaking through the sewers. The first option requires confronting or bypassing a vigilant group of three flesheater underfiends at the city gate. The second option seems safer, but the corpses dumped into the sump at the sewer entrance have congealed and animated into two crawling hordes.
Leaping Skin: In extremely rare circumstances, the energies of the Underhell can animate only a portion of a corpse, such as a skeleton that erupts forth from the flesh. Other times, however, the corpse’s skin will animate, tearing itself from the muscle of the corpse.
Restless: Even with the terrors brought about by the fiends of the Underhell, many mortals attempt to retain some sense of civility and respect when disposing of their dead, especially when the number of dead has not yet overwhelmed their abilities to dispose of the corpses. Unfortunately, even proper burial rites, blessings, and other traditions do not always defend from the energies of the Underhell. When fiendish energies seep into carefully tended bodies, the foul energies cause the corpses to grow strange protrusions of writhing flesh like small tendrils that grasp nearby creatures and interfere with enemy attacks. Due to how quickly these dead sometimes animate after their burial, many have come to refer to them as “the restless.”
Corpse Mother's Spawn Undead power.
Shambling Fragments: The fiends of the Underhell, in their endless depravity, find great enjoyment in tearing mortals limb from limb or severely mutilating their bodies, before or after death. Although these remnants are not complete corpses, the energies of the Underhell can still animate extremely damaged corpses, partial torsos, individual limbs, and other body parts to seek out others to tear apart as well, seemingly guided by some unnatural force. These remnants given undeath are known as “shambling fragments,” after the discordant movement of their incomplete bodies.
Dozens of shambling fragments can rise from a single corpse, even if left intact.
A shambler is suffused with the energies of the Underhell, constantly radiating these same energies. Anyone struck by a shambler risks some of this energy entering their own body, increasing the risk of rising as undead themselves if killed, either under the assault of the shambler or even at a later date.
Corpse Mother's Spawn Undead power.
Damned Soul Swarm: Many Archlords believe that a spark of hope ultimately engenders greater suffering, so they carefully allow word to spread in the deepest pits of the Underhell. Some damned souls do indeed disappear but not to freedom—instead, they are secretly collected, combined, and unleashed as a throng of wailing, clutching souls called a “damned soul swarm.”
The Archlords or lesser lords stitch and weave the damned together, binding individual identities to create a single-minded aggregation of souls.
Not all damned soul swarms are carefully collected by Archlords into a mewling, clutching swarm. Some fiend-inflicted tragedies that create a sudden and traumatic loss of life can cause damned soul swarms to arise spontaneously; this is particularly likely to occur during the world-shaking upheavals of Underhell invasions.
When the fiends can’t rouse particular prisoners to consciousness for more tortures, they throw them into this horrid pit, where they expect them to die. Occasionally, souls that expire here find release, but the nearby Spider Engine normally captures them to create damned soul swarms.
A mechanical marvel invented by a deranged halfling necromancer, this building contains machines that imprison the souls of the recently slain. The halfling offered this machine to a summoned fiend of the Underhell, who took the machine and made the halfling its first victim. Called the Spider Engine for its resemblance to a massive metal arachnid, the structure was brought from the Underhell to aid in the invasion.
The cages collect, separate, and recombine souls for formation into damned soul swarms. All of them churn with faint, spectral spirits.
Damned soul swarms are undead souls bound into a horrific, incorporeal amalgam.
Hazy Damned Soul Swarm, Least Cohesive Least Threatening of the Damned Soul Swarms: The least cohesive and least threatening of the damned soul swarms are those formed of few souls, or whose soul-stuff has been so damaged in previous engagements that it is merely a wispy, fog-like apparition.
Livid Damned Soul Swarm: The spirits in a damned soul swarm are bodiless, but that doesn’t assuage their hunger for their lost mortality. Some damned soul swarms draw blood from wounded enemies, causing ribbons of blood to pour out from wounds. The spirits howl in frustration as they derive no real sustenance from this process, meaning they never even partly sate their hunger for their lost vitality. These damned soul swarms are a livid purple in color, like an angry bruise. This coloration fades if the swarm hasn’t feasted on blood within the past several days.
Roiling Damned Soul Swarm: Damned soul swarms that have fed on the vitality of many mortals, or whose constituent souls retain a strong sense of self, become large and cunning predators.
Shell of an Angel: ?
Withered and Translucent Echo: ?
Animated Planetar: ?
Large Mass of Undead: ?
Monstrosity: ?
Creature: ?
Terror: ?
Enormous Mass of Corpses: ?
Animated Skin: ?
Unique Restless: ?
Corpse: ?
Remnants: ?
Mutilated Corpse: ?
Roiling Damned Soul Swarm of the Cocytus Legion: ?
Livid Damned Soul Swarm of the Cocytus Legion: A mechanical marvel invented by a deranged halfling necromancer, this building contains machines that imprison the souls of the recently slain. The halfling offered this machine to a summoned fiend of the Underhell, who took the machine and made the halfling its first victim. Called the Spider Engine for its resemblance to a massive metal arachnid, the structure was brought from the Underhell to aid in the invasion.
The cages collect, separate, and recombine souls for formation into damned soul swarms. All of them churn with faint, spectral spirits.
Pathetic Creature: ?
Minion: ?
Horrific Incorporeal Amalgam: ?
Throng of Clutching Wailing Souls: ?
Single-Minded Aggregation of Souls: ?
Rogue Unplanned Damned Soul Swarm, Rogue Damned Soul Swarm: ?
Damned Soul Swarm That Has Fed on the Vitality of Many Mortals: ?
Damned Soul Swarm Whose Constituent Souls Retain a Strong Sense of Self: ?
Large Cunning Predator: ?
Horror: ?
Large Cloud of Ghostly Claws and Screaming Faces: ?
Farlisk Grimhammer, Lawful Neutral Ghost, Dwarf Ghost, Angry Ghost: ?
Ghost: ?
Mummy: ?
Shadow: ?
Specter: ?
Faint Spectral Spirit: ?
Vampire: ?
Vampire Lord: ?
Vampire Spawn: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Somewhat Intelligent Zombie: ?
Medium Zombie: ?
Zombie: ?
Human Zombie: Corpse Mother's Spawn Undead power.
Spawn Undead. The corpse mother produces its choice of one restless or three human zombies or six shambling fragments in unoccupied locations within 15 feet of the corpse mother.
The Underhell roils with vile energies unlike anything found in the mortal realms. These wicked energies are something beyond the unnatural, and even the likes of devils and demons find them unnerving. One of the most revolting effects of an Underhell invasion is the unleashing of these energies upon unsuspecting mortals.
As the fiends move throughout the world, these energies swirl about them, coalescing into an invisible miasma that clings to the dead bodies of mortals left behind by the fiends’ rampaging throughout the world. It is in the Underhell’s nature to use all that it destroys in some way or another: as a result, contaminated corpses soon rise again, the power of the Underhell animating them once more. These undead are mockeries of the precious lives lost at the hands of the fiends of the Underhell, who are all too happy to allow the undead to consume and destroy as they wish.
Ashen Angel: While the rank and file fiends of the Underhell contentedly left the undead that rose in their wake to their own devices, the lords of the Underhell sought a way to turn this rampant power to a greater purpose. Initial attempts at harnessing these energies proved fruitless, however, leading most lords to abandon this goal for the time being. Only when the gods sent their angels to fight against the Underhell did the fiends find the opportunity they had been waiting for.
The first angels to arrive faced the forces of the Underhell shortly after the invasion began. These angels, recognizing an enemy unlike any other, fought valiantly and sacrificed their physical forms to slow down the Underhell. The angels fell quickly to the might of the fiends, but their souls returned to the good-aligned planes as normal after destruction on the Material Plane. One of these angels met its demise in an area saturated with the vile energies of the Underhell, but its soul did not cleanly escape the physical realm. A shell of the angel soon rose again: hollow, not truly solid, and without its full faculties. Only the scarred core of the angel’s soul had escaped, leaving a withered and translucent echo behind. This development intrigued the fiend lords of the Underhell and shook the rest of the planes to their core. Never before had it been possible to raise an angel as an undead, for their bodies and souls are one, yet the unliving blasphemy was apparent.
The lords and their minions took the time to study these energies and eventually discovered a difficult and arduous way to replicate this effect. Even with these limitations, the Underhell has created several undead from the corpses of fallen celestials, beings they call “ashen angels” due to the pallid skin caused by the reanimation.
The ashen angel is an animated planetar whose healing powers the vile power of the Underhell has twisted into necrotic energies capable of restoring its fellow undead. Planetars make up the known ranks of the ashen angels and it is unclear if the lords of the Underhell can reanimate and command other types of angels. If so, the Underhell has chosen to wait to unleash these angels until some future time. Some fallen clerics claim their gods have abandoned their worlds and their people to prevent losing more angels to the ranks of the Underhell.
Crawling Horde: Entire towns meet their demise at the hands of the fiends of the Underhell, and any survivors have the unfortunate task of handling the burial of these dead. As the fiends of the Underhell slaughter countless mortals, finding enough graves to bury these dead frequently proves all but impossible, leading to most victims ending up in enormous, mass graves. Through the power of the Underhell’s fell energies, many of these mass graves become the site of large, undead uprisings. In rare cases, these corpses rise in the same instant, creating a sort of hive-mind or shared consciousness. These corpses move in unison as large masses of undead known as “crawling hordes.”
The excessive energies required to animate a crawling horde grant it a formidable resistance to magical effects.
The player characters must infiltrate the city where the Underhell invasion began and reach the palace. The Authority recommended either entering by the city gates or sneaking through the sewers. The first option requires confronting or bypassing a vigilant group of three flesheater underfiends at the city gate. The second option seems safer, but the corpses dumped into the sump at the sewer entrance have congealed and animated into two crawling hordes.
Leaping Skin: In extremely rare circumstances, the energies of the Underhell can animate only a portion of a corpse, such as a skeleton that erupts forth from the flesh. Other times, however, the corpse’s skin will animate, tearing itself from the muscle of the corpse.
Restless: Even with the terrors brought about by the fiends of the Underhell, many mortals attempt to retain some sense of civility and respect when disposing of their dead, especially when the number of dead has not yet overwhelmed their abilities to dispose of the corpses. Unfortunately, even proper burial rites, blessings, and other traditions do not always defend from the energies of the Underhell. When fiendish energies seep into carefully tended bodies, the foul energies cause the corpses to grow strange protrusions of writhing flesh like small tendrils that grasp nearby creatures and interfere with enemy attacks. Due to how quickly these dead sometimes animate after their burial, many have come to refer to them as “the restless.”
Corpse Mother's Spawn Undead power.
Shambling Fragments: The fiends of the Underhell, in their endless depravity, find great enjoyment in tearing mortals limb from limb or severely mutilating their bodies, before or after death. Although these remnants are not complete corpses, the energies of the Underhell can still animate extremely damaged corpses, partial torsos, individual limbs, and other body parts to seek out others to tear apart as well, seemingly guided by some unnatural force. These remnants given undeath are known as “shambling fragments,” after the discordant movement of their incomplete bodies.
Dozens of shambling fragments can rise from a single corpse, even if left intact.
A shambler is suffused with the energies of the Underhell, constantly radiating these same energies. Anyone struck by a shambler risks some of this energy entering their own body, increasing the risk of rising as undead themselves if killed, either under the assault of the shambler or even at a later date.
Corpse Mother's Spawn Undead power.
Damned Soul Swarm: Many Archlords believe that a spark of hope ultimately engenders greater suffering, so they carefully allow word to spread in the deepest pits of the Underhell. Some damned souls do indeed disappear but not to freedom—instead, they are secretly collected, combined, and unleashed as a throng of wailing, clutching souls called a “damned soul swarm.”
The Archlords or lesser lords stitch and weave the damned together, binding individual identities to create a single-minded aggregation of souls.
Not all damned soul swarms are carefully collected by Archlords into a mewling, clutching swarm. Some fiend-inflicted tragedies that create a sudden and traumatic loss of life can cause damned soul swarms to arise spontaneously; this is particularly likely to occur during the world-shaking upheavals of Underhell invasions.
When the fiends can’t rouse particular prisoners to consciousness for more tortures, they throw them into this horrid pit, where they expect them to die. Occasionally, souls that expire here find release, but the nearby Spider Engine normally captures them to create damned soul swarms.
A mechanical marvel invented by a deranged halfling necromancer, this building contains machines that imprison the souls of the recently slain. The halfling offered this machine to a summoned fiend of the Underhell, who took the machine and made the halfling its first victim. Called the Spider Engine for its resemblance to a massive metal arachnid, the structure was brought from the Underhell to aid in the invasion.
The cages collect, separate, and recombine souls for formation into damned soul swarms. All of them churn with faint, spectral spirits.
Damned soul swarms are undead souls bound into a horrific, incorporeal amalgam.
Hazy Damned Soul Swarm, Least Cohesive Least Threatening of the Damned Soul Swarms: The least cohesive and least threatening of the damned soul swarms are those formed of few souls, or whose soul-stuff has been so damaged in previous engagements that it is merely a wispy, fog-like apparition.
Livid Damned Soul Swarm: The spirits in a damned soul swarm are bodiless, but that doesn’t assuage their hunger for their lost mortality. Some damned soul swarms draw blood from wounded enemies, causing ribbons of blood to pour out from wounds. The spirits howl in frustration as they derive no real sustenance from this process, meaning they never even partly sate their hunger for their lost vitality. These damned soul swarms are a livid purple in color, like an angry bruise. This coloration fades if the swarm hasn’t feasted on blood within the past several days.
Roiling Damned Soul Swarm: Damned soul swarms that have fed on the vitality of many mortals, or whose constituent souls retain a strong sense of self, become large and cunning predators.
Shell of an Angel: ?
Withered and Translucent Echo: ?
Animated Planetar: ?
Large Mass of Undead: ?
Monstrosity: ?
Creature: ?
Terror: ?
Enormous Mass of Corpses: ?
Animated Skin: ?
Unique Restless: ?
Corpse: ?
Remnants: ?
Mutilated Corpse: ?
Roiling Damned Soul Swarm of the Cocytus Legion: ?
Livid Damned Soul Swarm of the Cocytus Legion: A mechanical marvel invented by a deranged halfling necromancer, this building contains machines that imprison the souls of the recently slain. The halfling offered this machine to a summoned fiend of the Underhell, who took the machine and made the halfling its first victim. Called the Spider Engine for its resemblance to a massive metal arachnid, the structure was brought from the Underhell to aid in the invasion.
The cages collect, separate, and recombine souls for formation into damned soul swarms. All of them churn with faint, spectral spirits.
Pathetic Creature: ?
Minion: ?
Horrific Incorporeal Amalgam: ?
Throng of Clutching Wailing Souls: ?
Single-Minded Aggregation of Souls: ?
Rogue Unplanned Damned Soul Swarm, Rogue Damned Soul Swarm: ?
Damned Soul Swarm That Has Fed on the Vitality of Many Mortals: ?
Damned Soul Swarm Whose Constituent Souls Retain a Strong Sense of Self: ?
Large Cunning Predator: ?
Horror: ?
Large Cloud of Ghostly Claws and Screaming Faces: ?
Farlisk Grimhammer, Lawful Neutral Ghost, Dwarf Ghost, Angry Ghost: ?
Ghost: ?
Mummy: ?
Shadow: ?
Specter: ?
Faint Spectral Spirit: ?
Vampire: ?
Vampire Lord: ?
Vampire Spawn: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Somewhat Intelligent Zombie: ?
Medium Zombie: ?
Zombie: ?
Human Zombie: Corpse Mother's Spawn Undead power.
Spawn Undead. The corpse mother produces its choice of one restless or three human zombies or six shambling fragments in unoccupied locations within 15 feet of the corpse mother.
Player's Guide to the Northlands 2023 (5e)
Undead: ?
Player's Guide to the World of Xoth (5E Edition) (Playtest version 1.13)
Undead: ?
Black Ghost: ?
Ghost: ?
Ethereal Vulture: ?
Restless Malign Ghost: ?
Ghoul: ?
Wizened Mummy: Death [in the World of Xoth] is final, and characters cannot count on being raised or resurrected. In the extremely rare cases where someone is brought back from the dead, it will always be through black magic (probably requiring blood sacrifice), and always as some hideous mockery of their former selves, whether a soulless zombie, wizened mummy, or restless, mad spirit.
Skeleton: ?
Animated Creature: Raise the Ancient Lizard-Gods spell.
Animated Creature, Huge Lumbering Beast: ?
Specter: ?
Captured Spirit, Specter-Spirit: ?
Restless Mad Spirit: Death [in the World of Xoth] is final, and characters cannot count on being raised or resurrected. In the extremely rare cases where someone is brought back from the dead, it will always be through black magic (probably requiring blood sacrifice), and always as some hideous mockery of their former selves, whether a soulless zombie, wizened mummy, or restless, mad spirit.
Soulless Zombie: Death [in the World of Xoth] is final, and characters cannot count on being raised or resurrected. In the extremely rare cases where someone is brought back from the dead, it will always be through black magic (probably requiring blood sacrifice), and always as some hideous mockery of their former selves, whether a soulless zombie, wizened mummy, or restless, mad spirit.
Raise the Ancient Lizard-Gods
7th-level necromancy (Druid)
Casting Time: 1 day
Range: Touch
Components: V, S, M (the skull and at least 20% of the bones of a prehistoric, fossilized creature)
Duration: 9 days
This mighty ritual animates the bones of a creature that has been in the earth for thousands or millions of years. The animated creature has the statistics of triceratops or tyrannosaurus rex, as well as the vulnerabilities and immunities of a skeleton.
At the moment it is animated, and at the end of each day thereafter, the creature loses 10% of its original hit points as it slowly decomposes back into a pile of fossilized bones. Such damage cannot be healed by either positive or negative energy.
The creature obeys the mental commands of its creator as long as he is within 120 feet, but these huge lumbering beasts have very limited intelligence and usually only destruction lies in their wake.
Black Ghost: ?
Ghost: ?
Ethereal Vulture: ?
Restless Malign Ghost: ?
Ghoul: ?
Wizened Mummy: Death [in the World of Xoth] is final, and characters cannot count on being raised or resurrected. In the extremely rare cases where someone is brought back from the dead, it will always be through black magic (probably requiring blood sacrifice), and always as some hideous mockery of their former selves, whether a soulless zombie, wizened mummy, or restless, mad spirit.
Skeleton: ?
Animated Creature: Raise the Ancient Lizard-Gods spell.
Animated Creature, Huge Lumbering Beast: ?
Specter: ?
Captured Spirit, Specter-Spirit: ?
Restless Mad Spirit: Death [in the World of Xoth] is final, and characters cannot count on being raised or resurrected. In the extremely rare cases where someone is brought back from the dead, it will always be through black magic (probably requiring blood sacrifice), and always as some hideous mockery of their former selves, whether a soulless zombie, wizened mummy, or restless, mad spirit.
Soulless Zombie: Death [in the World of Xoth] is final, and characters cannot count on being raised or resurrected. In the extremely rare cases where someone is brought back from the dead, it will always be through black magic (probably requiring blood sacrifice), and always as some hideous mockery of their former selves, whether a soulless zombie, wizened mummy, or restless, mad spirit.
Raise the Ancient Lizard-Gods
7th-level necromancy (Druid)
Casting Time: 1 day
Range: Touch
Components: V, S, M (the skull and at least 20% of the bones of a prehistoric, fossilized creature)
Duration: 9 days
This mighty ritual animates the bones of a creature that has been in the earth for thousands or millions of years. The animated creature has the statistics of triceratops or tyrannosaurus rex, as well as the vulnerabilities and immunities of a skeleton.
At the moment it is animated, and at the end of each day thereafter, the creature loses 10% of its original hit points as it slowly decomposes back into a pile of fossilized bones. Such damage cannot be healed by either positive or negative energy.
The creature obeys the mental commands of its creator as long as he is within 120 feet, but these huge lumbering beasts have very limited intelligence and usually only destruction lies in their wake.
Playing One-on-One
Vampire: ?
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.
Restless Spirit: 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.
Undead: Vampiric Sorcerous Origin Ruler of the Night power.
Restless Spirit: 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.
Undead: 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.
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.
Ponyfinder - Races of Everglow - Second Edition
Undead: ?
Lich: ?
Gregory von Grimoire, God of Knowledge and Power, Powerful Lich: Obsessed with revenge against the multi-hued pony goddess, he found his own way to immortality. Shedding his mortal flesh, Grimoire became a powerful lich, calling himself ‘Grimoire, god of knowledge and power’ in clear defiance of Luminace.
Dead Griffon: Shedding his mortal flesh, Grimoire became a powerful lich, calling himself ‘Grimoire, god of knowledge and power’ in clear defiance of Luminace.
He built a sprawling army of griffons, living and dead, as well as a horde of constructs.
Lich: ?
Gregory von Grimoire, God of Knowledge and Power, Powerful Lich: Obsessed with revenge against the multi-hued pony goddess, he found his own way to immortality. Shedding his mortal flesh, Grimoire became a powerful lich, calling himself ‘Grimoire, god of knowledge and power’ in clear defiance of Luminace.
Dead Griffon: Shedding his mortal flesh, Grimoire became a powerful lich, calling himself ‘Grimoire, god of knowledge and power’ in clear defiance of Luminace.
He built a sprawling army of griffons, living and dead, as well as a horde of constructs.
Prepared! One Shot Adventures for 5th Edition
Undead: ?
Shadow: ?
Zombie, Slumping Figure: ?
Bone Collective: ?
Small Skeleton: ?
Wight, Undead Minion: ?
Shadow: ?
Zombie, Slumping Figure: ?
Bone Collective: ?
Small Skeleton: ?
Wight, Undead Minion: ?
Prepared 2: A Dozen One Shot Adventures for 5th Edition
Dread Specter: Unless physically subdued, the scholar is drawn into the breach in the first round, where he begins to dig. Void energy from the breach kills him at the beginning of the second round, and he is transformed into a dread specter and ally of the dragon.
The Oathbreaker, Mummy, Oozing Undead, Reanimated Warrior: The entryway to the tomb of a long forgotten evil has surfaced in the center of the lake. The tomb contains the buried remains of a hero who broke a sworn oath to her god. She and her accomplices were buried alive by the god's followers many years ago. Though her bones and flesh turned to dust long ago, her black heart persisted—growing in power and malevolence through the years. Eventually the heart coalesced a new oozing body to inhabit, and in the process conjured strange storms and corrupted the small lake.
The tomb belongs to a priest of Svarog, who fell to greed and murder. The priest along with several acolytes were buried alive in the tomb.
Dead Thing: ?
Gray Thirster: The betrayer was not buried alone. Her servants and accomplices were buried alive with her. They died horribly of thirst, laying in the stony darkness, able to hear the lapping water of the lake just out of reach.
Ghast: The betrayer was not buried alone. Her servants and accomplices were buried alive with her. They died horribly of thirst, laying in the stony darkness, able to hear the lapping water of the lake just out of reach.
Undead: ?
Standard Wraith: ?
Darakhul Ghoul, Foul Darakhul, Darakhul Pilot, Darakhul Sorcerer: ?
Standard Wight: ?
Fext Captain: ?
Drowned Maiden: A few of the unhappy victims sacrificed in this strange place remain trapped here; the pools in this chamber serve as the resting place for these bitter spirits.
Dwarf-Shaped Wraith: ?
Specter: Having freshly killed any fleeing ogres, the wraiths spend the first round of combat raising the fallen beasts as specters.
The Oathbreaker, Mummy, Oozing Undead, Reanimated Warrior: The entryway to the tomb of a long forgotten evil has surfaced in the center of the lake. The tomb contains the buried remains of a hero who broke a sworn oath to her god. She and her accomplices were buried alive by the god's followers many years ago. Though her bones and flesh turned to dust long ago, her black heart persisted—growing in power and malevolence through the years. Eventually the heart coalesced a new oozing body to inhabit, and in the process conjured strange storms and corrupted the small lake.
The tomb belongs to a priest of Svarog, who fell to greed and murder. The priest along with several acolytes were buried alive in the tomb.
Dead Thing: ?
Gray Thirster: The betrayer was not buried alone. Her servants and accomplices were buried alive with her. They died horribly of thirst, laying in the stony darkness, able to hear the lapping water of the lake just out of reach.
Ghast: The betrayer was not buried alone. Her servants and accomplices were buried alive with her. They died horribly of thirst, laying in the stony darkness, able to hear the lapping water of the lake just out of reach.
Undead: ?
Standard Wraith: ?
Darakhul Ghoul, Foul Darakhul, Darakhul Pilot, Darakhul Sorcerer: ?
Standard Wight: ?
Fext Captain: ?
Drowned Maiden: A few of the unhappy victims sacrificed in this strange place remain trapped here; the pools in this chamber serve as the resting place for these bitter spirits.
Dwarf-Shaped Wraith: ?
Specter: Having freshly killed any fleeing ogres, the wraiths spend the first round of combat raising the fallen beasts as specters.
Primeval Thule 5e Campaign Setting
Frost Corpse: Those killed by a polar eidolon rise the next day as frost corpses unless their bodies are kept warm for 24 hours.
Corpse: ?
Undead, Undead Creature: The century’s leaders are torn over whether to replace fallen comrades with living recruits, or to raise the fallen myrmidons as wights or other undead.
Must one die to become undead? Can one become both living and dead simultaneously?
Darkwind Citadel: Former home of a necromancer named Khalav the Black, this citadel was destroyed last year by an expanding wave of necrotic energy—energy that animated every victim in the massive fortress and every corpse within 50 miles as undead.
The world of Shadow is likewise closely bound to Thule, and is innately magical in a dark and deadly way. By all reports, the shadow-Earth is a cold and gloomy realm, sparsely peopled; life itself is slowly leeched away from those who linger too long. Necromantic energy infuses this reality—things do not stay dead for long in this otherworld, and Thulean mages who wish to meddle with the nature of life and death sometimes draw upon this dark power.
Intelligent Undead: ?
Undead Minion: ?
Undead Elf: ?
Undead Underling: ?
Undead Overlord: ?
Incorporeal Undead: ?
Undead Rakshasa: This castle is the lair of a rakshasa necromancer, Juram, who believes that the rakshasas’ numbers are too few to allow any to travel to the afterlife—not when Juram can add them to his legion of undead rakshasas. If a rakshasa dies anywhere within the Striped Empire—or sometimes beyond—Juram will be there to collect the body and begin his dark rituals.
Undead Draconic Horror: ?
Ghedrar the Necromancer, The Necromancer King of Ikath, The Sunset Lord: Ghedrar was in the process of becoming a lich when the Atlanteans invaded, and his transformation was interrupted.
Powerful Free-Willed Undead: ?
Animated Undead: ?
Undead Guardian: The Tower itself is a valuable prize; the PCs may want to claim it as their own lair in Quodeth. Its magical properties and defenses are not easily puzzled out, however—it will take characters with arcane talents months to figure out how the Tower’s magic can be used to create illusions and animate objects or undead guardians, during which time the PCs may discover new secrets of the Tower of Black Flames.
Undead Defender: ?
Vashana: Kal Keor married Vashana, and they had a son, Kal Menna. When the boy was only thirteen, the prince of Thran struck back. He hired foul sorcerers to afflict Vashana with a curse of undeath; Kal was forced to destroy Vashana to save himself and his son.
Restless Dead: ?
Animated Bones of the Dead: ?
Hungry Dead: Some terrible curse fell over the town long ago, driving its people out into the surrounding jungle. There they devolved into mindless undead ghouls or zombies, hungry for human flesh.
Worse yet, some dire curse lies over the silent streets of Droum. Here the dead do not rest as they should, and packs of fearsome ghouls roam the desolate quarters of the dying city.
Bloodthirsty Monster: The climate is growing too cold to sustain the city here; Droum is weakening, and the barbarian tribes of the nearby lands are growing stronger. But these troubles pale in comparison to the mysterious curse that causes the dead to rise as bloodthirsty monsters.
Living Dead: ?
Death Knight: ?
Ghost: The place was once home to a local lord who held sway over surrounding lands by brawn and sword until a traveling peddler brought with him the malady known as the Creeping Plague—so named because it reduces its victims to crawling and finally to creeping slowly on all fours. The disease claimed the lives of the lord and all his household and army. Their ghosts now drift malevolently through the tower and its dungeon levels, clad in crumbling armor and wielding rusting weapons; their hatred for the living goads them to slay all who intrude into the keep. They all became ghosts, legends whisper, because of a great pulsing gem the lord unearthed in his adventuring days, so strong in its life-force that it keeps the dead from resting and heals the living, even the most sorely-wounded.
Atlantean Ghost: ?
Kal Keor the Terrible, Ghost: ?
Ghoul: An abandoned town on the island of Ry Mar in the middle of the Kalayan Sea, Caetirym is overrun by hordes of ghouls or zombies that rise from their crypts on moonless nights. According to tales, Caetirym was once a prosperous town of Atlantean merchants and mages who fell victim to some dire curse hundreds of years ago. The curse transformed these unfortunate folk into the monsters that shamble through the ruins today.
Mindless Undead Ghoul: Some terrible curse fell over the town long ago, driving its people out into the surrounding jungle. There they devolved into mindless undead ghouls or zombies, hungry for human flesh.
Fearsome Ghoul: Worse yet, some dire curse lies over the silent streets of Droum. Here the dead do not rest as they should, and packs of fearsome ghouls roam the desolate quarters of the dying city.
Monster: An abandoned town on the island of Ry Mar in the middle of the Kalayan Sea, Caetirym is overrun by hordes of ghouls or zombies that rise from their crypts on moonless nights. According to tales, Caetirym was once a prosperous town of Atlantean merchants and mages who fell victim to some dire curse hundreds of years ago. The curse transformed these unfortunate folk into the monsters that shamble through the ruins today.
Zuur, King of Ghouls, The Ghoul King, Ghoul of Great Size and Intelligence Armed with Magical Powers, Unliving Master, Creature: ?
Ghedrar: Ghedrar was in the process of becoming a lich when the Atlanteans invaded, and his transformation was interrupted.
Lich: ?
Hralia, Lich: ?
Zemar Phaw, Prince of Conjurors, Lich, Dread Wizard: ?
Mummy Warrior: ?
Shadow: ?
Damaged Minotaur Skeleton, Animated Skeleton of a Minotaur: ?
Damaged Minotaur Skeleton, True Guardian, Dangerous Skeleton: ?
Decrepit Skeleton, Skeletal Warrior: ?
Skeleton: Dragon's Teeth magic item.
Ancient Minotaur Skeleton, Gigantic Skeleton, Large Skeleton, Ancient Guardian, Undead Servant: The large skeletons are ancient guardians of the caverns, and Yhurgya has discovered that they are the work of the evil king entombed in area 7.
Skeleton, Human Skeleton: Dragon's Teeth magic item.
Monstrous Skeleton: Dragon's Teeth magic item.
Minotaur Skeleton: Dragon's Teeth magic item.
Troll Skeleton: Dragon's Teeth magic item.
Specter, Glowing Ghostly Presence, Incorporeal Undead: ?
Invisible Specter: ?
Vampire: ?
Khoredir, Vampire: ?
Wakira Chunash, Vampire: ?
Vampire Spawn: ?
Wight: The century’s leaders are torn over whether to replace fallen comrades with living recruits, or to raise the fallen myrmidons as wights or other undead.
Wraith: ?
Zombie: Some terrible curse fell over the town long ago, driving its people out into the surrounding jungle. There they devolved into mindless undead ghouls or zombies, hungry for human flesh.
Protigath: This village has the misfortune of being nearby a stand of unusual forest mushrooms that emit a spore that transforms those who breathe it into zombies in a matter of days.
DRAGON’S TEETH
Centuries ago, Ghedrar the Necromancer conquered most of what is now Dhar Mesh and the western reaches of the Inner Sea. When he was finally defeated four hundred years later, his armies were destroyed, but there was no proof of his destruction. There are those who believe the Necromancer still lives, having extended his life by centuries through his magic. These cults bide their time and wait for the moment when the dead will rise to reclaim the world.
Wondrous item, rare or very rare (greater dragon’s teeth)
These rune-carved ivory fangs are each about the size of a human thumb, and are usually found in a pouch containing 1d6+8 teeth. When cast from the pouch onto bare earth or sand as an action, each tooth grows into a human skeleton. The skeleton obeys your mental commands as if animated by an animate dead spell. You can command a number of dragon’s teeth skeletons equal to your Charisma modifier (minimum 1), and can cast as many as five teeth in the same action. However, any attempt to create more skeletons than your Charisma modifier causes all such created skeletons to become autonomous and attack the nearest non-skeletal creature until few enough remain that you can regain control.
Skeletons created by the dragon’s teeth crumble into bone shards after 24 hours; each skeleton has a 50% chance of leaving behind 1 dragon’s tooth when it collapses back into the dust. Your GM has the statistics for skeletons. Each full moon, the pouch has a 50% chance of generating a new tooth, to a maximum of 14 teeth.
Greater Dragon’s Teeth. Very rarely, a pouch might also contain 1d6+4 greater fangs in addition to the 1d6+8 lesser teeth, and functions like the lesser dragon’s teeth with the following additions. When a greater fang is cast onto the ground, it becomes a monstrous skeleton, like that of a minotaur or troll. You can choose to cast lesser teeth, greater fangs, or a mix of both, from the pouch. When a monstrous skeleton is destroyed, it has a 50% chance of leaving behind 1 greater fang when it collapses back into the dust. Each full moon, the pouch regains one lesser tooth and has a 50% chance of generating a new greater fang, to a maximum of 14 lesser teeth and 10 greater fangs.
Corpse: ?
Undead, Undead Creature: The century’s leaders are torn over whether to replace fallen comrades with living recruits, or to raise the fallen myrmidons as wights or other undead.
Must one die to become undead? Can one become both living and dead simultaneously?
Darkwind Citadel: Former home of a necromancer named Khalav the Black, this citadel was destroyed last year by an expanding wave of necrotic energy—energy that animated every victim in the massive fortress and every corpse within 50 miles as undead.
The world of Shadow is likewise closely bound to Thule, and is innately magical in a dark and deadly way. By all reports, the shadow-Earth is a cold and gloomy realm, sparsely peopled; life itself is slowly leeched away from those who linger too long. Necromantic energy infuses this reality—things do not stay dead for long in this otherworld, and Thulean mages who wish to meddle with the nature of life and death sometimes draw upon this dark power.
Intelligent Undead: ?
Undead Minion: ?
Undead Elf: ?
Undead Underling: ?
Undead Overlord: ?
Incorporeal Undead: ?
Undead Rakshasa: This castle is the lair of a rakshasa necromancer, Juram, who believes that the rakshasas’ numbers are too few to allow any to travel to the afterlife—not when Juram can add them to his legion of undead rakshasas. If a rakshasa dies anywhere within the Striped Empire—or sometimes beyond—Juram will be there to collect the body and begin his dark rituals.
Undead Draconic Horror: ?
Ghedrar the Necromancer, The Necromancer King of Ikath, The Sunset Lord: Ghedrar was in the process of becoming a lich when the Atlanteans invaded, and his transformation was interrupted.
Powerful Free-Willed Undead: ?
Animated Undead: ?
Undead Guardian: The Tower itself is a valuable prize; the PCs may want to claim it as their own lair in Quodeth. Its magical properties and defenses are not easily puzzled out, however—it will take characters with arcane talents months to figure out how the Tower’s magic can be used to create illusions and animate objects or undead guardians, during which time the PCs may discover new secrets of the Tower of Black Flames.
Undead Defender: ?
Vashana: Kal Keor married Vashana, and they had a son, Kal Menna. When the boy was only thirteen, the prince of Thran struck back. He hired foul sorcerers to afflict Vashana with a curse of undeath; Kal was forced to destroy Vashana to save himself and his son.
Restless Dead: ?
Animated Bones of the Dead: ?
Hungry Dead: Some terrible curse fell over the town long ago, driving its people out into the surrounding jungle. There they devolved into mindless undead ghouls or zombies, hungry for human flesh.
Worse yet, some dire curse lies over the silent streets of Droum. Here the dead do not rest as they should, and packs of fearsome ghouls roam the desolate quarters of the dying city.
Bloodthirsty Monster: The climate is growing too cold to sustain the city here; Droum is weakening, and the barbarian tribes of the nearby lands are growing stronger. But these troubles pale in comparison to the mysterious curse that causes the dead to rise as bloodthirsty monsters.
Living Dead: ?
Death Knight: ?
Ghost: The place was once home to a local lord who held sway over surrounding lands by brawn and sword until a traveling peddler brought with him the malady known as the Creeping Plague—so named because it reduces its victims to crawling and finally to creeping slowly on all fours. The disease claimed the lives of the lord and all his household and army. Their ghosts now drift malevolently through the tower and its dungeon levels, clad in crumbling armor and wielding rusting weapons; their hatred for the living goads them to slay all who intrude into the keep. They all became ghosts, legends whisper, because of a great pulsing gem the lord unearthed in his adventuring days, so strong in its life-force that it keeps the dead from resting and heals the living, even the most sorely-wounded.
Atlantean Ghost: ?
Kal Keor the Terrible, Ghost: ?
Ghoul: An abandoned town on the island of Ry Mar in the middle of the Kalayan Sea, Caetirym is overrun by hordes of ghouls or zombies that rise from their crypts on moonless nights. According to tales, Caetirym was once a prosperous town of Atlantean merchants and mages who fell victim to some dire curse hundreds of years ago. The curse transformed these unfortunate folk into the monsters that shamble through the ruins today.
Mindless Undead Ghoul: Some terrible curse fell over the town long ago, driving its people out into the surrounding jungle. There they devolved into mindless undead ghouls or zombies, hungry for human flesh.
Fearsome Ghoul: Worse yet, some dire curse lies over the silent streets of Droum. Here the dead do not rest as they should, and packs of fearsome ghouls roam the desolate quarters of the dying city.
Monster: An abandoned town on the island of Ry Mar in the middle of the Kalayan Sea, Caetirym is overrun by hordes of ghouls or zombies that rise from their crypts on moonless nights. According to tales, Caetirym was once a prosperous town of Atlantean merchants and mages who fell victim to some dire curse hundreds of years ago. The curse transformed these unfortunate folk into the monsters that shamble through the ruins today.
Zuur, King of Ghouls, The Ghoul King, Ghoul of Great Size and Intelligence Armed with Magical Powers, Unliving Master, Creature: ?
Ghedrar: Ghedrar was in the process of becoming a lich when the Atlanteans invaded, and his transformation was interrupted.
Lich: ?
Hralia, Lich: ?
Zemar Phaw, Prince of Conjurors, Lich, Dread Wizard: ?
Mummy Warrior: ?
Shadow: ?
Damaged Minotaur Skeleton, Animated Skeleton of a Minotaur: ?
Damaged Minotaur Skeleton, True Guardian, Dangerous Skeleton: ?
Decrepit Skeleton, Skeletal Warrior: ?
Skeleton: Dragon's Teeth magic item.
Ancient Minotaur Skeleton, Gigantic Skeleton, Large Skeleton, Ancient Guardian, Undead Servant: The large skeletons are ancient guardians of the caverns, and Yhurgya has discovered that they are the work of the evil king entombed in area 7.
Skeleton, Human Skeleton: Dragon's Teeth magic item.
Monstrous Skeleton: Dragon's Teeth magic item.
Minotaur Skeleton: Dragon's Teeth magic item.
Troll Skeleton: Dragon's Teeth magic item.
Specter, Glowing Ghostly Presence, Incorporeal Undead: ?
Invisible Specter: ?
Vampire: ?
Khoredir, Vampire: ?
Wakira Chunash, Vampire: ?
Vampire Spawn: ?
Wight: The century’s leaders are torn over whether to replace fallen comrades with living recruits, or to raise the fallen myrmidons as wights or other undead.
Wraith: ?
Zombie: Some terrible curse fell over the town long ago, driving its people out into the surrounding jungle. There they devolved into mindless undead ghouls or zombies, hungry for human flesh.
Protigath: This village has the misfortune of being nearby a stand of unusual forest mushrooms that emit a spore that transforms those who breathe it into zombies in a matter of days.
DRAGON’S TEETH
Centuries ago, Ghedrar the Necromancer conquered most of what is now Dhar Mesh and the western reaches of the Inner Sea. When he was finally defeated four hundred years later, his armies were destroyed, but there was no proof of his destruction. There are those who believe the Necromancer still lives, having extended his life by centuries through his magic. These cults bide their time and wait for the moment when the dead will rise to reclaim the world.
Wondrous item, rare or very rare (greater dragon’s teeth)
These rune-carved ivory fangs are each about the size of a human thumb, and are usually found in a pouch containing 1d6+8 teeth. When cast from the pouch onto bare earth or sand as an action, each tooth grows into a human skeleton. The skeleton obeys your mental commands as if animated by an animate dead spell. You can command a number of dragon’s teeth skeletons equal to your Charisma modifier (minimum 1), and can cast as many as five teeth in the same action. However, any attempt to create more skeletons than your Charisma modifier causes all such created skeletons to become autonomous and attack the nearest non-skeletal creature until few enough remain that you can regain control.
Skeletons created by the dragon’s teeth crumble into bone shards after 24 hours; each skeleton has a 50% chance of leaving behind 1 dragon’s tooth when it collapses back into the dust. Your GM has the statistics for skeletons. Each full moon, the pouch has a 50% chance of generating a new tooth, to a maximum of 14 teeth.
Greater Dragon’s Teeth. Very rarely, a pouch might also contain 1d6+4 greater fangs in addition to the 1d6+8 lesser teeth, and functions like the lesser dragon’s teeth with the following additions. When a greater fang is cast onto the ground, it becomes a monstrous skeleton, like that of a minotaur or troll. You can choose to cast lesser teeth, greater fangs, or a mix of both, from the pouch. When a monstrous skeleton is destroyed, it has a 50% chance of leaving behind 1 greater fang when it collapses back into the dust. Each full moon, the pouch regains one lesser tooth and has a 50% chance of generating a new greater fang, to a maximum of 14 lesser teeth and 10 greater fangs.
Primeval Thule 5e GM Companion
Undead: ?
Skeleton: ?
Ghoul: ?
Ghost: ?
Shadow: ?
Will-o'-Wisp: ?
Wight: ?
Ghast: ?
Skeleton: ?
Ghoul: ?
Ghost: ?
Shadow: ?
Will-o'-Wisp: ?
Wight: ?
Ghast: ?
Professor Humbert Drumsley: 5e Adventure Codex
Crumbling Skeleton: Bone Golem Animate Dead power.
Spice Zombie: ?
Swarm of Undead Insects: ?
Ghost, Humbert: You don’t get to be as old as Humbert without escaping (or coming back from) a few near-death experiences. Over the years, Humbert has crafted more than a few devices, backup plans, and triggers should something happen to his corporeal form.
Humbert is animated as a ghost and moves back into the old tower.
Humbert: You don’t get to be as old as Humbert without escaping (or coming back from) a few near-death experiences. Over the years, Humbert has crafted more than a few devices, backup plans, and triggers should something happen to his corporeal form.
Humbert is accidentally turned into an undead creature.
Undead, Undead Creature: ?
Bone Golem, Undead Monstrosity: ?
Animated Bird Skeleton: ?
Animate Dead (Recharge 6). The bone golem casts the animate dead spell and creates two crumbling skeleton from an available pile of bones. It can have a maximum of 8 crumbling skeletons under its control at any one time.
Spice Zombie: ?
Swarm of Undead Insects: ?
Ghost, Humbert: You don’t get to be as old as Humbert without escaping (or coming back from) a few near-death experiences. Over the years, Humbert has crafted more than a few devices, backup plans, and triggers should something happen to his corporeal form.
Humbert is animated as a ghost and moves back into the old tower.
Humbert: You don’t get to be as old as Humbert without escaping (or coming back from) a few near-death experiences. Over the years, Humbert has crafted more than a few devices, backup plans, and triggers should something happen to his corporeal form.
Humbert is accidentally turned into an undead creature.
Undead, Undead Creature: ?
Bone Golem, Undead Monstrosity: ?
Animated Bird Skeleton: ?
Animate Dead (Recharge 6). The bone golem casts the animate dead spell and creates two crumbling skeleton from an available pile of bones. It can have a maximum of 8 crumbling skeletons under its control at any one time.
Ptolus: Monte Cook's City by the Spire
Wintersouled, Dread Wintersouled, Saint of Death: Legend says that in the earliest days of the world, the veil between life and death was inviolate. There were no such things as undead. It was the Vested of the Galchutt who tore this veil asunder. The first spirits to cross over from death into the land of the living were the Wintersouled.
Once, long ago, there were no undead in the world, or so it is said. But through a great act of villainy, the veil between life and death was rent asunder, allowing the dead to enter the world of the living. The first of these are called the Wintersouled, and they remain among the most powerful of all undead.
Wintersouled, Ancient Undead: ?
Wintersouled, Mysterious Entity: ?
Wintersouled Master: ?
Summoned Wintersouled: ?
Uyethicas, Wintersouled: ?
Nyathoch, Wintersouled: ?
Selestical, Wintersouled: ?
Maloyatas, Wintersouled: ?
The King in Yellow, Wintersouled: ?
Kadavalus the Ageless Titan: ?
Lord Evanston: Thanks to preparations taken by his wife, Lady Callindis, Lord Evanston waits in his tomb in an undead state.
Servant of the Axe: The Servants of the Axe were fanatical dwarves, some of whom still exist as undead creatures. They all remain under the thrall of a powerful, mind-controlling artifact: an intelligent axe called Thundersong, whose control extends even past death.
Thundersong magic weapon.
Nursemaid: ?
Heavily Modified Skeleton: ?
Undead, Undead Creature, Undead Monster: The Galchutt then send a strange, magical virus to the Vallis moon to corrupt the Lords of the Seven Chains and destroy the soul of the world they guard. Again they are thwarted. Finally, they rend the veil between life and death, allowing the dead to return to the world as undead creatures (which had never happened before). The gods, aided by heroes, seal the breach with a huge piece of the Vallis moon, but in so doing they catapult the moon into the distant reaches of space.
The mysterious entities who created the Dark Reliquary were some of the oldest undead in the world. Millennia ago, tales say, a creature known as Vladaam, a Vested of the Galchutt, rent the veil between the realm of the living and the realm of the dead—likely in an attempt to breach the borders of the world. This brought a supernatural winter to the entire world and threatened to be the undoing of all life, until a group of self-sacrificing heroes managed to seal the breach. However, the veil has remained rent since that time, allowing foul magic and dark circumstances to usher undead creatures back into the realm of life.
Through spells and innate magic, the Wintersouled can create and command new undead almost at will.
Called by the Galchutt’s dire clarion, the Wintersouled gathered near the Spire almost two thousand years ago, waiting invisibly and beyond reach. Eventually, around 420 ia, they saw that the Galchutt soon would stir. They began creating large numbers of undead and fashioned a macabre palace for their “children” while they waited for their masters to awaken.
Legend says that in the earliest days of the world, the veil between life and death was inviolate. There were no such things as undead. It was the Vested of the Galchutt who tore this veil asunder. The first spirits to cross over from death into the land of the living were the Wintersouled.
Vladaam: A Vested of the Galchutt; rent the veil between life and death to bring forth the undead.
Sensing that the Galchutt would awaken within a few hundred years, the Wintersouled begin granting soldiers who fell in the Ghulwar the gift of unlife.
Free-Willed Spirit: ?
Incorproeal Undead: ?
Undead Spirit: ?
Fell Creature: ?
Undead Servitor: ?
Undead Slave: ?
Undead Minstrel: ?
Undead Companion: ?
Undead Defender: ?
Undead Servant: ?
Undead Spirit: ?
Undead Ally: ?
Powerful Undead: ?
More Powerful Intelligent Undead Creature: ?
Animated Corpse: ?
Undead Nightwing: ?
Extremely Powerful Undead: ?
Undead Trooper: ?
Animated Undead Guardian: ?
Undead Giant: ?
Minor Undead: ?
Undead Guardian: ?
Animated Undead: ?
Undead Cthorn: An ancient species devoted to the cause of darkness, the cthorn lived mostly in what is now Kem far to the southeast. Before coming to the Spire, Ghul slew the last members of this corrupt and dying species, and stole from them their knowledge. When he created Goth Gulgamel, he brought their remains here, entombed in a shrine-mausoleum honoring their slavish dedication to evil magic.
The power of the cthorn was so great that their spirits managed to use the dark energies from the nearby banes of the Banewarrens to bring themselves back from the dead. They rose as undead but retained many qualities and talents they had while alive.
Unlike most of the other denizens of Goth Gulgamel today, the cthorn despise Ghul and grow angry even at the mention of his name. But then, they’re always angry, their undead state fueled by the bitterness and spite of the Skull-King’s genocidal attack.
Undead Minion: ?
Demonic Undead: ?
Shadowskin: ?
Skeletal Hands: ?
Undead Fodder: Through spells and innate magic, the Wintersouled can create and command new undead almost at will.
Intelligent Undead: ?
Low-Intelligence Undead: ?
Undead That Lack Free Will: ?
Undead Fanatical Dwarf: ?
Horrible Gaunt Ogre-Sized Undead: ?
Zombie-Like Undead Creature: ?
Huge Undead Worm: ?
20-Foot-Tall Undead Giant: ?
Huge Shadowy Bat-Like Undead: ?
Powerful Kind of Shadowy Undead: ?
Undying Creature: ?
Immortal Being: ?
Monstrous Creature: ?
Nonphysical Creature: ?
Being That Hates the Light of Day: ?
Bodak: A demon growing in one of the pods died upon “birth” and transformed into this creature.
The vats contain the remnants of what once were elves. These would have been transformed into Harrow elves, but they have been here far too long. They have instead turned into bodaks.
Bodak, Comatose Hairless Humanoid-Shaped Undead Creature: ?
Bodak, Comatose Hairless Humanoid-Shaped Undead Creature Tainted With Fiendish Energy: ?
Devourer, Ogre-Sized Undead Creature: ?
Ghast: ?
Ghost: ?
Ghost of the First Men: ?
The Last King, Ghost: ?
Tyrus Green, Ghost, Bitter Malevolent Spirit: Thirty-five years ago, a sailor named Tyrus Green, after winning a large bag of his shipmates’ coins in a game of Peg the Tom, was murdered by the angry sailors. His body, weighted down by his own sea chest tied to his neck, was dumped beneath Pier Five.
The ghost of Tyrus Green haunts the pier to this day. Sometimes he causes ships moored there to take on water or for someone on the pier to trip and fall into the drink. Occasionally—still thinking like a sailor—he boards a ship docked nearby and travels with it, causing all kinds of havoc until the vessel gets more than twenty leagues from Ptolus, at which point his spirit is dragged back to the location of his demise.
Gigantic Ghost: ?
Malevolent Ghost: ?
The Minstrel, Ghostly Minstrel, Spirit of a Dead Bard: ?
Parnell Alster, Human Ghost: Sheva’s closest friend is a ghost named Parnell Alster (male human ghost). Parnell was a companion of hers when she was an adventurer, and the two went on many missions together. Parnell died while they fought a dragon to gain the Crown of Ki-Lias and, due to a strange magical property of the crown, he could not be raised from the dead. Nor, however, could he proceed to the afterlife.
Ghost, Spirit: ?
Ethylassir, Ghost, Spirit, Ghost Mage: A naga leading an elite cadre of ogres, creatures of Ghul’s own sorcerous creation, discovered the castle and managed to enter it, which stabilized the place within the normal flow of time. Ethylassir, still alive, defended her home valiantly, but the breach had caught her unprepared. The evil creatures overcame her and she died, the last of her line.
Hungry Ghost, Dangerous Ghost: ?
Harmless Spook: ?
Lakimos, Lackie, The Beggar King, Ghost, Mysterious Figure: ?
Unruly Ghost: ?
Storamere, Black Dragon Ghost: ?
Ghost of an Artisan: ?
Ghost of a Dwarf: ?
Frana Amberfist, Dwarf Ghost: ?
Ghost of an Elder Elf: ?
Polemith, Ghost: The Dread One once had a human lieutenant named Polemith who spent all her time studying the dark side of music and sound. Her studies helped her master create such awful sound-manipulating creatures as cloakers and destrachans and loose them upon the world, but such creatures had only a fraction of Polemith’s powers. When the Dread One died, Polemith found herself trapped within Jabel Shammar. She died here, but her ghost remained to haunt the place.
The Dire Song: The Dread One once had a human lieutenant named Polemith who spent all her time studying the dark side of music and sound. Her studies helped her master create such awful sound-manipulating creatures as cloakers and destrachans and loose them upon the world, but such creatures had only a fraction of Polemith’s powers. When the Dread One died, Polemith found herself trapped within Jabel Shammar. She died here, but her ghost remained to haunt the place.
Over time, though, even the haunting subsided. With the passage of millennia, the ghost’s intellect eroded away, until all that was left of it was the haunting melody at its very core. This Dire Song is itself a thing of corruption and darkness, even though it no longer has an intelligence behind it.
Ghoul: The Forsaken value death and undeath more than life. These disgusting necrophiles, necrophages, and necrophiliacs worship dark gods and consort openly with undead and the Fallen. They headquarter their activities in a place called the Dark Reliquary in the Necropolis. Many become ghouls unintentionally by means of something they refer to as the Lovely Malison or the corpse kiss.
Those swallowed and slain [by the ghoulworm] become ghouls.
Any creature swallowed and killed [by the ghoulworm] becomes a ghoul.
The Lovely Malison, The Corpse Kiss disease.
Hungry Ghoul: ?
Aullik, Ghoul Sorcerer: ?
Ghoulworm, Guardian, Gargantuan Pale Grey Worm-Like Creature: ?
Kagrisos, Lich, Ghost-Lich, Powerful Ghost-Lich, Undead Chaos Worshipper, Evil Ghost-Lich: ?
Sokalahn, Lich, Half-Demon Lich: ?
Lich: ?
Aggah-Shan, Lich, Mysterious Figure, Powerful Lich: ?
Mohrg: A zombie-like undead creature that is the animated corpse of a mass murderer, with a long, grasping tongue.
Mohrg, Undead Skeleton With Visibly Writhing Intestines and a Prehensile Tongue: ?
Mummy Lord: ?
Mummy: ?
The Six Blasphemers, Mummy Lord: The Dread One created the Tower of Blasphemy to mock all things divine, and in particular all things holy. During his reign of terror, he captured powerful priests, used years of torture to coerce them to renounce their faith, and then slew them in painful ways. These priests he made into undead versions of themselves, infusing them with some of his own power in order to replicate some of the divine spellcasting abilities they wielded in life. These, the Six Blasphemers, he placed in the Temple of Impiety at the top of this tower.
The mummy lords here, known as the Six Blasphemers, were powerful clerics of their time, broken through torture and forced to renounce their gods. After they did, the Dread One killed them to reforge them in undeath.
Nightshade Nightcrawler, Undead Nightcrawler: ?
Nightshade Nightwalker, 20-Foot Tall Giant Made of Pure Darkness: ?
Nightshade Nightwing, Undead Nightwing: ?
Nightshade Nightwing, Huge Shadowy Bat-Like Undead: ?
Nightshade Nightwing, Huge Shadowy Bat-Like Undead, Undead Beast: ?
Shadow, Typical Shadow, Undead Shadow, Shadow of the Dead: ?
Greater Shadow: ?
Shadow Minion: A creature who immerses themselves entirely in the [Tenebrous p]it gains the ability to control their own shadow and, with practice, the shadows of other creatures, as well as undead shadows. Controlling one’s own shadow gives a character a shadow minion (identical to the undead monster, although creatures slain by it do not rise as shadows) as an ally, spy, and bodyguard.
To control someone else’s shadow or an undead shadow, a character must make the attempt at the start of their turn, and cannot use a bonus action or reaction until the start of their next turn (the character can attempt this once per day). The target can resist this control with a DC 18 Wisdom saving throw. On a success, the character permanently gains control of the shadow.
Bound Shadow Companion: ?
More Powerful Version of a Typical Shadow: ?
Shadow of the Dread One, The Dread One's Shadow: It’s worth noting that this is not a shadow in the undead sense, nor is it truly a ghost or wraith. It is but a tiny sliver of the soul essence of the Dread One—all that remains of him.
Shadowy Minion: ?
Skeleton: ?
Animated Skeleton: ?
Troll Skeleton: ?
Dwarf Skeleton: ?
Wraith-Like Specter: ?
Specter: ?
Vampire: Shigmaa Imbue With Undeath power.
Particularly Powerful Vampire: ?
Mighty Vampire Sorcerer: ?
Medre Allaconda, Vampire, Senior Vampire: ?
Menon Balacazar, Vampire: ?
Na'haras, Vampire of the Void, Vampire Powered by Necrotic Energy Rather Than Blood, Undead Protector, Void Vampire Bodyguard, Vampiric Bodyguard: Malkeen’s bodyguard is Na’haras, an ancient human recently brought back to life via an equally ancient, powerful, and evil spell to walk the earth as a “vampire of the void” (a vampire powered by necrotic energy rather than blood).
Na’haras was a deadly assassin in Kem more than two thousand years ago. Malkeen Balacazar received his remains as a gift from his father on his twentieth birthday and had him reconstituted as an undead protector.
Zachean, Dark Elf Vampire: In fact, Doraedian slew Zachean many decades ago, but dark elf sorcery brought him back as a vampire.
Hadrien Runihan, Vampire: Hadrien is a vampire, cursed with the affliction as the final retaliation of the ghost-lich Kagrisos against his father.
Bloodstarved, Masterless Vampire Spawn: ?
Covenant of Blood Vampire: ?
Lyrikka, Powerful Vampire, Human Vampire, Vampire Guardian: ?
Fellis, Powerful Vampire, Human Vampire, Vampire Guardian: ?
Vampire Spawn: ?
Kistron Naleblast, Human Vampire Spawn: ?
Karee, Covenant of the Blood Vampire, Harrow Elf Vampire: ?
Mighty Vampire: ?
Linele Cran, Unliving Thing, Undead Daughter, Spontaneously Generated Vampire: The player characters end up looking for a sunken ship that carried the coffin of Linech’s deceased daughter. The coffin holds more than just her corpse, however—it also contains a demon-possessed watch very valuable to Linech and the Balacazar family. When the PCs learn that the watch has caused Linech’s daughter to rise from the grave as an undead creature, returning her to her father suddenly becomes much more complicated.
Linele, Linech’s daughter, was on Sallachor Isle when it was attacked. She died in a fire started by a magic spell cast in her father’s house. Her body was on the ship that went down on its way back from Sallachor. The watch was hidden in her coffin.
The sahuagin brought Linele’s glass coffin to the central cave, where the evil presence in the pocketwatch caused the little girl to rise up as an undead creature.
A short time ago, after the sahuagin deposited the glass coffin here, the power of the demon-possessed watch fully animated Linele as an undead creature.
Linele hides in a cave northwest of the pool and the eel. She no longer needs to breathe, as she has become an unliving thing animated by the power of the demon-possessed watch.
Ylouil’s very presence carries a strong evil taint that can have varied effects on those exposed to the spirit over a period of time. These effects are up to the GM, but they always involve corruption of some kind—like turning an innocent young girl into an undead creature.
Alchestrin, Spellcasting Wight, Undead Mage: ?
Wight, Elite Undead Warrior, Undead Soldier: ?
Wight: ?
Wraith: Wintersouled Create Wraith power.
Quideth Minnisham, Undead Wraith, Undead Arcanist: If they go, the PCs learn that it was true, but that long ago the undead Alchestrin used the crystal to create an undead wraith of Quideth.
Wraith, Bodiless Undead Spirit: ?
Dread Wraith: The son of Lady Callindis and Lord Evanston, Nilliad, died very young. The lad’s nurse and the family butler were entombed here with him; both remain as dread wraiths.
Vengeful Wraith: ?
Dwarven Wraith: ?
Slivers of Ghul's Evil Essence: Where Ghul bled, slivers of his evil essence take the form of wraiths and attack all that lives.
Wraith Enslaved: Wintersouled Create Wraith power.
Zombie: [C]reatures killed by the [hellwasp] swarm become infested with hellwasps and rise as zombies under the control of the swarm.
Zombie Slave: ?
Local Zombie: ?
Zombie Worker: ?
Stitched Zombie: ?
Human Commoner Zombie: ?
Zombie Covered in Diseased Filth: ?
Zombie Bodyguard: ?
Wandering Zombie: ?
Create Wraith. The Wintersouled targets a humanoid within 10 feet of it that died violently and has been dead for no longer than one minute. The target’s spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. The wraith is under the Wintersouled’s control. The Wintersouled can have no more than ten enslaved wraiths at one time, but its Undead Dominance ability means that undead beyond this limit will still obey it to the best of their ability.
THUNDERSONG
Weapon (greataxe), legendary (requires attunement)
This weapon appears finely made but fairly unremarkable. It is a +3 greataxe that scores a critical hit on a roll of 19 or 20. It attempts to control any dwarf who touches it (no attunement required). If the dwarf dies while under the control of Thundersong, there is a 25 percent chance that they reanimate as a Servant of the Axe, an undead fanatical dwarf under the axe’s control. The axe is aware of everything its undead servants experience.
Sentience. The axe is a sentient chaotic neutral weapon with an Intelligence of 18, a Wisdom of 13, and a Charisma of 22. It can see, hear, and perceive with blindsense out to a range of 120 feet. It can speak and communicate telepathically.
Personality. The axe is selfish, controlling, and egotistical. Although it enjoys controlling dwarves, it hates all other species.
The Lovely Malison
The Lovely Malison, also known as the corpse kiss, is a supernatural disease contracted by eating the flesh of an undead creature or a corpse that has been corrupted in some other way. An intelligent creature dining on such flesh must succeed at a DC 17 Constitution save or become infected, taking 5 (1d10) necrotic damage each day and gaining 1d3 levels of exhaustion each day until it dies. The following night, the victim rises from the dead as an undead ghoul. The creature retains all its memories and, if it succeeds at a DC 20 Wisdom save, it may retain some or all of its other abilities (such as spellcasting or class abilities) as a ghoul. Many Forsaken undergo this transformation intentionally.
Imbue With Undeath. Once per day, animate a fallen foe as a vampire. The new vampire has a “death debt” to the shigmaa and cannot attack them for twenty-four hours, but thereafter can act as it wants. Most shigmaas use this ability sparingly because the vampire might challenge them in the future.
Once, long ago, there were no undead in the world, or so it is said. But through a great act of villainy, the veil between life and death was rent asunder, allowing the dead to enter the world of the living. The first of these are called the Wintersouled, and they remain among the most powerful of all undead.
Wintersouled, Ancient Undead: ?
Wintersouled, Mysterious Entity: ?
Wintersouled Master: ?
Summoned Wintersouled: ?
Uyethicas, Wintersouled: ?
Nyathoch, Wintersouled: ?
Selestical, Wintersouled: ?
Maloyatas, Wintersouled: ?
The King in Yellow, Wintersouled: ?
Kadavalus the Ageless Titan: ?
Lord Evanston: Thanks to preparations taken by his wife, Lady Callindis, Lord Evanston waits in his tomb in an undead state.
Servant of the Axe: The Servants of the Axe were fanatical dwarves, some of whom still exist as undead creatures. They all remain under the thrall of a powerful, mind-controlling artifact: an intelligent axe called Thundersong, whose control extends even past death.
Thundersong magic weapon.
Nursemaid: ?
Heavily Modified Skeleton: ?
Undead, Undead Creature, Undead Monster: The Galchutt then send a strange, magical virus to the Vallis moon to corrupt the Lords of the Seven Chains and destroy the soul of the world they guard. Again they are thwarted. Finally, they rend the veil between life and death, allowing the dead to return to the world as undead creatures (which had never happened before). The gods, aided by heroes, seal the breach with a huge piece of the Vallis moon, but in so doing they catapult the moon into the distant reaches of space.
The mysterious entities who created the Dark Reliquary were some of the oldest undead in the world. Millennia ago, tales say, a creature known as Vladaam, a Vested of the Galchutt, rent the veil between the realm of the living and the realm of the dead—likely in an attempt to breach the borders of the world. This brought a supernatural winter to the entire world and threatened to be the undoing of all life, until a group of self-sacrificing heroes managed to seal the breach. However, the veil has remained rent since that time, allowing foul magic and dark circumstances to usher undead creatures back into the realm of life.
Through spells and innate magic, the Wintersouled can create and command new undead almost at will.
Called by the Galchutt’s dire clarion, the Wintersouled gathered near the Spire almost two thousand years ago, waiting invisibly and beyond reach. Eventually, around 420 ia, they saw that the Galchutt soon would stir. They began creating large numbers of undead and fashioned a macabre palace for their “children” while they waited for their masters to awaken.
Legend says that in the earliest days of the world, the veil between life and death was inviolate. There were no such things as undead. It was the Vested of the Galchutt who tore this veil asunder. The first spirits to cross over from death into the land of the living were the Wintersouled.
Vladaam: A Vested of the Galchutt; rent the veil between life and death to bring forth the undead.
Sensing that the Galchutt would awaken within a few hundred years, the Wintersouled begin granting soldiers who fell in the Ghulwar the gift of unlife.
Free-Willed Spirit: ?
Incorproeal Undead: ?
Undead Spirit: ?
Fell Creature: ?
Undead Servitor: ?
Undead Slave: ?
Undead Minstrel: ?
Undead Companion: ?
Undead Defender: ?
Undead Servant: ?
Undead Spirit: ?
Undead Ally: ?
Powerful Undead: ?
More Powerful Intelligent Undead Creature: ?
Animated Corpse: ?
Undead Nightwing: ?
Extremely Powerful Undead: ?
Undead Trooper: ?
Animated Undead Guardian: ?
Undead Giant: ?
Minor Undead: ?
Undead Guardian: ?
Animated Undead: ?
Undead Cthorn: An ancient species devoted to the cause of darkness, the cthorn lived mostly in what is now Kem far to the southeast. Before coming to the Spire, Ghul slew the last members of this corrupt and dying species, and stole from them their knowledge. When he created Goth Gulgamel, he brought their remains here, entombed in a shrine-mausoleum honoring their slavish dedication to evil magic.
The power of the cthorn was so great that their spirits managed to use the dark energies from the nearby banes of the Banewarrens to bring themselves back from the dead. They rose as undead but retained many qualities and talents they had while alive.
Unlike most of the other denizens of Goth Gulgamel today, the cthorn despise Ghul and grow angry even at the mention of his name. But then, they’re always angry, their undead state fueled by the bitterness and spite of the Skull-King’s genocidal attack.
Undead Minion: ?
Demonic Undead: ?
Shadowskin: ?
Skeletal Hands: ?
Undead Fodder: Through spells and innate magic, the Wintersouled can create and command new undead almost at will.
Intelligent Undead: ?
Low-Intelligence Undead: ?
Undead That Lack Free Will: ?
Undead Fanatical Dwarf: ?
Horrible Gaunt Ogre-Sized Undead: ?
Zombie-Like Undead Creature: ?
Huge Undead Worm: ?
20-Foot-Tall Undead Giant: ?
Huge Shadowy Bat-Like Undead: ?
Powerful Kind of Shadowy Undead: ?
Undying Creature: ?
Immortal Being: ?
Monstrous Creature: ?
Nonphysical Creature: ?
Being That Hates the Light of Day: ?
Bodak: A demon growing in one of the pods died upon “birth” and transformed into this creature.
The vats contain the remnants of what once were elves. These would have been transformed into Harrow elves, but they have been here far too long. They have instead turned into bodaks.
Bodak, Comatose Hairless Humanoid-Shaped Undead Creature: ?
Bodak, Comatose Hairless Humanoid-Shaped Undead Creature Tainted With Fiendish Energy: ?
Devourer, Ogre-Sized Undead Creature: ?
Ghast: ?
Ghost: ?
Ghost of the First Men: ?
The Last King, Ghost: ?
Tyrus Green, Ghost, Bitter Malevolent Spirit: Thirty-five years ago, a sailor named Tyrus Green, after winning a large bag of his shipmates’ coins in a game of Peg the Tom, was murdered by the angry sailors. His body, weighted down by his own sea chest tied to his neck, was dumped beneath Pier Five.
The ghost of Tyrus Green haunts the pier to this day. Sometimes he causes ships moored there to take on water or for someone on the pier to trip and fall into the drink. Occasionally—still thinking like a sailor—he boards a ship docked nearby and travels with it, causing all kinds of havoc until the vessel gets more than twenty leagues from Ptolus, at which point his spirit is dragged back to the location of his demise.
Gigantic Ghost: ?
Malevolent Ghost: ?
The Minstrel, Ghostly Minstrel, Spirit of a Dead Bard: ?
Parnell Alster, Human Ghost: Sheva’s closest friend is a ghost named Parnell Alster (male human ghost). Parnell was a companion of hers when she was an adventurer, and the two went on many missions together. Parnell died while they fought a dragon to gain the Crown of Ki-Lias and, due to a strange magical property of the crown, he could not be raised from the dead. Nor, however, could he proceed to the afterlife.
Ghost, Spirit: ?
Ethylassir, Ghost, Spirit, Ghost Mage: A naga leading an elite cadre of ogres, creatures of Ghul’s own sorcerous creation, discovered the castle and managed to enter it, which stabilized the place within the normal flow of time. Ethylassir, still alive, defended her home valiantly, but the breach had caught her unprepared. The evil creatures overcame her and she died, the last of her line.
Hungry Ghost, Dangerous Ghost: ?
Harmless Spook: ?
Lakimos, Lackie, The Beggar King, Ghost, Mysterious Figure: ?
Unruly Ghost: ?
Storamere, Black Dragon Ghost: ?
Ghost of an Artisan: ?
Ghost of a Dwarf: ?
Frana Amberfist, Dwarf Ghost: ?
Ghost of an Elder Elf: ?
Polemith, Ghost: The Dread One once had a human lieutenant named Polemith who spent all her time studying the dark side of music and sound. Her studies helped her master create such awful sound-manipulating creatures as cloakers and destrachans and loose them upon the world, but such creatures had only a fraction of Polemith’s powers. When the Dread One died, Polemith found herself trapped within Jabel Shammar. She died here, but her ghost remained to haunt the place.
The Dire Song: The Dread One once had a human lieutenant named Polemith who spent all her time studying the dark side of music and sound. Her studies helped her master create such awful sound-manipulating creatures as cloakers and destrachans and loose them upon the world, but such creatures had only a fraction of Polemith’s powers. When the Dread One died, Polemith found herself trapped within Jabel Shammar. She died here, but her ghost remained to haunt the place.
Over time, though, even the haunting subsided. With the passage of millennia, the ghost’s intellect eroded away, until all that was left of it was the haunting melody at its very core. This Dire Song is itself a thing of corruption and darkness, even though it no longer has an intelligence behind it.
Ghoul: The Forsaken value death and undeath more than life. These disgusting necrophiles, necrophages, and necrophiliacs worship dark gods and consort openly with undead and the Fallen. They headquarter their activities in a place called the Dark Reliquary in the Necropolis. Many become ghouls unintentionally by means of something they refer to as the Lovely Malison or the corpse kiss.
Those swallowed and slain [by the ghoulworm] become ghouls.
Any creature swallowed and killed [by the ghoulworm] becomes a ghoul.
The Lovely Malison, The Corpse Kiss disease.
Hungry Ghoul: ?
Aullik, Ghoul Sorcerer: ?
Ghoulworm, Guardian, Gargantuan Pale Grey Worm-Like Creature: ?
Kagrisos, Lich, Ghost-Lich, Powerful Ghost-Lich, Undead Chaos Worshipper, Evil Ghost-Lich: ?
Sokalahn, Lich, Half-Demon Lich: ?
Lich: ?
Aggah-Shan, Lich, Mysterious Figure, Powerful Lich: ?
Mohrg: A zombie-like undead creature that is the animated corpse of a mass murderer, with a long, grasping tongue.
Mohrg, Undead Skeleton With Visibly Writhing Intestines and a Prehensile Tongue: ?
Mummy Lord: ?
Mummy: ?
The Six Blasphemers, Mummy Lord: The Dread One created the Tower of Blasphemy to mock all things divine, and in particular all things holy. During his reign of terror, he captured powerful priests, used years of torture to coerce them to renounce their faith, and then slew them in painful ways. These priests he made into undead versions of themselves, infusing them with some of his own power in order to replicate some of the divine spellcasting abilities they wielded in life. These, the Six Blasphemers, he placed in the Temple of Impiety at the top of this tower.
The mummy lords here, known as the Six Blasphemers, were powerful clerics of their time, broken through torture and forced to renounce their gods. After they did, the Dread One killed them to reforge them in undeath.
Nightshade Nightcrawler, Undead Nightcrawler: ?
Nightshade Nightwalker, 20-Foot Tall Giant Made of Pure Darkness: ?
Nightshade Nightwing, Undead Nightwing: ?
Nightshade Nightwing, Huge Shadowy Bat-Like Undead: ?
Nightshade Nightwing, Huge Shadowy Bat-Like Undead, Undead Beast: ?
Shadow, Typical Shadow, Undead Shadow, Shadow of the Dead: ?
Greater Shadow: ?
Shadow Minion: A creature who immerses themselves entirely in the [Tenebrous p]it gains the ability to control their own shadow and, with practice, the shadows of other creatures, as well as undead shadows. Controlling one’s own shadow gives a character a shadow minion (identical to the undead monster, although creatures slain by it do not rise as shadows) as an ally, spy, and bodyguard.
To control someone else’s shadow or an undead shadow, a character must make the attempt at the start of their turn, and cannot use a bonus action or reaction until the start of their next turn (the character can attempt this once per day). The target can resist this control with a DC 18 Wisdom saving throw. On a success, the character permanently gains control of the shadow.
Bound Shadow Companion: ?
More Powerful Version of a Typical Shadow: ?
Shadow of the Dread One, The Dread One's Shadow: It’s worth noting that this is not a shadow in the undead sense, nor is it truly a ghost or wraith. It is but a tiny sliver of the soul essence of the Dread One—all that remains of him.
Shadowy Minion: ?
Skeleton: ?
Animated Skeleton: ?
Troll Skeleton: ?
Dwarf Skeleton: ?
Wraith-Like Specter: ?
Specter: ?
Vampire: Shigmaa Imbue With Undeath power.
Particularly Powerful Vampire: ?
Mighty Vampire Sorcerer: ?
Medre Allaconda, Vampire, Senior Vampire: ?
Menon Balacazar, Vampire: ?
Na'haras, Vampire of the Void, Vampire Powered by Necrotic Energy Rather Than Blood, Undead Protector, Void Vampire Bodyguard, Vampiric Bodyguard: Malkeen’s bodyguard is Na’haras, an ancient human recently brought back to life via an equally ancient, powerful, and evil spell to walk the earth as a “vampire of the void” (a vampire powered by necrotic energy rather than blood).
Na’haras was a deadly assassin in Kem more than two thousand years ago. Malkeen Balacazar received his remains as a gift from his father on his twentieth birthday and had him reconstituted as an undead protector.
Zachean, Dark Elf Vampire: In fact, Doraedian slew Zachean many decades ago, but dark elf sorcery brought him back as a vampire.
Hadrien Runihan, Vampire: Hadrien is a vampire, cursed with the affliction as the final retaliation of the ghost-lich Kagrisos against his father.
Bloodstarved, Masterless Vampire Spawn: ?
Covenant of Blood Vampire: ?
Lyrikka, Powerful Vampire, Human Vampire, Vampire Guardian: ?
Fellis, Powerful Vampire, Human Vampire, Vampire Guardian: ?
Vampire Spawn: ?
Kistron Naleblast, Human Vampire Spawn: ?
Karee, Covenant of the Blood Vampire, Harrow Elf Vampire: ?
Mighty Vampire: ?
Linele Cran, Unliving Thing, Undead Daughter, Spontaneously Generated Vampire: The player characters end up looking for a sunken ship that carried the coffin of Linech’s deceased daughter. The coffin holds more than just her corpse, however—it also contains a demon-possessed watch very valuable to Linech and the Balacazar family. When the PCs learn that the watch has caused Linech’s daughter to rise from the grave as an undead creature, returning her to her father suddenly becomes much more complicated.
Linele, Linech’s daughter, was on Sallachor Isle when it was attacked. She died in a fire started by a magic spell cast in her father’s house. Her body was on the ship that went down on its way back from Sallachor. The watch was hidden in her coffin.
The sahuagin brought Linele’s glass coffin to the central cave, where the evil presence in the pocketwatch caused the little girl to rise up as an undead creature.
A short time ago, after the sahuagin deposited the glass coffin here, the power of the demon-possessed watch fully animated Linele as an undead creature.
Linele hides in a cave northwest of the pool and the eel. She no longer needs to breathe, as she has become an unliving thing animated by the power of the demon-possessed watch.
Ylouil’s very presence carries a strong evil taint that can have varied effects on those exposed to the spirit over a period of time. These effects are up to the GM, but they always involve corruption of some kind—like turning an innocent young girl into an undead creature.
Alchestrin, Spellcasting Wight, Undead Mage: ?
Wight, Elite Undead Warrior, Undead Soldier: ?
Wight: ?
Wraith: Wintersouled Create Wraith power.
Quideth Minnisham, Undead Wraith, Undead Arcanist: If they go, the PCs learn that it was true, but that long ago the undead Alchestrin used the crystal to create an undead wraith of Quideth.
Wraith, Bodiless Undead Spirit: ?
Dread Wraith: The son of Lady Callindis and Lord Evanston, Nilliad, died very young. The lad’s nurse and the family butler were entombed here with him; both remain as dread wraiths.
Vengeful Wraith: ?
Dwarven Wraith: ?
Slivers of Ghul's Evil Essence: Where Ghul bled, slivers of his evil essence take the form of wraiths and attack all that lives.
Wraith Enslaved: Wintersouled Create Wraith power.
Zombie: [C]reatures killed by the [hellwasp] swarm become infested with hellwasps and rise as zombies under the control of the swarm.
Zombie Slave: ?
Local Zombie: ?
Zombie Worker: ?
Stitched Zombie: ?
Human Commoner Zombie: ?
Zombie Covered in Diseased Filth: ?
Zombie Bodyguard: ?
Wandering Zombie: ?
Create Wraith. The Wintersouled targets a humanoid within 10 feet of it that died violently and has been dead for no longer than one minute. The target’s spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. The wraith is under the Wintersouled’s control. The Wintersouled can have no more than ten enslaved wraiths at one time, but its Undead Dominance ability means that undead beyond this limit will still obey it to the best of their ability.
THUNDERSONG
Weapon (greataxe), legendary (requires attunement)
This weapon appears finely made but fairly unremarkable. It is a +3 greataxe that scores a critical hit on a roll of 19 or 20. It attempts to control any dwarf who touches it (no attunement required). If the dwarf dies while under the control of Thundersong, there is a 25 percent chance that they reanimate as a Servant of the Axe, an undead fanatical dwarf under the axe’s control. The axe is aware of everything its undead servants experience.
Sentience. The axe is a sentient chaotic neutral weapon with an Intelligence of 18, a Wisdom of 13, and a Charisma of 22. It can see, hear, and perceive with blindsense out to a range of 120 feet. It can speak and communicate telepathically.
Personality. The axe is selfish, controlling, and egotistical. Although it enjoys controlling dwarves, it hates all other species.
The Lovely Malison
The Lovely Malison, also known as the corpse kiss, is a supernatural disease contracted by eating the flesh of an undead creature or a corpse that has been corrupted in some other way. An intelligent creature dining on such flesh must succeed at a DC 17 Constitution save or become infected, taking 5 (1d10) necrotic damage each day and gaining 1d3 levels of exhaustion each day until it dies. The following night, the victim rises from the dead as an undead ghoul. The creature retains all its memories and, if it succeeds at a DC 20 Wisdom save, it may retain some or all of its other abilities (such as spellcasting or class abilities) as a ghoul. Many Forsaken undergo this transformation intentionally.
Imbue With Undeath. Once per day, animate a fallen foe as a vampire. The new vampire has a “death debt” to the shigmaa and cannot attack them for twenty-four hours, but thereafter can act as it wants. Most shigmaas use this ability sparingly because the vampire might challenge them in the future.
Pugmire Core Rulebook
Bone Bugs: Small, silver insects often infest bones scattered in the wilderness. Through strange magic, the bugs animate the skeletons and use them to attack any-one who disturbs their homes. The skeletons very rarely assemble or move like they did in life. For example, a skull might be where a leg should go or a ribcage might assemble as some kind of hideous wing. The skeletons also reconfigure themselves during combat into new, even stranger forms.
Leechtongue: Travelers tell of dogs possessed by the Unseen licking their paws on the side of the road.
Tormented Spirit: The spirits of the dead sometimes linger in the forgotten places of the world. It may be the ghost of an ancient dog hero, driven insane by its years of solitude. It may be a talking skull that babbles in unknown tongues. It may even be a long-lost servant of Man that has lost its way. For whatever reason, tormented spirits lurk in strange places, and can terrify and injure dogs that disturb their slumber.
Zombie, Walking Dead: Occasionally, the spirits of the dead can reclaim their original bodies. Also, minor demons of the Unseen can take over corpses and use them for their own purposes. Occasionally, some strange magic left behind by Man gets into the dead and animates them for bizarre and alien purposes.
Nefarious Necromancer Animate Dead power.
Tormented Spirit Ghost of an Ancient Dog Hero: ?
Tormented Spirit Talking Skull: ?
Monstrosity: ?
Zombie Cat: ?
Undead: ?
Undead Enemy: ?
Animate Dead: Once per combat, the necromancer reanimates the bodies of a number of dead characters equal to her Charisma bonus.
Leechtongue: Travelers tell of dogs possessed by the Unseen licking their paws on the side of the road.
Tormented Spirit: The spirits of the dead sometimes linger in the forgotten places of the world. It may be the ghost of an ancient dog hero, driven insane by its years of solitude. It may be a talking skull that babbles in unknown tongues. It may even be a long-lost servant of Man that has lost its way. For whatever reason, tormented spirits lurk in strange places, and can terrify and injure dogs that disturb their slumber.
Zombie, Walking Dead: Occasionally, the spirits of the dead can reclaim their original bodies. Also, minor demons of the Unseen can take over corpses and use them for their own purposes. Occasionally, some strange magic left behind by Man gets into the dead and animates them for bizarre and alien purposes.
Nefarious Necromancer Animate Dead power.
Tormented Spirit Ghost of an Ancient Dog Hero: ?
Tormented Spirit Talking Skull: ?
Monstrosity: ?
Zombie Cat: ?
Undead: ?
Undead Enemy: ?
Animate Dead: Once per combat, the necromancer reanimates the bodies of a number of dead characters equal to her Charisma bonus.
Arcana of the Ancients
Cypherwight: The remains have lately stirred to animation, empowered not by necromancy, but by incorporation of cyphers thanks to Umeli’s inspiration.
“Down below, beneath the necropolis, at the heart of the petrified forest, aiding the Singing Monolith. She seeks the power of the Ancients. Her magic, fused with the cyphers of the Ancients, animated wights from the remains in the necropolis. These cypherwights seek to further the ends of the Singing Monolith, but we have contained them. Still, they grow stronger and more numerous all the time.”
“Slay Umeli of the Nine Hands. She wears an amulet that animates the cypherwights. Crush it. Bring back the wizard’s head, and Safeguard is sure to grant you a great reward.”
Cypherwights have much in common with regular wights, including an attack that drains life. All of them also have a cypher fused into their flesh, sometimes replacing an eye, other times protruding from their chests, the back of their heads, crawling or flying along behind them, or even acting like a weird halo. This incorporation is the work of Umeli bending the power of the Singing Monolith to her will.
If goblin sleepwalkers abducted any Caracara Fair attendees who won cyphers during a goblin attack, these figures represent half of them (the others are in room 13). Each has been forcefully fitted with a cypher by Umeli, using a combination of magic and aid of the devices in these rooms. She is working on making more cypherwights, but ones with knowledge of the current world rather than a world several hundred years out of date like those randomly animated in the necropolis have.
Amulet of Cypherwights: An amulet of finger bones clutched around a small device hangs around Umeli’s neck. This amulet is what keeps animating new cypherwights. If destroyed (AC 14, 20 hit points), all active cypherwights fall back into their original remains, leaving a cypher behind in the dust.
Undead: ?
Creature Composed of Inorganic or Nonliving Matter: ?
Undead Cyborg: ?
Illarian, Ghost, Fractured Ghost, Ghostly King, Restless Spirit, Faint Outline of a Man: When Illarian—a long-forgotten wizard-king of great power—was buried, his servants interred his body in a grand tomb built to his specifications. There he remained . . . for a few weeks. Soon thereafter, his enemies killed the servants, raided the tomb, and stole his body. They were afraid, records indicate, that he would return from the dead. They gave his remains to a gang of wererats, paying the creatures well to secret the remains away in a dark, inaccessible place only they would know of, and only they could reach. Surprisingly, the wererats did as they promised. They knew of an all-but unreachable chamber with smooth blue walls of unknown provenance, deep below the earth.
And there Illarian remained . . . for untold centuries. The ghost of the wizard-king found this existence intolerable, but ventured through a strange doorway in an ancient machine to find a completely different location beyond positioned within the night sky itself. Part of him longed for his old life and position, but part of him wanted to go into the stars. This conflict drove him a bit mad, fracturing his personality into two ghosts.
Illarian, Ghost, Fractured Ghost, Ghostly King, Restless Spirit, Faint Outline of a Man, Mad Ghost Fragment: When Illarian—a long-forgotten wizard-king of great power—was buried, his servants interred his body in a grand tomb built to his specifications. There he remained . . . for a few weeks. Soon thereafter, his enemies killed the servants, raided the tomb, and stole his body. They were afraid, records indicate, that he would return from the dead. They gave his remains to a gang of wererats, paying the creatures well to secret the remains away in a dark, inaccessible place only they would know of, and only they could reach. Surprisingly, the wererats did as they promised. They knew of an all-but unreachable chamber with smooth blue walls of unknown provenance, deep below the earth.
And there Illarian remained . . . for untold centuries. The ghost of the wizard-king found this existence intolerable, but ventured through a strange doorway in an ancient machine to find a completely different location beyond positioned within the night sky itself. Part of him longed for his old life and position, but part of him wanted to go into the stars. This conflict drove him a bit mad, fracturing his personality into two ghosts.
Illarian, Wraith, Fractured Ghost, Ghostly King, Restless Spirit, Faint Outline of a Man: When Illarian—a long-forgotten wizard-king of great power—was buried, his servants interred his body in a grand tomb built to his specifications. There he remained . . . for a few weeks. Soon thereafter, his enemies killed the servants, raided the tomb, and stole his body. They were afraid, records indicate, that he would return from the dead. They gave his remains to a gang of wererats, paying the creatures well to secret the remains away in a dark, inaccessible place only they would know of, and only they could reach. Surprisingly, the wererats did as they promised. They knew of an all-but unreachable chamber with smooth blue walls of unknown provenance, deep below the earth.
And there Illarian remained . . . for untold centuries. The ghost of the wizard-king found this existence intolerable, but ventured through a strange doorway in an ancient machine to find a completely different location beyond positioned within the night sky itself. Part of him longed for his old life and position, but part of him wanted to go into the stars. This conflict drove him a bit mad, fracturing his personality into two ghosts.
Illarian, Wraith, Fractured Ghost, Ghostly King, Restless Spirit, Faint Outline of a Man, Mad Ghost Fragment: When Illarian—a long-forgotten wizard-king of great power—was buried, his servants interred his body in a grand tomb built to his specifications. There he remained . . . for a few weeks. Soon thereafter, his enemies killed the servants, raided the tomb, and stole his body. They were afraid, records indicate, that he would return from the dead. They gave his remains to a gang of wererats, paying the creatures well to secret the remains away in a dark, inaccessible place only they would know of, and only they could reach. Surprisingly, the wererats did as they promised. They knew of an all-but unreachable chamber with smooth blue walls of unknown provenance, deep below the earth.
And there Illarian remained . . . for untold centuries. The ghost of the wizard-king found this existence intolerable, but ventured through a strange doorway in an ancient machine to find a completely different location beyond positioned within the night sky itself. Part of him longed for his old life and position, but part of him wanted to go into the stars. This conflict drove him a bit mad, fracturing his personality into two ghosts.
Normal Ghost: ?
Ghoul: ?
Lich: ?
Powerful Monster: ?
Mummy: ?
Revenant: ?
Skeletal Madman: ?
Skeleton, Skeletal Figure: ?
Vampire: ?
Animated Remains: ?
Active Cypherwight: ?
Cypherwight, Humanoid Figure: If goblin sleepwalkers abducted any Caracara Fair attendees who won cyphers during a goblin attack, these figures represent half of them (the others are in room 13). Each has been forcefully fitted with a cypher by Umeli, using a combination of magic and aid of the devices in these rooms. She is working on making more cypherwights, but ones with knowledge of the current world rather than a world several hundred years out of date like those randomly animated in the necropolis have.
Newly-Risen Cypherwight: ?
Wight, Regular Wight: ?
Gesnik, Elven-Faced Will-o'-Wisp: This creature is a will-o’-wisp, the remnants of the soul of Aldrazor’s brother, Gesnik, who was tortured and killed in a magical ritual instead of being turned into a drider.
Zombie: ?
“Down below, beneath the necropolis, at the heart of the petrified forest, aiding the Singing Monolith. She seeks the power of the Ancients. Her magic, fused with the cyphers of the Ancients, animated wights from the remains in the necropolis. These cypherwights seek to further the ends of the Singing Monolith, but we have contained them. Still, they grow stronger and more numerous all the time.”
“Slay Umeli of the Nine Hands. She wears an amulet that animates the cypherwights. Crush it. Bring back the wizard’s head, and Safeguard is sure to grant you a great reward.”
Cypherwights have much in common with regular wights, including an attack that drains life. All of them also have a cypher fused into their flesh, sometimes replacing an eye, other times protruding from their chests, the back of their heads, crawling or flying along behind them, or even acting like a weird halo. This incorporation is the work of Umeli bending the power of the Singing Monolith to her will.
If goblin sleepwalkers abducted any Caracara Fair attendees who won cyphers during a goblin attack, these figures represent half of them (the others are in room 13). Each has been forcefully fitted with a cypher by Umeli, using a combination of magic and aid of the devices in these rooms. She is working on making more cypherwights, but ones with knowledge of the current world rather than a world several hundred years out of date like those randomly animated in the necropolis have.
Amulet of Cypherwights: An amulet of finger bones clutched around a small device hangs around Umeli’s neck. This amulet is what keeps animating new cypherwights. If destroyed (AC 14, 20 hit points), all active cypherwights fall back into their original remains, leaving a cypher behind in the dust.
Undead: ?
Creature Composed of Inorganic or Nonliving Matter: ?
Undead Cyborg: ?
Illarian, Ghost, Fractured Ghost, Ghostly King, Restless Spirit, Faint Outline of a Man: When Illarian—a long-forgotten wizard-king of great power—was buried, his servants interred his body in a grand tomb built to his specifications. There he remained . . . for a few weeks. Soon thereafter, his enemies killed the servants, raided the tomb, and stole his body. They were afraid, records indicate, that he would return from the dead. They gave his remains to a gang of wererats, paying the creatures well to secret the remains away in a dark, inaccessible place only they would know of, and only they could reach. Surprisingly, the wererats did as they promised. They knew of an all-but unreachable chamber with smooth blue walls of unknown provenance, deep below the earth.
And there Illarian remained . . . for untold centuries. The ghost of the wizard-king found this existence intolerable, but ventured through a strange doorway in an ancient machine to find a completely different location beyond positioned within the night sky itself. Part of him longed for his old life and position, but part of him wanted to go into the stars. This conflict drove him a bit mad, fracturing his personality into two ghosts.
Illarian, Ghost, Fractured Ghost, Ghostly King, Restless Spirit, Faint Outline of a Man, Mad Ghost Fragment: When Illarian—a long-forgotten wizard-king of great power—was buried, his servants interred his body in a grand tomb built to his specifications. There he remained . . . for a few weeks. Soon thereafter, his enemies killed the servants, raided the tomb, and stole his body. They were afraid, records indicate, that he would return from the dead. They gave his remains to a gang of wererats, paying the creatures well to secret the remains away in a dark, inaccessible place only they would know of, and only they could reach. Surprisingly, the wererats did as they promised. They knew of an all-but unreachable chamber with smooth blue walls of unknown provenance, deep below the earth.
And there Illarian remained . . . for untold centuries. The ghost of the wizard-king found this existence intolerable, but ventured through a strange doorway in an ancient machine to find a completely different location beyond positioned within the night sky itself. Part of him longed for his old life and position, but part of him wanted to go into the stars. This conflict drove him a bit mad, fracturing his personality into two ghosts.
Illarian, Wraith, Fractured Ghost, Ghostly King, Restless Spirit, Faint Outline of a Man: When Illarian—a long-forgotten wizard-king of great power—was buried, his servants interred his body in a grand tomb built to his specifications. There he remained . . . for a few weeks. Soon thereafter, his enemies killed the servants, raided the tomb, and stole his body. They were afraid, records indicate, that he would return from the dead. They gave his remains to a gang of wererats, paying the creatures well to secret the remains away in a dark, inaccessible place only they would know of, and only they could reach. Surprisingly, the wererats did as they promised. They knew of an all-but unreachable chamber with smooth blue walls of unknown provenance, deep below the earth.
And there Illarian remained . . . for untold centuries. The ghost of the wizard-king found this existence intolerable, but ventured through a strange doorway in an ancient machine to find a completely different location beyond positioned within the night sky itself. Part of him longed for his old life and position, but part of him wanted to go into the stars. This conflict drove him a bit mad, fracturing his personality into two ghosts.
Illarian, Wraith, Fractured Ghost, Ghostly King, Restless Spirit, Faint Outline of a Man, Mad Ghost Fragment: When Illarian—a long-forgotten wizard-king of great power—was buried, his servants interred his body in a grand tomb built to his specifications. There he remained . . . for a few weeks. Soon thereafter, his enemies killed the servants, raided the tomb, and stole his body. They were afraid, records indicate, that he would return from the dead. They gave his remains to a gang of wererats, paying the creatures well to secret the remains away in a dark, inaccessible place only they would know of, and only they could reach. Surprisingly, the wererats did as they promised. They knew of an all-but unreachable chamber with smooth blue walls of unknown provenance, deep below the earth.
And there Illarian remained . . . for untold centuries. The ghost of the wizard-king found this existence intolerable, but ventured through a strange doorway in an ancient machine to find a completely different location beyond positioned within the night sky itself. Part of him longed for his old life and position, but part of him wanted to go into the stars. This conflict drove him a bit mad, fracturing his personality into two ghosts.
Normal Ghost: ?
Ghoul: ?
Lich: ?
Powerful Monster: ?
Mummy: ?
Revenant: ?
Skeletal Madman: ?
Skeleton, Skeletal Figure: ?
Vampire: ?
Animated Remains: ?
Active Cypherwight: ?
Cypherwight, Humanoid Figure: If goblin sleepwalkers abducted any Caracara Fair attendees who won cyphers during a goblin attack, these figures represent half of them (the others are in room 13). Each has been forcefully fitted with a cypher by Umeli, using a combination of magic and aid of the devices in these rooms. She is working on making more cypherwights, but ones with knowledge of the current world rather than a world several hundred years out of date like those randomly animated in the necropolis have.
Newly-Risen Cypherwight: ?
Wight, Regular Wight: ?
Gesnik, Elven-Faced Will-o'-Wisp: This creature is a will-o’-wisp, the remnants of the soul of Aldrazor’s brother, Gesnik, who was tortured and killed in a magical ritual instead of being turned into a drider.
Zombie: ?
Quests of Doom Volume 1 (5e)
Bone Guardian: ?
Skeletal Red Dragon: ?
Stone Giant Zombie: ?
Bloodtooth, The Great Bloodtooth, The Mighty Bloodtooth, Very Large Crocodile With Glowing Red Eyes: ?
Undead, Undead Creature: These are the quarters of Chandylbor, the apprentice cloud giant necromancer. His room is not nearly as spacious as his master’s but, like Bregucar, he spends much of his time in the animation area preparing new undead.
Animated Undead: ?
Undead Giant: ?
Undead Threat: ?
Undead Dragon: ?
Undead Enemy: ?
Undead Minion: ?
Non-Corporeal Undead, Noncorporeal Undead: As a further insult, Set turned many of Mi’Tang’s most loyal disciples into non-corporeal undead.
Undead Form of Black Pudding: ?
Flameskull: ?
Dark Figure: ?
Ghost: ?
Rall, Ghoul: Rall was richly rewarded for his treachery; Suey slit his throat and practiced his power by raising Rall as a ghoul and then locking him inside the cooper’s house and workshop.
Jo'Mena, Ghoul, Pitiful Ghoul: Jo’Mena was a spoiled chieftain’s son of the Bu’ulamin tribe. His mother was a half-hag. Jo’Mena had a penchant for taking things that were not his. He thought fit to sneak into the ruin and find the secret entrance to the Underguild’s infamous sewers. That was 10 years ago. Finding the fountain above the sewer entrance, he flipped the switch and descended the staircase, entering the room of swirling archways. Entering the swirling yellow archway, he found himself face to face with Go’Loke, who offered him a game of chance: the pile of treasure he had collected from 180 years of dead adventurers wagered against Jo’Mena’s soul. Of course Jo’Mena bet his soul and lost, being transformed almost instantly into the pitiful ghoul that he is today.
Eshtartha, Lich: Unfortunately, sealed inside this sarcophagus is Eshtartha, a lich and former advisor and lover of C’nosretep. He wanted her to join him in eternity as a vampire, but she defied him and instead transformed herself into a lich to increase her power as a spellcaster.
Eshtartha was imprisoned so quickly that she never had time to fully develop her power as a lich. Because of this, her spells top out at 6th level and she can’t take legendary actions.
Mummy: ?
Asari, Mummy Lord: With Arden’s destruction, his following waned. Yet the preserved relics—elements of his divine being—prevented Arden’s foes from overcoming his temples. What the relics could not prevent was the treachery of Asari, a high priest of Arden at the temple where the globe was stored. Asari grew jealous and bitter over his loss of personal power, which followed the destruction of his deity. With his spell powers failing and followers dwindling, he entertained the overtures of the frog-god Tsathogga, who promised to restore Asari’s earthly power. As his final act of betrayal, Asari stole the globe of Arden from the temple’s inner sanctuary and fled before the other priests detected his treachery. He delivered the globe to the demon-priests who took the relic and hid it in a foreign and unpopulated land—a remote island, legends say—in a structure designed to hide the globe from Arden and his followers. Rumors suggest that the demon-priests of Tsathogga, a god of water and darkness, fashioned the complex’s entrance to mock Arden, a god of air and light. Legends also caution that Asari, the fallen priest, received great rewards from the gods of evil: renewed earthly power and the gift of unlife.
The priest is Asari, the fallen high priest of Arden who long ago stole the globe of Arden and delivered it to the priests of Tsathogga. Tsathogga rewarded Asari’s treachery with eternal life as a mummy lord, making him a consort to Dendorandra, the dark daughter.
Shadow: ?
Skeletal Red Dragon, Skeletal Dragon, Skeletal Form of a Dragon, Great Skeletal Beast: ?
Skeletal Red Dragon Improved Version, Skeletal Dragon Improved Version: Each has been modified by the necromancer giant to possess a breath weapon of razor-sharp bone shards with which to decimate foes.
Humongus Skeletal Arms, Large Skeletal Arms: Skeletal Arm Trap trap.
Pummeling Arm: Skeletal Arm Trap trap.
Grappling Arm: Skeletal Arm Trap trap.
Skeletal Snake, Animated Snake: Skeletal Snake Trap trap.
Horrid Form: ?
Two-Headed Three-Armed Skeletal Creature With Eyes That Burn With an Unholy Black-Blue Light: ?
Great Bony Wyrm: ?
Specter: [A]s an action, [the wraith] can reanimate a creature slain within 1 minute, within 10 ft. as a specter.
Summoned Specter, Undead Spirit: ?
Hungry Spirit: ?
C'nosretep, The Champion of Set, The Iron Fist of Set, Vampire: ?
Vampire, Standard Vampire: ?
Vampire Spawn: The Fountain of Blood.
Vampire Minion: ?
Giant Vampiric Constrictor Snake: ?
Vampiric Rogue: ?
Vampiric Opponent: ?
Vampiric Crocodile: ?
Jandillar the Safecracker, Vampire Spawn: ?
Memze the Lame, Vampire Spawn: ?
F'huge Kneebreaker, Vampire Spawn, Vampiric Ogre, Hulking Brute: ?
Hethel, The Acolyte of Thanatos, Vampire Spawn, Hate-Filled Servant of Ykthool, Servant of the Fountains of Blood: ?
Syther Cross, Vampire: ?
Manco Money-Tongue, Halfling Vampire Spawn: ?
Free-Willed Vampire: ?
Weak Vampire: ?
Hotchka, Medusa Vampire: This area chamber is the lair of Hotchka, a medusa whom Sangre transformed to the unliving nearly a hundred years ago.
Cainbry, Vampire Spawn: ?
Phryc the Unloved, Vampire Spawn: ?
Vampiric Ooze: This is vampiric ooze, an undead form of black pudding formed by evil rituals that involve pouring a vampire’s blood poured into the creature.
Horror: ?
Ykthool, Standard Vampire With Spellcasting Ability, Vampire Priest: ?
Guild Vampire: ?
Sangre, The Hand of Death, Vampire, Vampiric Guildmaster: ?
Wight: ?
Wraith: It is guarded by 4 wraiths—former monks killed by C’nosretep.
The Cie Tzu, Wraith: Once the burial place of all members of the House of the Monkey, this chamber now houses the Cie Tzu, a former master now become a wraith. This room has been influenced by powerful evil forces, and Cie Tzu enjoys the benefits of a permanent protection from good spell.
Giant Zombie: The cloud giants banded together to work an act of black magic and blasphemous ritual. First, they scoured the jagged mountains for the hidden burying grounds of their giant kin and great wyrms, prying the yellowed bones of dead titans from the earth and carting them back to their high peaks. The Stormbreakers called upon a long-forgotten ritual to tear the top from a mountain, transforming it into a floating island adrift on the winds. The collected bones were then used to build a mighty citadel on the broken peak, formed into a gleaming structure the giant necromancers dubbed “the Ossuary.” This magical holdfast would serve as their engine of vengeance against the encroaching wave of mankind.
The Stormbreakers stocked the floating keep with the supplies their campaign required: rotting corpses of giants and dragons plundered from the secret cemeteries; reagents and concoctions of darkest magic; and as many of their blasphemous kin as the Ossuary would hold. They then departed from the mountains, drifting down over the lands of mankind with hatred in their eyes.
The first villages had no inkling of the doom that awaited them. As the residents went about their business, the sun was suddenly blocked out by the floating Ossuary. The villagers watched in horror as giant zombies, the animated remains of the bodies unearthed in the graveyards, were dropped down upon their settlement, where they destroyed buildings and murdered the inhabitants.
The two robed giants are Bregucar and his apprentice, Chandylbor, cloud giant necromancers and scholars of the funeral arts. It is their duty to produce the giant zombie “bombs.” They are preparing another specimen now.
Animated Remains: ?
Stone Giant Zombie, Walking Rotted Corpse of a Dead Giant, Massive Zombie: ?
Animated Dead: ?
Fire Giant Zombie, Animated Fire Giant: Before animation, the fire giant corpse was cut open and its body was stuffed with containers of alchemist’s fire. The intent is to create a zombie that explodes into flames upon impact, spreading fire as it shambles through a settlement. By using a fire giant corpse, the necromancers hope to prolong its “lifespan” and increase the destruction it causes.
Zombie That Explodes Into Flames Upon Impact: ?
Zombie: The zombies were sent by the goblin shaman. Creating the zombies was a lot of effort for the shaman, and he must rest for several weeks afterward.
Rotting Corpse of a Giant: ?
Failing to speak the word “gulgrotha” (the Giant word for boneyard) before entering the archway causes a pair of humungous skeletal arms to emerge from the surrounding walls of the corridor and attack the intruder.
Skeletal Arm Trap: Can be detected with a successful DC 20 Int (Investigation) check, and disarmed with thief’s tools and a successful DC 20 Dex check. If triggered, two Large skeletal arms emerge from the walls and attack each round. One arm grapples and the other arm pummels; the pummeling arm always targets a creature that is grappled by the other arm, if possible. Both arms are AC 8, and they have 50 hit points each. They are immune to piercing damage but vulnerable to bludgeoning damage. They automatically fail saving throws.
Pummeling Arm: +5 to hit (reach 20 ft.; one creature). Hit: 2d10 + 5 bludgeoning damage. A creature grappled by the grappling arm is hit automatically by this attack.
Grappling Arm: +6 Str check vs. target’s Str (Athletics) or Dex (Acrobatics) check (reach 20 ft.; one creature). Success: target is grappled.
Failing to speak the word “tromuldah” (the Giant word for decay) before entering the archway causes the skeletal snake to animate and strike at intruders.
Skeletal Snake Trap: Can be detected with a successful DC 20 Int (Investigation) and disarmed with thief’s tools a successful DC 20 Dex check. If triggered, a skeletal snake animates and attacks. The animated snake is AC 11 and has 60 hit points. It is vulnerable to bludgeoning damage and automatically fails saving throws.
Skeletal Snake Bite: +8 to hit (reach 20 ft.; one creature). Hit: 1d10 + 8 piercing damage and the target must make a successful DC 14 Con saving throw or take 2d6 poison damage.
The Fountain of Blood
This 6-foot-wide stone bowl filled with blood dominating the back wall of the chamber emanates a powerful magical aura. The bowl detects as evil and magical. If characters use detect magic, they learn that it radiates strong conjuration and necromancy magic. Searching the bowl reveals an ancient script. A DC 15 Int (History) check (or comprehend languages) translates the following words.
“Through the blood of ancients the passage revealed, darkened path of nightmares wield.”
Entering the fountain instantly teleports individuals to Area 15. All individuals passing through the fountain must make a successful DC 14 Con saving throw or be transformed instantly into a vampire spawn!
Paladins or clerics of lawful good alignment who pass through the pool of blood without first casting bless on the fountain or on themselves suffer a –2 penalty to all attack rolls, saving throws, and ability checks for the duration of their stay within the Sewers of the Underguild.
Skeletal Red Dragon: ?
Stone Giant Zombie: ?
Bloodtooth, The Great Bloodtooth, The Mighty Bloodtooth, Very Large Crocodile With Glowing Red Eyes: ?
Undead, Undead Creature: These are the quarters of Chandylbor, the apprentice cloud giant necromancer. His room is not nearly as spacious as his master’s but, like Bregucar, he spends much of his time in the animation area preparing new undead.
Animated Undead: ?
Undead Giant: ?
Undead Threat: ?
Undead Dragon: ?
Undead Enemy: ?
Undead Minion: ?
Non-Corporeal Undead, Noncorporeal Undead: As a further insult, Set turned many of Mi’Tang’s most loyal disciples into non-corporeal undead.
Undead Form of Black Pudding: ?
Flameskull: ?
Dark Figure: ?
Ghost: ?
Rall, Ghoul: Rall was richly rewarded for his treachery; Suey slit his throat and practiced his power by raising Rall as a ghoul and then locking him inside the cooper’s house and workshop.
Jo'Mena, Ghoul, Pitiful Ghoul: Jo’Mena was a spoiled chieftain’s son of the Bu’ulamin tribe. His mother was a half-hag. Jo’Mena had a penchant for taking things that were not his. He thought fit to sneak into the ruin and find the secret entrance to the Underguild’s infamous sewers. That was 10 years ago. Finding the fountain above the sewer entrance, he flipped the switch and descended the staircase, entering the room of swirling archways. Entering the swirling yellow archway, he found himself face to face with Go’Loke, who offered him a game of chance: the pile of treasure he had collected from 180 years of dead adventurers wagered against Jo’Mena’s soul. Of course Jo’Mena bet his soul and lost, being transformed almost instantly into the pitiful ghoul that he is today.
Eshtartha, Lich: Unfortunately, sealed inside this sarcophagus is Eshtartha, a lich and former advisor and lover of C’nosretep. He wanted her to join him in eternity as a vampire, but she defied him and instead transformed herself into a lich to increase her power as a spellcaster.
Eshtartha was imprisoned so quickly that she never had time to fully develop her power as a lich. Because of this, her spells top out at 6th level and she can’t take legendary actions.
Mummy: ?
Asari, Mummy Lord: With Arden’s destruction, his following waned. Yet the preserved relics—elements of his divine being—prevented Arden’s foes from overcoming his temples. What the relics could not prevent was the treachery of Asari, a high priest of Arden at the temple where the globe was stored. Asari grew jealous and bitter over his loss of personal power, which followed the destruction of his deity. With his spell powers failing and followers dwindling, he entertained the overtures of the frog-god Tsathogga, who promised to restore Asari’s earthly power. As his final act of betrayal, Asari stole the globe of Arden from the temple’s inner sanctuary and fled before the other priests detected his treachery. He delivered the globe to the demon-priests who took the relic and hid it in a foreign and unpopulated land—a remote island, legends say—in a structure designed to hide the globe from Arden and his followers. Rumors suggest that the demon-priests of Tsathogga, a god of water and darkness, fashioned the complex’s entrance to mock Arden, a god of air and light. Legends also caution that Asari, the fallen priest, received great rewards from the gods of evil: renewed earthly power and the gift of unlife.
The priest is Asari, the fallen high priest of Arden who long ago stole the globe of Arden and delivered it to the priests of Tsathogga. Tsathogga rewarded Asari’s treachery with eternal life as a mummy lord, making him a consort to Dendorandra, the dark daughter.
Shadow: ?
Skeletal Red Dragon, Skeletal Dragon, Skeletal Form of a Dragon, Great Skeletal Beast: ?
Skeletal Red Dragon Improved Version, Skeletal Dragon Improved Version: Each has been modified by the necromancer giant to possess a breath weapon of razor-sharp bone shards with which to decimate foes.
Humongus Skeletal Arms, Large Skeletal Arms: Skeletal Arm Trap trap.
Pummeling Arm: Skeletal Arm Trap trap.
Grappling Arm: Skeletal Arm Trap trap.
Skeletal Snake, Animated Snake: Skeletal Snake Trap trap.
Horrid Form: ?
Two-Headed Three-Armed Skeletal Creature With Eyes That Burn With an Unholy Black-Blue Light: ?
Great Bony Wyrm: ?
Specter: [A]s an action, [the wraith] can reanimate a creature slain within 1 minute, within 10 ft. as a specter.
Summoned Specter, Undead Spirit: ?
Hungry Spirit: ?
C'nosretep, The Champion of Set, The Iron Fist of Set, Vampire: ?
Vampire, Standard Vampire: ?
Vampire Spawn: The Fountain of Blood.
Vampire Minion: ?
Giant Vampiric Constrictor Snake: ?
Vampiric Rogue: ?
Vampiric Opponent: ?
Vampiric Crocodile: ?
Jandillar the Safecracker, Vampire Spawn: ?
Memze the Lame, Vampire Spawn: ?
F'huge Kneebreaker, Vampire Spawn, Vampiric Ogre, Hulking Brute: ?
Hethel, The Acolyte of Thanatos, Vampire Spawn, Hate-Filled Servant of Ykthool, Servant of the Fountains of Blood: ?
Syther Cross, Vampire: ?
Manco Money-Tongue, Halfling Vampire Spawn: ?
Free-Willed Vampire: ?
Weak Vampire: ?
Hotchka, Medusa Vampire: This area chamber is the lair of Hotchka, a medusa whom Sangre transformed to the unliving nearly a hundred years ago.
Cainbry, Vampire Spawn: ?
Phryc the Unloved, Vampire Spawn: ?
Vampiric Ooze: This is vampiric ooze, an undead form of black pudding formed by evil rituals that involve pouring a vampire’s blood poured into the creature.
Horror: ?
Ykthool, Standard Vampire With Spellcasting Ability, Vampire Priest: ?
Guild Vampire: ?
Sangre, The Hand of Death, Vampire, Vampiric Guildmaster: ?
Wight: ?
Wraith: It is guarded by 4 wraiths—former monks killed by C’nosretep.
The Cie Tzu, Wraith: Once the burial place of all members of the House of the Monkey, this chamber now houses the Cie Tzu, a former master now become a wraith. This room has been influenced by powerful evil forces, and Cie Tzu enjoys the benefits of a permanent protection from good spell.
Giant Zombie: The cloud giants banded together to work an act of black magic and blasphemous ritual. First, they scoured the jagged mountains for the hidden burying grounds of their giant kin and great wyrms, prying the yellowed bones of dead titans from the earth and carting them back to their high peaks. The Stormbreakers called upon a long-forgotten ritual to tear the top from a mountain, transforming it into a floating island adrift on the winds. The collected bones were then used to build a mighty citadel on the broken peak, formed into a gleaming structure the giant necromancers dubbed “the Ossuary.” This magical holdfast would serve as their engine of vengeance against the encroaching wave of mankind.
The Stormbreakers stocked the floating keep with the supplies their campaign required: rotting corpses of giants and dragons plundered from the secret cemeteries; reagents and concoctions of darkest magic; and as many of their blasphemous kin as the Ossuary would hold. They then departed from the mountains, drifting down over the lands of mankind with hatred in their eyes.
The first villages had no inkling of the doom that awaited them. As the residents went about their business, the sun was suddenly blocked out by the floating Ossuary. The villagers watched in horror as giant zombies, the animated remains of the bodies unearthed in the graveyards, were dropped down upon their settlement, where they destroyed buildings and murdered the inhabitants.
The two robed giants are Bregucar and his apprentice, Chandylbor, cloud giant necromancers and scholars of the funeral arts. It is their duty to produce the giant zombie “bombs.” They are preparing another specimen now.
Animated Remains: ?
Stone Giant Zombie, Walking Rotted Corpse of a Dead Giant, Massive Zombie: ?
Animated Dead: ?
Fire Giant Zombie, Animated Fire Giant: Before animation, the fire giant corpse was cut open and its body was stuffed with containers of alchemist’s fire. The intent is to create a zombie that explodes into flames upon impact, spreading fire as it shambles through a settlement. By using a fire giant corpse, the necromancers hope to prolong its “lifespan” and increase the destruction it causes.
Zombie That Explodes Into Flames Upon Impact: ?
Zombie: The zombies were sent by the goblin shaman. Creating the zombies was a lot of effort for the shaman, and he must rest for several weeks afterward.
Rotting Corpse of a Giant: ?
Failing to speak the word “gulgrotha” (the Giant word for boneyard) before entering the archway causes a pair of humungous skeletal arms to emerge from the surrounding walls of the corridor and attack the intruder.
Skeletal Arm Trap: Can be detected with a successful DC 20 Int (Investigation) check, and disarmed with thief’s tools and a successful DC 20 Dex check. If triggered, two Large skeletal arms emerge from the walls and attack each round. One arm grapples and the other arm pummels; the pummeling arm always targets a creature that is grappled by the other arm, if possible. Both arms are AC 8, and they have 50 hit points each. They are immune to piercing damage but vulnerable to bludgeoning damage. They automatically fail saving throws.
Pummeling Arm: +5 to hit (reach 20 ft.; one creature). Hit: 2d10 + 5 bludgeoning damage. A creature grappled by the grappling arm is hit automatically by this attack.
Grappling Arm: +6 Str check vs. target’s Str (Athletics) or Dex (Acrobatics) check (reach 20 ft.; one creature). Success: target is grappled.
Failing to speak the word “tromuldah” (the Giant word for decay) before entering the archway causes the skeletal snake to animate and strike at intruders.
Skeletal Snake Trap: Can be detected with a successful DC 20 Int (Investigation) and disarmed with thief’s tools a successful DC 20 Dex check. If triggered, a skeletal snake animates and attacks. The animated snake is AC 11 and has 60 hit points. It is vulnerable to bludgeoning damage and automatically fails saving throws.
Skeletal Snake Bite: +8 to hit (reach 20 ft.; one creature). Hit: 1d10 + 8 piercing damage and the target must make a successful DC 14 Con saving throw or take 2d6 poison damage.
The Fountain of Blood
This 6-foot-wide stone bowl filled with blood dominating the back wall of the chamber emanates a powerful magical aura. The bowl detects as evil and magical. If characters use detect magic, they learn that it radiates strong conjuration and necromancy magic. Searching the bowl reveals an ancient script. A DC 15 Int (History) check (or comprehend languages) translates the following words.
“Through the blood of ancients the passage revealed, darkened path of nightmares wield.”
Entering the fountain instantly teleports individuals to Area 15. All individuals passing through the fountain must make a successful DC 14 Con saving throw or be transformed instantly into a vampire spawn!
Paladins or clerics of lawful good alignment who pass through the pool of blood without first casting bless on the fountain or on themselves suffer a –2 penalty to all attack rolls, saving throws, and ability checks for the duration of their stay within the Sewers of the Underguild.
Quests of Doom Volume 2 (5e)
Ghost, Ghostly Form, Ghostly Dragon, Ghost of a Slain Dragon, Ghostly Creature: ?
Gold Dragon Ghost: Greedy dwarves killed the gold dragon.
Silver Dragon Ghost: The silver dragon died under the swords and arrows of orcs.
Bronze Dragon Gost: The bronze dragon died in a cave-in while excavating part of its lair.
Copper Dragon Ghost: The copper dragon was killed by a band of stone giants in a faraway land.
White Dragon Ghost: The white dragon felled by the shafts of elven arrows.
Black Dragon Ghost: The black dragon was killed in its swamp home by lizardfolk.
Green Dragon Ghost: A goblin war band surprised this dragon in its lair and overpowered it. It now hates goblins and wants revenge.
Red Dragon Ghost: The red dragon died under the claws of a blue dragon centuries ago—the same blue dragon living nearby in the mountains.
Blue Dragon Ghost: ?
Shadow Dragon Ghost: There aren’t many shadow dragons in the world, but there are more in the Shadowfell. This one was summoned to the Material Plane by a witch who enslaved it. The shadow dragon served the enchantress for almost a century before finally escaping from her control. Unfortunately, the witch pursued it on a roc. She caught up to the young dragon a month later and slew it out of spite.
Brass Dragon Ghost: The brass ghost dragon was slain by gnomes.
Weak Dragon Ghost: ?
Shadow: The woodsman and his now-dead companion were refugees fleeing the Darkening by traveling down the Fehlween River when they encountered a shadow king (see “New Monsters”). They took to the shore to try to escape the creature, but it killed one of them and is set on slaying the other.
Creatures: The shadow king concentrates its attacks on the woodman, killing him in two rounds unless destroyed or driven off. It then attacks the adventurers, if they intervene.
If the woodman survives the fight, he thanks the party and can provide any information listed under “Gathering Information” above, as well as directions to the various places of interest (see Namjan Forest map). He has no desire to join the party and only wishes to escape. He insists on burying his dead companion, unaware that the body will rise as a shadow in 1d4 hours. Unless gentle repose is cast on the corpse, it crawls from its grave as a newborn shadow, and the woodsman later becomes its first victim. If the woodsman dies from the shadow king’s attack and gentle repose is not cast on the bodies, the two newly-spawned shadows track down the party and attack after dark on the adventurers’ first night inside the forest (treat as an automatic nighttime random encounter).
Most of the two score residents of Stillwater died from shadow’s infection, but a half-dozen emerged from the blight as servant of the Darkening. Six shadows lurk along the gloomy edges of town, striking anyone who enters the village from ambush.
Shadow King: If a non-evil living creature dies from [the strength penalty from a shadow king's claw] effect, a new shadow king rises from its corpse 1d6 hours later.
If a non-evil living creature dies from the strength penalty from [a darkling oak's shadow coil] effect, a new shadow king emerges from the shadow pool 1d6 hours later.
If a non-evil living creature dies from the strength penalty from a shadow pool's devouring shadow effect, a new shadow king emerges from the shadow pool 1d6 hours later.
If a non-evil living creature dies from this [darkling oak's shadow coil] effect, a new shadow king rises from its corpse 1d6 hours later.
If a non-evil living creature dies from this [shadow pool's devouring Shadow] effect, a new shadow king emerges from the shadow pool 1d6 hours later.
Shadow, Flickering Shadow: ?
Shadow Creature: ?
Shadowy Occupant: ?
Large Humanoid Shadow: ?
Athransma the Merciful, Lich, Powerful Lich, Mighty Lich: When age began to wear upon Athransma prepared the proper phylacteries and performed the powerful rituals, transforming into a mighty lich.
Powerful Lich: ?
Undead: ?
Gold Dragon Ghost: Greedy dwarves killed the gold dragon.
Silver Dragon Ghost: The silver dragon died under the swords and arrows of orcs.
Bronze Dragon Gost: The bronze dragon died in a cave-in while excavating part of its lair.
Copper Dragon Ghost: The copper dragon was killed by a band of stone giants in a faraway land.
White Dragon Ghost: The white dragon felled by the shafts of elven arrows.
Black Dragon Ghost: The black dragon was killed in its swamp home by lizardfolk.
Green Dragon Ghost: A goblin war band surprised this dragon in its lair and overpowered it. It now hates goblins and wants revenge.
Red Dragon Ghost: The red dragon died under the claws of a blue dragon centuries ago—the same blue dragon living nearby in the mountains.
Blue Dragon Ghost: ?
Shadow Dragon Ghost: There aren’t many shadow dragons in the world, but there are more in the Shadowfell. This one was summoned to the Material Plane by a witch who enslaved it. The shadow dragon served the enchantress for almost a century before finally escaping from her control. Unfortunately, the witch pursued it on a roc. She caught up to the young dragon a month later and slew it out of spite.
Brass Dragon Ghost: The brass ghost dragon was slain by gnomes.
Weak Dragon Ghost: ?
Shadow: The woodsman and his now-dead companion were refugees fleeing the Darkening by traveling down the Fehlween River when they encountered a shadow king (see “New Monsters”). They took to the shore to try to escape the creature, but it killed one of them and is set on slaying the other.
Creatures: The shadow king concentrates its attacks on the woodman, killing him in two rounds unless destroyed or driven off. It then attacks the adventurers, if they intervene.
If the woodman survives the fight, he thanks the party and can provide any information listed under “Gathering Information” above, as well as directions to the various places of interest (see Namjan Forest map). He has no desire to join the party and only wishes to escape. He insists on burying his dead companion, unaware that the body will rise as a shadow in 1d4 hours. Unless gentle repose is cast on the corpse, it crawls from its grave as a newborn shadow, and the woodsman later becomes its first victim. If the woodsman dies from the shadow king’s attack and gentle repose is not cast on the bodies, the two newly-spawned shadows track down the party and attack after dark on the adventurers’ first night inside the forest (treat as an automatic nighttime random encounter).
Most of the two score residents of Stillwater died from shadow’s infection, but a half-dozen emerged from the blight as servant of the Darkening. Six shadows lurk along the gloomy edges of town, striking anyone who enters the village from ambush.
Shadow King: If a non-evil living creature dies from [the strength penalty from a shadow king's claw] effect, a new shadow king rises from its corpse 1d6 hours later.
If a non-evil living creature dies from the strength penalty from [a darkling oak's shadow coil] effect, a new shadow king emerges from the shadow pool 1d6 hours later.
If a non-evil living creature dies from the strength penalty from a shadow pool's devouring shadow effect, a new shadow king emerges from the shadow pool 1d6 hours later.
If a non-evil living creature dies from this [darkling oak's shadow coil] effect, a new shadow king rises from its corpse 1d6 hours later.
If a non-evil living creature dies from this [shadow pool's devouring Shadow] effect, a new shadow king emerges from the shadow pool 1d6 hours later.
Shadow, Flickering Shadow: ?
Shadow Creature: ?
Shadowy Occupant: ?
Large Humanoid Shadow: ?
Athransma the Merciful, Lich, Powerful Lich, Mighty Lich: When age began to wear upon Athransma prepared the proper phylacteries and performed the powerful rituals, transforming into a mighty lich.
Powerful Lich: ?
Undead: ?
Quests of Doom 2
Allip, Undead Creature Composed of Boiling Madness and Dark Screams: ?
Sipe, Allip: One of the more distinguished inmates of the Black Ward was a man called Sipe. He was brought in by the Royal Guard, having been convicted of the despicable crime of impersonating nobility yet judged not guilty by reason of insanity. In his lunacy, he claimed to be the Lord-Governor of Keston himself (a lord-governor prior to the current Lord Cormien). Sipe insisted upon that claim over the many years he was held in the Black Ward, but obviously no one gave him any credence.
Sadly, he actually was the Lord-Governor of Keston. Through various underhanded deeds and political obfuscations, he’d been replaced by a doppelganger. Sipe, in his claims to be the governor, was completely sane and in his right mind…for awhile. The years of imprisonment, the screams and babblings of the insane, the bizarre experiments and mind games performed upon him by the suspicious Osterklieg, and the special torturous “throne” that Osterklieg had fashioned for him finally drove him over the edge and into the waiting arms of madness. When the ward was abandoned, the lord-governor—still confined to his chair—found a way to slit his own wrists, spilling his blue blood onto the common floor.
In his death the lord-governor became an allip, a creature of boiling darkness and mad screams.
Bleeding Horror: The insane spirits of the Black Ward have infested this evil man, bending his wicked will to their own and creating a bleeding horror. The bones are those of former inmates of the ward, gathered here to focus their deranged power.
Foul Undead: ?
Sunken Corpse Covered in and Continuosly Dripping With Thick Red Blood: ?
Demonic Remnant: There might somewhere be other demonic remnants similar to Arumvel, but each of them would have a different story, for the cause of Arumvel’s condition was a unique set of circumstances and events.
Arumvel the Wicked, Demonic Remnant: There might somewhere be other demonic remnants similar to Arumvel, but each of them would have a different story, for the cause of Arumvel’s condition was a unique set of circumstances and events. First, the imprisonment of a powerful demon; second, the fateful curiosity of Arumvel the novice priest, who disobeyed the strictest instructions not to touch the green jar in which the demon had been cached. When Arumvel unintentionally set free the demon, Vuod’s power literally burned parts of Arumvel’s body into ash, although the tortured vessel that had been Arumvel survived, living beyond the time when Vuod the demon abandoned the captured shell and returned to the infinite hells that spawned him.
This room is the Court of Arumvel the Wicked, the pathetic but extremely powerful remnant of Arumvel’s body after it was possessed and then discarded by Vuod the Putrefactor.
For centuries the ashes of Vuod were kept safe by the priests of the Temple, until the unforeseen day when one of the priests, the acolyte Arumvel, became so curious about the forbidden jar on the pedestal in the Temple that he decided it could do no harm to at least touch it. The moment Arumvel reached out his hand and made contact with the demon’s prison, the ashes of Vuod the Putrefactor exploded outward and coated Arumvel’s body, destroying most of his soul and taking complete possession of the too-curious priest. With Arumvel possessed by the demon, the other priests were taken by surprise and either killed or enslaved to Arumvel’s will. A few of the Temple servants managed to leave warnings before they died, but the bloody events of the Temple’s desecration left no survivors. After the carnage, Vuod the Putrefactor escaped from the material plane, leaving Arumvel behind – still alive, but with his body and soul horridly warped. Slowly, the wilderness has encroached into the area where the Elder Temple once held it at bay.
For over two hundred years after the slaughter at the Elder Temple, Arumvel the Wicked remained quiet, resting and regaining his strength. Now, with his assembled minions and the strength of centuries, he has finally turned his eye upon the lands beyond his lair.
Ghoul Monkey: Ghoul monkeys are cunning, undead monkeys that often appear in jungle areas where there is great residue of evil and chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath.
Cunning Undead Monkey: ?
Undead: ?
Undead Remains: ?
Extremely Powerful Undead Being: ?
Ghast, Normal Ghast: ?
Shank Brother, Ghast: Three ghasts, formerly known as the Shank Brothers, lurk within this black sphere. The Brothers Shank were scum in life—thugs who preyed on any travelers they could ambush in the wilds of Keston and beyond. One winter five decades ago during a fierce blizzard, they became snowed-in and trapped in a trading station high in the Eirtun Pass. As the weeks wore on and supplies ran out, they stalked and slew the families that ran the trading post, feasting on their bodies. With each new victim and each new meal, the brothers found themselves changing, gaining ferocious strength and unnatural health. When the spring thaw came, they came down from the pass with a newfound hunger for human flesh.
Tomb Guardian, Ghostly Figure: ?
Being: ?
Ghost: ?
Lacedon, Aquatic Ghoul: ?
Ghoul, Human Type Ghoul: ?
Creature: ?
Skeleton Fossil: Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon.
Skeleton, Normal Skeleton: ?
Guardian Skeleton: The sarcophagi in this room all contain normal (not animated) skeletons. If the party attempts to loot this tomb, under the very eyes of the Tomb Guardian, the guardian will raise its arms and each of the skeletons in the sarcophagi will rise as extremely powerful undead beings.
Variant Skeleton: ?
Will-o'-Wisp, Highly Dangerous Will-o'-Wisp: ?
Wraith: The king will give up his sword, but if the body is molested enough to remove the chainmail, then the king’s spirit will return to wreak his vengeance as a wraith.
Zombie: ?
Enchanted Zombie, Powerfully Enchanted Zombie: ?
Sipe, Allip: One of the more distinguished inmates of the Black Ward was a man called Sipe. He was brought in by the Royal Guard, having been convicted of the despicable crime of impersonating nobility yet judged not guilty by reason of insanity. In his lunacy, he claimed to be the Lord-Governor of Keston himself (a lord-governor prior to the current Lord Cormien). Sipe insisted upon that claim over the many years he was held in the Black Ward, but obviously no one gave him any credence.
Sadly, he actually was the Lord-Governor of Keston. Through various underhanded deeds and political obfuscations, he’d been replaced by a doppelganger. Sipe, in his claims to be the governor, was completely sane and in his right mind…for awhile. The years of imprisonment, the screams and babblings of the insane, the bizarre experiments and mind games performed upon him by the suspicious Osterklieg, and the special torturous “throne” that Osterklieg had fashioned for him finally drove him over the edge and into the waiting arms of madness. When the ward was abandoned, the lord-governor—still confined to his chair—found a way to slit his own wrists, spilling his blue blood onto the common floor.
In his death the lord-governor became an allip, a creature of boiling darkness and mad screams.
Bleeding Horror: The insane spirits of the Black Ward have infested this evil man, bending his wicked will to their own and creating a bleeding horror. The bones are those of former inmates of the ward, gathered here to focus their deranged power.
Foul Undead: ?
Sunken Corpse Covered in and Continuosly Dripping With Thick Red Blood: ?
Demonic Remnant: There might somewhere be other demonic remnants similar to Arumvel, but each of them would have a different story, for the cause of Arumvel’s condition was a unique set of circumstances and events.
Arumvel the Wicked, Demonic Remnant: There might somewhere be other demonic remnants similar to Arumvel, but each of them would have a different story, for the cause of Arumvel’s condition was a unique set of circumstances and events. First, the imprisonment of a powerful demon; second, the fateful curiosity of Arumvel the novice priest, who disobeyed the strictest instructions not to touch the green jar in which the demon had been cached. When Arumvel unintentionally set free the demon, Vuod’s power literally burned parts of Arumvel’s body into ash, although the tortured vessel that had been Arumvel survived, living beyond the time when Vuod the demon abandoned the captured shell and returned to the infinite hells that spawned him.
This room is the Court of Arumvel the Wicked, the pathetic but extremely powerful remnant of Arumvel’s body after it was possessed and then discarded by Vuod the Putrefactor.
For centuries the ashes of Vuod were kept safe by the priests of the Temple, until the unforeseen day when one of the priests, the acolyte Arumvel, became so curious about the forbidden jar on the pedestal in the Temple that he decided it could do no harm to at least touch it. The moment Arumvel reached out his hand and made contact with the demon’s prison, the ashes of Vuod the Putrefactor exploded outward and coated Arumvel’s body, destroying most of his soul and taking complete possession of the too-curious priest. With Arumvel possessed by the demon, the other priests were taken by surprise and either killed or enslaved to Arumvel’s will. A few of the Temple servants managed to leave warnings before they died, but the bloody events of the Temple’s desecration left no survivors. After the carnage, Vuod the Putrefactor escaped from the material plane, leaving Arumvel behind – still alive, but with his body and soul horridly warped. Slowly, the wilderness has encroached into the area where the Elder Temple once held it at bay.
For over two hundred years after the slaughter at the Elder Temple, Arumvel the Wicked remained quiet, resting and regaining his strength. Now, with his assembled minions and the strength of centuries, he has finally turned his eye upon the lands beyond his lair.
Ghoul Monkey: Ghoul monkeys are cunning, undead monkeys that often appear in jungle areas where there is great residue of evil and chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath.
Cunning Undead Monkey: ?
Undead: ?
Undead Remains: ?
Extremely Powerful Undead Being: ?
Ghast, Normal Ghast: ?
Shank Brother, Ghast: Three ghasts, formerly known as the Shank Brothers, lurk within this black sphere. The Brothers Shank were scum in life—thugs who preyed on any travelers they could ambush in the wilds of Keston and beyond. One winter five decades ago during a fierce blizzard, they became snowed-in and trapped in a trading station high in the Eirtun Pass. As the weeks wore on and supplies ran out, they stalked and slew the families that ran the trading post, feasting on their bodies. With each new victim and each new meal, the brothers found themselves changing, gaining ferocious strength and unnatural health. When the spring thaw came, they came down from the pass with a newfound hunger for human flesh.
Tomb Guardian, Ghostly Figure: ?
Being: ?
Ghost: ?
Lacedon, Aquatic Ghoul: ?
Ghoul, Human Type Ghoul: ?
Creature: ?
Skeleton Fossil: Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon.
Skeleton, Normal Skeleton: ?
Guardian Skeleton: The sarcophagi in this room all contain normal (not animated) skeletons. If the party attempts to loot this tomb, under the very eyes of the Tomb Guardian, the guardian will raise its arms and each of the skeletons in the sarcophagi will rise as extremely powerful undead beings.
Variant Skeleton: ?
Will-o'-Wisp, Highly Dangerous Will-o'-Wisp: ?
Wraith: The king will give up his sword, but if the body is molested enough to remove the chainmail, then the king’s spirit will return to wreak his vengeance as a wraith.
Zombie: ?
Enchanted Zombie, Powerfully Enchanted Zombie: ?
Quests of Doom 3
Bog Mummy: When a corpse preserved by swamp mud is imbued with necrotic energy, it rises as a bog mummy.
Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a lesser restoration is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works).
The hateful bog mummy aspires to create more minions to serve her; therefore she slams her victims to the precipice of death so that they rise as bog mummies under her command.
Drauger, Draugr, Reanimated Remains of a Sailor Who Drowned at Sea in Regions That Are Cursed or Haunted by Evil Spirits: Draugr are the reanimated remains of sailors who drowned at sea in regions that are cursed or haunted by evil spirits.
Shadow Rat Swarm: A shadow rat swarm is simply a massive number of shadow rats that have clustered or banded together for survival or food.
Spectre, Full-Fledged Free-Willed Spectre, Hateful Undead Remnants of a Murdered or Evil Human Whose Anger is So Great That They Cannot Enter the Afterlife, Typical Spectre: Spectres are the hateful undead remnants of murdered or evil humans whose anger is so great that they cannot enter the afterlife.
Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged, free-willed spectres.
Spectre Spawn, Lesser Spectre: Any humanoids slain by a spectre become spectres themselves in 1d4 rounds.
Any living creature touched by a spectre must make a DC15 Con save. On a failure, the target’s maximum hit points are reduced by an amount equal to the damage that its touch inflicted. The reduction lasts until the target takes a long rest. A target reduced to 0 maximum hit points in this fashion becomes a spectre spawn.
[H]umanoids slain by spectre become lesser spectres in 1d4 rounds, under spectre’s command.
Devourer: Any living creature that comes in direct physical contact with the watery star has its Con score reduced by 1d4 and immediately becomes insane. There is no saving throw to resist these effects. Whenever the watery star reduces an arcane spellcaster’s Con score to 0, the creature’s psyche is pulled into the extradimensional space, while its body rises as a devourer.
El-Aurens: Natural dangers claim their fair share of desert travelers every year. The bodies of most victims are forever lost beneath the dunes, but some emerge from their graves and resume their appointed tasks. These shambling cadavers are known as el-aurens. They are typically found in groups, leading sages to conclude that they once belonged to an expedition force or an exploration group.
Juju Zombie Desert Giant: Juju zombies are the undead remains of creatures slain by necrotic magic such as vampiric touch, blight and finger of death. They are emaciated creatures with gnarled grey skin, possessed by hatred of the living.
Allip, Spirit of a Mortal Cursed With Madness Who Has Taken Their Own Life: Allip are the spirits of mortals cursed with madness who have taken their own lives.
In his deranged state, Tiblu never accepted the servants as his equals. He confined them to their quarters and, in time, each took his or her own life as they sank into despair and eventual insanity. These unfortunate souls now haunt their former homes as undead spirits.
Demiurge, Undead Spirit of an Evil Human Returned From the Grave With a Wrathful Vengeance Against All Living Creatures: The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain. The demiurge is very territorial, usually haunting an area of up to three square miles surrounding its place of death.
Dullahan: Dullahans are soul-reaping creatures created by powerful fiends from the cruelest generals, the most savage warlords and other fearsome military leaders.
Attic Whisperer, Risen Spirit of a Lonely Neglected or Abused Child: An attic whisperer is the risen spirit of a lonely, neglected or abused child. It manifests from the discarded clothing, toys and other detritus from the child’s life. Initially headless, attic whisperers seek out the skulls of small animals as heads. Attic whisperers haunt the places where they perished, and are typically found in old houses, slums, workhouses, orphanages and similar dreary and tragic places. Sometimes such creatures lie dormant for years, but can be reawakened by the coming of new children, whose innocence kindles the sad spirit’s longing for companionship.
Dire Rat Zombie: In the absence of fresh meat, the dire rats that frightened Lakta back into her hiding space underwent the transition from life to undeath becoming 12 dire rat zombies.
Ghul, Jann Who Displeased Their Lord Ahriman and Were Cursed With Undeath: Ghuls are jann who displeased their lord Ahriman and were cursed with undeath.
Poltergeist: A poltergeist is an angry spirit that is unable to leave the site of its death. This may be due to unfinished tasks, great tragedy, or because its resting place has been desecrated — if, for example a home or other structure is unknowingly built atop a grave or similar sacred site.
Nawalapuura, Bog Mummy, Malevolent Bog Mummy, Hateful Bog Mummy, Ghastly Corpse, Undead Monstrosity: Meanwhile, Chasshagra’s lionweres grow frustrated with the villagers’ lack of cooperation and the need to suppress their inherent murderous instincts. No one knew where to find their quarry, or at least that is what they told the lionweres posing as three strangers. The situation reached its boiling point during a particularly tense encounter with an elderly farmer and his grandniece. Conversation devolved into an argument, and the disagreement then escalated into violence. The lionweres slew both family members. As an unintended consequence, the murders loosened the villagers’ tongues. To further improve their surreptitious ruse, the lionweres committed additional murders in their lion form and claimed that they were also game hunters seeking Game Over’s assistance in ridding the village of these man-eating beasts. In addition to creating the desired effects among the villagers, the lionweres’ murderous deeds inadvertently stirred an ancient evil from her slumber. Sensing the presence of residual magic from her long-forgotten tome, the slumbering Nawalapuura rose from the banks of the Pesha River as a bog mummy where she stalked the El-Rauf Farm on the village’s outskirts in search of live bodies to swell the ranks of her minions.
The lionweres’ killings stir King of Beasts’ former owner, Nawalapuura, from her watery grave along the banks of the Pesha River. She rises from the muck as a malevolent bog mummy and infects Mesut Azaz, a local farmhand from the El-Rauf Farm with her evil curse.
The lionweres slay another victim on the grounds of the El-Rouf Farm. The evil deed stirs the corpse of their former master, Nawalapuura, a bog mummy buried along the banks of the Pesha River.
The lionweres’ killings stir King of Beasts’ former owner, Nawalapuura, from her watery grave along the banks of the Pesha River. She rises from the muck as a malevolent bog mummy and infects Mesut Azaz, a local farmhand from the El-Rauf Farm with her evil curse.
Draugr, Draugr Minion: The force of her will and the corruption of her soul were so great that four unfortunate men that drowned countless ages ago also rose from the mire as 4 draugrs.
Undead Rat That Can Assume An Incorporeal Form: ?
Shadow Rat: ?
Shadow Rat Swarm, Undead Vermin: ?
Shadow Rat, Clever Undead Rodent: ?
Yeshua, Spectre, Restless Spirit, Translucent Spectre, Angry Spectre: An argument ensued, and the lionweres morphed into their hybrid form and killed Yeshua and Shadara.
Thozzaggard, Devourer, Undead Monstrosity, Ungodly Abomination, Monstrous Devourer, Undead Abomination, Monster, Intelligent Creature, 10-Foot Tall Withered Corpse: This time, the wily sorcerer would not escape the god particle’s grasp. Madness overcame him shortly before the alien substance sucked the last vestiges of life from him and hurled his ravaged soul into the void beyond reality. What later rose where his corpse now lay was an undead monstrosity that longed to spread its curse to every living creature.
The plan initially worked until Thozzaggard arrived and foolishly teleported to the other side. Like Ahmad, the bizarre mineral captivated his imagination and poisoned his mind. In time, the watery star’s extradimensional properties and his own madness got the better of him transforming him into the undead abomination on the other side of the door.
Countless millennia ago, Thozzaggard also found the watery star; however he succumbed to its power and became an undead abomination.
This time, the wily sorcerer would not escape the god particle’s grasp. Madness overcame him shortly before the alien substance sucked the last vestiges of life from him and hurled his ravaged soul into the void beyond reality. What later rose where his corpse now lay was an undead monstrosity that longed to spread its curse to every living creature.
The plan initially worked until Thozzaggard arrived and foolishly teleported to the other side. Like Ahmad, the bizarre mineral captivated his imagination and poisoned his mind. In time, the watery star’s extradimensional properties and his own madness got the better of him transforming him into the undead abomination on the other side of the door.
Ahmad, Devourer: Hopefully, the PCs realize that they must stop Ahmad at all costs and by any means necessary to prevent a devastating cataclysm. This may include subduing him, incapacitating him, grappling him or if all else fails killing him. If the PCs opt for the last option, the watery star consumes Ahmad’s psyche, and his body rises as a devourer 1d4+1 rounds later.
Shambling Cadaver: ?
El-Aurens, Living Dead, Undead Wanderer, Undead Explorer: These intrepid beings devoted themselves to a life of discovery and exploration in the harshest climate possible. Sadly, somewhere along the way, the very sands that they loved claimed their broken bodies as their own. However, their devotion to duty and their quest for knowledge were so strong, that they rose from their dusty graves and resumed their life’s work albeit as members of the living dead.
For the last twelve years, the exploratory society known as the Brotherhood of the Desert has been crisscrossing its way across the Maighib Desert. For the better part of their first decade, they did so in their human form; however for the last few years, they have done so as undead wanderers.
Boran Ahombra, El-Aurens, Living Dead, Undead Wanderer, Undead Explorer: These intrepid beings devoted themselves to a life of discovery and exploration in the harshest climate possible. Sadly, somewhere along the way, the very sands that they loved claimed their broken bodies as their own. However, their devotion to duty and their quest for knowledge were so strong, that they rose from their dusty graves and resumed their life’s work albeit as members of the living dead.
For the last twelve years, the exploratory society known as the Brotherhood of the Desert has been crisscrossing its way across the Maighib Desert. For the better part of their first decade, they did so in their human form; however for the last few years, they have done so as undead wanderers.
Creature: ?
Juju Zombie: Juju zombies are the undead remains of creatures slain by necrotic magic such as vampiric touch, blight and finger of death.
Emaciated Creature With Gnarled Grey Skin Possessed by Hatred of the Living: ?
Fazzellon, Juju Zombie Desert Giant, Incredibly Powerful Giant: After his destruction at Eyegouger’s claws, Fazzellon rose from death as a juju zombie desert giant.
Shana, Allip, Insane Undead: On that fateful day a century ago, Shana came to this remote field to hang herself from the only tree she knew of in the area. The presumably inanimate tree had other plans. Much to Shana’s horror, she soon discovered that the mighty plant was in fact a hangman tree — a carnivorous plant that devours any creature that wanders too close to it. The monstrous plant strangled Shana to death, a fate she intended to inflict upon herself. Unlike the hangman tree’s other unwitting victims, Shana wanted to die that day, and her death caused her spirit to transform into an allip that still haunts the field to this very day.
Allip, Spiteful Creature, Hateful Being, Undead Spirit, Vengeful Monstrosity, Incorporeal Creature, Cunning Creature: ?
Elapay, Demiurge, Angry Spirit, Wrathful Humanoid Spirit With a Sunken Nose Hollow Eye Sockets and Semitransparent Flesh, Spiteful Monster, Malevolent Spirit: During his short life, the enigmatic Elapay gladly laid down his life for others he barely knew in the heat of battle, yet as soon as he stepped off the killing fields, the curmudgeon would not even acknowledge his fellow man’s existence. Elapay fulfilled his lifelong ambition to die in a blaze of glory a few, short days ago, and no one noticed. The surly warrior lived alone and no one claimed his belongings or has even set foot in his tipi. Though Elapay lived out his dream, his angry spirit remains in the only place he felt comfortable — his tipi.
The misanthropic Elapay’s death transformed him into a demiurge. The spiteful monster obsesses over the only things that brought him joy — the thrill of battle and his possessions.
Soul-Reaping Creature: ?
Canotay, Dullahan, Headless Horseman, Vengeful Dullahan: Avarice and cruelty found a home in Canotay’s evil heart, and his brutality gained him many enemies. After three years of bloody savagery, Canotay’s earthly reign of terror came to a gruesome end. A coalition of neighboring communities and Canotay’s own people proved too much for the tyrant to resist. It took a dozen wounds to fell the fearsome warrior and free the village from his tyrannical reign, but Kimitah’s liberation was short-lived.
The Lords of Hell saw fit to once again unleash Canotay upon this world in his new incarnation — as a headless horseman atop a black steed.
Sad Spirit: ?
Lonely Attic Whisperer, Neglected Undead Creature: ?
Dire Rat Zombie, Ravenous Creature: In the absence of fresh meat, the dire rats that frightened Lakta back into her hiding space underwent the transition from life to undeath becoming 12 dire rat zombies.
Ghul, Undead Abomination, Bitter Creature: ?
Angry Spirit: ?
Poltergeist, Undead Spirit, Ghostly Abomination, Restless Apparition, Being: It is haunted by 4 poltergeists that are the undead spirits of those rare individuals that nearly discovered the house’s concealed basement and inner workings.
Ghostly Skeletal Form: ?
Undead Abomination: Chasshagra returned to Chass searching for an ancient magical book given to him centuries earlier by a hermetic Omaruri high priestess named Nawalapuura. While she walked the earth, the benevolent sphinx avoided the wicked cleric whenever possible because of her reputation for worshipping the Omaruri’s dark earth mother, Owomarari. Rumors persisted that she animated corpses into undead abominations and summoned sinister beasts to her aid during her evil rituals.
Undead Minion: ?
Undead: ?
Red Jester, Bizarre Undead, Strange Creature: ?
Incorporeal Undead Creature: ?
Undead Servant: ?
Lesser Undead: ?
Arcuri, Demonic Knight, Deadly Bloodthirsty Death Knight: The warrior-king Del’Mashon, a worshipper of the demon god Tsathogga, devoted himself to acquiring ancient relics to further his god’s power. In his fervor, Del’Mashon ordered holy relics of other temples brought to him, and demanded that all priests and worshippers of “unworthy” gods be slain. Del’Mashon’s three daughters, secret converts to Arden, an ancient god of the sun, led a small number of Arden’s faithful away from their father’s executioners to safety, guiding them out of the city through secret escape routes known only to the royal family. Their plan was to find a group of Arden’s faithful in a temple built deep within a narrow jungle-filled canyon. When Del’Mashon discovered this betrayal, he ordered the fleeing worshippers, including his daughters, put to the sword. Arden’s temple was burned, and riders were dispatched to hunt down and slaughter the escaping worshippers.
Arden’s faithful suffered many casualties on the arduous journey, leading many to despair and question their faith. But even through their hardships, the sun god directed his faithful to safety through dreams and visions. Following these dreams, Arden’s faithful discovered a series of jungle-filled canyons that eventually led to a door fused with an iron-streaked rock wall. The door opened into a forgotten vault dedicated to Arden. The priests hid, nourished through create food and water spells that created fruits and vegetables and fresh water, and uplifted with ancient texts praising their god. For a while the worshippers thought themselves safe, but it wasn’t long before the thunderous rumblings of horses reverberated through the canyon walls. The riders had found the faithful.
The faithful were put to a final test as the riders galloped closer. Many fell to their knees weeping, while others prayed for Arden’s mercy. Arden heard their cries, and hid the door behind illusions. The riders thundered past, riding down the long canyon in search of prey that cowered nearby.
Arcuri, the eldest daughter of Del’Mashon, could not believe the riders would be allowed to pass without some sort of vengeance being exacted. Her anger splintered the faithful, causing many to turn away from the woman whose heart was so overflowing with anger. Some say Tsathogga took advantage of her ire, promising her power to destroy her enemies — if she sacrificed those in the vault with her. Arcuri fought the malevolent urgings, but her desire to destroy the riders led to her doom. When the rumbling of the riders returning shook the canyon walls, she gave in to the whispered voices urging her to evil. Giving in to the offered temptations, Arcuri allowed Tsathogga’s dark forces to infuse her with demonic power. She was her father’s daughter after all.
Ghast: ?
Ghost: ?
Ghost of a Penitent Miser, Remorseful Spirit, Resident Spirit: ?
Ceruth, Ghost, Outraged Ghost, Spirit: The zither player is named Ceruth, a beggar that solicited donations by playing his zither during Iljanna’s decline. After death, the bitter musician refused to depart and became a ghost cursed to forever haunt the dollhouse.
Kuulagu, Ghost, Angry Spirit, Vengeful Ghost: A week before Cama Obuto’s lieutenants slew him, the cagey general murdered one of his male students in the boys’ dormitory. His victim, Kuulagu, realized that something was amiss with the academy and told Cama that he was going to leave and tell others. With no one else around, Cama flew into a rage and strangled Kuulagu. Yet even death could not quell the young man’s determination. Unable to find eternal peace, his spirit endured.
The transformation to undeath turned the otherwise good-natured Kuulagu into a vengeful ghost with one mission — to rid the world of Cama Obuto forever.
If asked about its death, the ghost admits that Cama Obuto killed him in the dormitory because he threatened to expose him as a fraud.
Ghoul: ?
Nika Tal'Shazar, Mummy Priestess of Hel Cleric 9: The coffin to the right is the resting place of Nika tal’ Shazar, a mummy priestess of Hel whose mummified body has been altered by the sulfur springs.
Normal Mummy: ?
Crystal Biltumur, Revenant, Frightful Monstrosity, Undead Abomination, Undead Horror, Hateful Undead Creature, Corpse of an Attractive Young Woman With Long Brown Hair and Lifeless Black Eyes, Menace: When young lovers are forever separated, one turns to a dark power for vengeance, and the other rises from the netherworld as a frightful monstrosity.
Sukh stammered for the right words, but Crystal spoke first. He heard nothing of what she said except for one word — pregnant. The thought of his unmarried daughter giving birth to an illegitimate child was bad enough, let alone a half-orc monstrosity. Sukh lost his mind. In an irrational fit of rage, he drew his blade and plunged it into his daughter’s abdomen in a subconscious effort to remove what he perceived to be the scandalous byproduct of an unholy union.
Rivers of blood poured from Crystal’s body as she collapsed, whispered “I love him,” and died.
Meanwhile, Sukh waited for news of Crystal’s murder to reach Ubuka. When it did and the eyewitnesses reported Stolen Tongue at the murder scene and made no mention of him, Sukh immediately blamed the orcs for Crystal’s murder and demanded Ubuka retaliate. He hastily buried his daughter’s body to conceal any evidence that might implicate him, but the dead girl refused to rest in peace. That night, hatred stirred her and her unborn child from eternal slumber, and she rose from the grave as a revenant.
Last evening, the town’s mayor, Sukh Biltumur, murdered his daughter, Crystal, and blamed the crime on his daughter’s clandestine lover, Stolen Tongue, the chieftain of a neighboring tribe of orcs. To conceal any evidence of the crime, Sukh hastily buried her body a few hours later in the outlying cemetery.
Love is a powerful emotion. The desire to spend an entire lifetime with one person can sometimes be so great that it transcends death. Crystal defied her father’s wishes to spend every available moment with her beloved Stolen Tongue. Even the grave’s cold embrace could not douse the fire of true passion. Yet, love wrongly denied has a will all its own. After her hasty burial, Crystal’s unrequited soul defied the power of death and assumed a new existence as an undead horror bent on fulfilling her lifelong desire to be with the only love of her life — Stolen Tongue — regardless of the price.
Skeleton: ?
Skeleton, Standard Undead Automaton, Undead Minion: ?
Specter: Cama Obuto buried his countless victims in this mass grave concealed beneath a few inches of loose stones and hardened earth. Still, an inspection of the floor reveals a stray bone or the crown of a small, humanoid skull protruding through the surface. Most of the corpses rest in peace, but a ragtag handful of undead refuses to depart this world so easily.
Cama Obuto, Spectral Wight, Wicked Resident, Malevolent Spirit, Wicked Apparition, Vile Malingering Spirit, Evil Entity, Spirit, Malevolent Presence, Malingering Spirit, Being, Disembodied Spirit, Rare and Peculiar Sort of Undead, Insubstantial Form, Wicked Undead, Menace, Ghost: They found the hidden entrance to his house of horrors and caught Cama with a young orc girl in a dank chamber where dozens or perhaps even hundreds of tiny skeletons lay strewn about the floor. The blubbering child serial killer groveled and begged for mercy, but the six mortified soldiers slew their perverted ruler with unbridled ferocity. To rid the earth of Cama’s legacy, the citizens razed his stronghold and abandoned the settlement in its entirety. But Cama’s malevolent spirit lingered and waited.
Stories claim that Cama Obuto murdered children for his own sadistic amusement. His crimes were so heinous that his own soldiers killed him to punish him for his brutal acts, and the citizens abandoned the community shortly thereafter.
Twelve years into his reign, his most loyal and trusted advisors finally uncovered the ghastly truth: Cama Obuto, the innovator and the reformer, was truly the cruelest and most-sadistic monster imaginable. In a secret house of horrors beneath his quarters, Zabladai’s ruler concealed his barbarous handiwork. There, his lieutenants caught the serial murderer in the midst of torturing a young orc girl. Horrified by the disgusting sight, they slew him where he stood. But nothing they did could erase the stain of evil that plagued Zabladai. Though violence and brutality are endemic among orcs, Cama’s crimes were too great and sickening for even them to stomach.
Restless Spirit: ?
Spirit: ?
Sad Spirit: ?
Wight, Undead Horror: The stains of evil are difficult to remove, especially in the case of Cama Obuto. Having been in his presence, one of the fallen orcs rose from the dead as a wight.
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Human Zombie: Kor guards his cave with 6 human zombies made from the corpses of several villagers that attempted to attack the bugbears a few months ago.
Zombie: ?
Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a lesser restoration is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works).
The hateful bog mummy aspires to create more minions to serve her; therefore she slams her victims to the precipice of death so that they rise as bog mummies under her command.
Drauger, Draugr, Reanimated Remains of a Sailor Who Drowned at Sea in Regions That Are Cursed or Haunted by Evil Spirits: Draugr are the reanimated remains of sailors who drowned at sea in regions that are cursed or haunted by evil spirits.
Shadow Rat Swarm: A shadow rat swarm is simply a massive number of shadow rats that have clustered or banded together for survival or food.
Spectre, Full-Fledged Free-Willed Spectre, Hateful Undead Remnants of a Murdered or Evil Human Whose Anger is So Great That They Cannot Enter the Afterlife, Typical Spectre: Spectres are the hateful undead remnants of murdered or evil humans whose anger is so great that they cannot enter the afterlife.
Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged, free-willed spectres.
Spectre Spawn, Lesser Spectre: Any humanoids slain by a spectre become spectres themselves in 1d4 rounds.
Any living creature touched by a spectre must make a DC15 Con save. On a failure, the target’s maximum hit points are reduced by an amount equal to the damage that its touch inflicted. The reduction lasts until the target takes a long rest. A target reduced to 0 maximum hit points in this fashion becomes a spectre spawn.
[H]umanoids slain by spectre become lesser spectres in 1d4 rounds, under spectre’s command.
Devourer: Any living creature that comes in direct physical contact with the watery star has its Con score reduced by 1d4 and immediately becomes insane. There is no saving throw to resist these effects. Whenever the watery star reduces an arcane spellcaster’s Con score to 0, the creature’s psyche is pulled into the extradimensional space, while its body rises as a devourer.
El-Aurens: Natural dangers claim their fair share of desert travelers every year. The bodies of most victims are forever lost beneath the dunes, but some emerge from their graves and resume their appointed tasks. These shambling cadavers are known as el-aurens. They are typically found in groups, leading sages to conclude that they once belonged to an expedition force or an exploration group.
Juju Zombie Desert Giant: Juju zombies are the undead remains of creatures slain by necrotic magic such as vampiric touch, blight and finger of death. They are emaciated creatures with gnarled grey skin, possessed by hatred of the living.
Allip, Spirit of a Mortal Cursed With Madness Who Has Taken Their Own Life: Allip are the spirits of mortals cursed with madness who have taken their own lives.
In his deranged state, Tiblu never accepted the servants as his equals. He confined them to their quarters and, in time, each took his or her own life as they sank into despair and eventual insanity. These unfortunate souls now haunt their former homes as undead spirits.
Demiurge, Undead Spirit of an Evil Human Returned From the Grave With a Wrathful Vengeance Against All Living Creatures: The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain. The demiurge is very territorial, usually haunting an area of up to three square miles surrounding its place of death.
Dullahan: Dullahans are soul-reaping creatures created by powerful fiends from the cruelest generals, the most savage warlords and other fearsome military leaders.
Attic Whisperer, Risen Spirit of a Lonely Neglected or Abused Child: An attic whisperer is the risen spirit of a lonely, neglected or abused child. It manifests from the discarded clothing, toys and other detritus from the child’s life. Initially headless, attic whisperers seek out the skulls of small animals as heads. Attic whisperers haunt the places where they perished, and are typically found in old houses, slums, workhouses, orphanages and similar dreary and tragic places. Sometimes such creatures lie dormant for years, but can be reawakened by the coming of new children, whose innocence kindles the sad spirit’s longing for companionship.
Dire Rat Zombie: In the absence of fresh meat, the dire rats that frightened Lakta back into her hiding space underwent the transition from life to undeath becoming 12 dire rat zombies.
Ghul, Jann Who Displeased Their Lord Ahriman and Were Cursed With Undeath: Ghuls are jann who displeased their lord Ahriman and were cursed with undeath.
Poltergeist: A poltergeist is an angry spirit that is unable to leave the site of its death. This may be due to unfinished tasks, great tragedy, or because its resting place has been desecrated — if, for example a home or other structure is unknowingly built atop a grave or similar sacred site.
Nawalapuura, Bog Mummy, Malevolent Bog Mummy, Hateful Bog Mummy, Ghastly Corpse, Undead Monstrosity: Meanwhile, Chasshagra’s lionweres grow frustrated with the villagers’ lack of cooperation and the need to suppress their inherent murderous instincts. No one knew where to find their quarry, or at least that is what they told the lionweres posing as three strangers. The situation reached its boiling point during a particularly tense encounter with an elderly farmer and his grandniece. Conversation devolved into an argument, and the disagreement then escalated into violence. The lionweres slew both family members. As an unintended consequence, the murders loosened the villagers’ tongues. To further improve their surreptitious ruse, the lionweres committed additional murders in their lion form and claimed that they were also game hunters seeking Game Over’s assistance in ridding the village of these man-eating beasts. In addition to creating the desired effects among the villagers, the lionweres’ murderous deeds inadvertently stirred an ancient evil from her slumber. Sensing the presence of residual magic from her long-forgotten tome, the slumbering Nawalapuura rose from the banks of the Pesha River as a bog mummy where she stalked the El-Rauf Farm on the village’s outskirts in search of live bodies to swell the ranks of her minions.
The lionweres’ killings stir King of Beasts’ former owner, Nawalapuura, from her watery grave along the banks of the Pesha River. She rises from the muck as a malevolent bog mummy and infects Mesut Azaz, a local farmhand from the El-Rauf Farm with her evil curse.
The lionweres slay another victim on the grounds of the El-Rouf Farm. The evil deed stirs the corpse of their former master, Nawalapuura, a bog mummy buried along the banks of the Pesha River.
The lionweres’ killings stir King of Beasts’ former owner, Nawalapuura, from her watery grave along the banks of the Pesha River. She rises from the muck as a malevolent bog mummy and infects Mesut Azaz, a local farmhand from the El-Rauf Farm with her evil curse.
Draugr, Draugr Minion: The force of her will and the corruption of her soul were so great that four unfortunate men that drowned countless ages ago also rose from the mire as 4 draugrs.
Undead Rat That Can Assume An Incorporeal Form: ?
Shadow Rat: ?
Shadow Rat Swarm, Undead Vermin: ?
Shadow Rat, Clever Undead Rodent: ?
Yeshua, Spectre, Restless Spirit, Translucent Spectre, Angry Spectre: An argument ensued, and the lionweres morphed into their hybrid form and killed Yeshua and Shadara.
Thozzaggard, Devourer, Undead Monstrosity, Ungodly Abomination, Monstrous Devourer, Undead Abomination, Monster, Intelligent Creature, 10-Foot Tall Withered Corpse: This time, the wily sorcerer would not escape the god particle’s grasp. Madness overcame him shortly before the alien substance sucked the last vestiges of life from him and hurled his ravaged soul into the void beyond reality. What later rose where his corpse now lay was an undead monstrosity that longed to spread its curse to every living creature.
The plan initially worked until Thozzaggard arrived and foolishly teleported to the other side. Like Ahmad, the bizarre mineral captivated his imagination and poisoned his mind. In time, the watery star’s extradimensional properties and his own madness got the better of him transforming him into the undead abomination on the other side of the door.
Countless millennia ago, Thozzaggard also found the watery star; however he succumbed to its power and became an undead abomination.
This time, the wily sorcerer would not escape the god particle’s grasp. Madness overcame him shortly before the alien substance sucked the last vestiges of life from him and hurled his ravaged soul into the void beyond reality. What later rose where his corpse now lay was an undead monstrosity that longed to spread its curse to every living creature.
The plan initially worked until Thozzaggard arrived and foolishly teleported to the other side. Like Ahmad, the bizarre mineral captivated his imagination and poisoned his mind. In time, the watery star’s extradimensional properties and his own madness got the better of him transforming him into the undead abomination on the other side of the door.
Ahmad, Devourer: Hopefully, the PCs realize that they must stop Ahmad at all costs and by any means necessary to prevent a devastating cataclysm. This may include subduing him, incapacitating him, grappling him or if all else fails killing him. If the PCs opt for the last option, the watery star consumes Ahmad’s psyche, and his body rises as a devourer 1d4+1 rounds later.
Shambling Cadaver: ?
El-Aurens, Living Dead, Undead Wanderer, Undead Explorer: These intrepid beings devoted themselves to a life of discovery and exploration in the harshest climate possible. Sadly, somewhere along the way, the very sands that they loved claimed their broken bodies as their own. However, their devotion to duty and their quest for knowledge were so strong, that they rose from their dusty graves and resumed their life’s work albeit as members of the living dead.
For the last twelve years, the exploratory society known as the Brotherhood of the Desert has been crisscrossing its way across the Maighib Desert. For the better part of their first decade, they did so in their human form; however for the last few years, they have done so as undead wanderers.
Boran Ahombra, El-Aurens, Living Dead, Undead Wanderer, Undead Explorer: These intrepid beings devoted themselves to a life of discovery and exploration in the harshest climate possible. Sadly, somewhere along the way, the very sands that they loved claimed their broken bodies as their own. However, their devotion to duty and their quest for knowledge were so strong, that they rose from their dusty graves and resumed their life’s work albeit as members of the living dead.
For the last twelve years, the exploratory society known as the Brotherhood of the Desert has been crisscrossing its way across the Maighib Desert. For the better part of their first decade, they did so in their human form; however for the last few years, they have done so as undead wanderers.
Creature: ?
Juju Zombie: Juju zombies are the undead remains of creatures slain by necrotic magic such as vampiric touch, blight and finger of death.
Emaciated Creature With Gnarled Grey Skin Possessed by Hatred of the Living: ?
Fazzellon, Juju Zombie Desert Giant, Incredibly Powerful Giant: After his destruction at Eyegouger’s claws, Fazzellon rose from death as a juju zombie desert giant.
Shana, Allip, Insane Undead: On that fateful day a century ago, Shana came to this remote field to hang herself from the only tree she knew of in the area. The presumably inanimate tree had other plans. Much to Shana’s horror, she soon discovered that the mighty plant was in fact a hangman tree — a carnivorous plant that devours any creature that wanders too close to it. The monstrous plant strangled Shana to death, a fate she intended to inflict upon herself. Unlike the hangman tree’s other unwitting victims, Shana wanted to die that day, and her death caused her spirit to transform into an allip that still haunts the field to this very day.
Allip, Spiteful Creature, Hateful Being, Undead Spirit, Vengeful Monstrosity, Incorporeal Creature, Cunning Creature: ?
Elapay, Demiurge, Angry Spirit, Wrathful Humanoid Spirit With a Sunken Nose Hollow Eye Sockets and Semitransparent Flesh, Spiteful Monster, Malevolent Spirit: During his short life, the enigmatic Elapay gladly laid down his life for others he barely knew in the heat of battle, yet as soon as he stepped off the killing fields, the curmudgeon would not even acknowledge his fellow man’s existence. Elapay fulfilled his lifelong ambition to die in a blaze of glory a few, short days ago, and no one noticed. The surly warrior lived alone and no one claimed his belongings or has even set foot in his tipi. Though Elapay lived out his dream, his angry spirit remains in the only place he felt comfortable — his tipi.
The misanthropic Elapay’s death transformed him into a demiurge. The spiteful monster obsesses over the only things that brought him joy — the thrill of battle and his possessions.
Soul-Reaping Creature: ?
Canotay, Dullahan, Headless Horseman, Vengeful Dullahan: Avarice and cruelty found a home in Canotay’s evil heart, and his brutality gained him many enemies. After three years of bloody savagery, Canotay’s earthly reign of terror came to a gruesome end. A coalition of neighboring communities and Canotay’s own people proved too much for the tyrant to resist. It took a dozen wounds to fell the fearsome warrior and free the village from his tyrannical reign, but Kimitah’s liberation was short-lived.
The Lords of Hell saw fit to once again unleash Canotay upon this world in his new incarnation — as a headless horseman atop a black steed.
Sad Spirit: ?
Lonely Attic Whisperer, Neglected Undead Creature: ?
Dire Rat Zombie, Ravenous Creature: In the absence of fresh meat, the dire rats that frightened Lakta back into her hiding space underwent the transition from life to undeath becoming 12 dire rat zombies.
Ghul, Undead Abomination, Bitter Creature: ?
Angry Spirit: ?
Poltergeist, Undead Spirit, Ghostly Abomination, Restless Apparition, Being: It is haunted by 4 poltergeists that are the undead spirits of those rare individuals that nearly discovered the house’s concealed basement and inner workings.
Ghostly Skeletal Form: ?
Undead Abomination: Chasshagra returned to Chass searching for an ancient magical book given to him centuries earlier by a hermetic Omaruri high priestess named Nawalapuura. While she walked the earth, the benevolent sphinx avoided the wicked cleric whenever possible because of her reputation for worshipping the Omaruri’s dark earth mother, Owomarari. Rumors persisted that she animated corpses into undead abominations and summoned sinister beasts to her aid during her evil rituals.
Undead Minion: ?
Undead: ?
Red Jester, Bizarre Undead, Strange Creature: ?
Incorporeal Undead Creature: ?
Undead Servant: ?
Lesser Undead: ?
Arcuri, Demonic Knight, Deadly Bloodthirsty Death Knight: The warrior-king Del’Mashon, a worshipper of the demon god Tsathogga, devoted himself to acquiring ancient relics to further his god’s power. In his fervor, Del’Mashon ordered holy relics of other temples brought to him, and demanded that all priests and worshippers of “unworthy” gods be slain. Del’Mashon’s three daughters, secret converts to Arden, an ancient god of the sun, led a small number of Arden’s faithful away from their father’s executioners to safety, guiding them out of the city through secret escape routes known only to the royal family. Their plan was to find a group of Arden’s faithful in a temple built deep within a narrow jungle-filled canyon. When Del’Mashon discovered this betrayal, he ordered the fleeing worshippers, including his daughters, put to the sword. Arden’s temple was burned, and riders were dispatched to hunt down and slaughter the escaping worshippers.
Arden’s faithful suffered many casualties on the arduous journey, leading many to despair and question their faith. But even through their hardships, the sun god directed his faithful to safety through dreams and visions. Following these dreams, Arden’s faithful discovered a series of jungle-filled canyons that eventually led to a door fused with an iron-streaked rock wall. The door opened into a forgotten vault dedicated to Arden. The priests hid, nourished through create food and water spells that created fruits and vegetables and fresh water, and uplifted with ancient texts praising their god. For a while the worshippers thought themselves safe, but it wasn’t long before the thunderous rumblings of horses reverberated through the canyon walls. The riders had found the faithful.
The faithful were put to a final test as the riders galloped closer. Many fell to their knees weeping, while others prayed for Arden’s mercy. Arden heard their cries, and hid the door behind illusions. The riders thundered past, riding down the long canyon in search of prey that cowered nearby.
Arcuri, the eldest daughter of Del’Mashon, could not believe the riders would be allowed to pass without some sort of vengeance being exacted. Her anger splintered the faithful, causing many to turn away from the woman whose heart was so overflowing with anger. Some say Tsathogga took advantage of her ire, promising her power to destroy her enemies — if she sacrificed those in the vault with her. Arcuri fought the malevolent urgings, but her desire to destroy the riders led to her doom. When the rumbling of the riders returning shook the canyon walls, she gave in to the whispered voices urging her to evil. Giving in to the offered temptations, Arcuri allowed Tsathogga’s dark forces to infuse her with demonic power. She was her father’s daughter after all.
Ghast: ?
Ghost: ?
Ghost of a Penitent Miser, Remorseful Spirit, Resident Spirit: ?
Ceruth, Ghost, Outraged Ghost, Spirit: The zither player is named Ceruth, a beggar that solicited donations by playing his zither during Iljanna’s decline. After death, the bitter musician refused to depart and became a ghost cursed to forever haunt the dollhouse.
Kuulagu, Ghost, Angry Spirit, Vengeful Ghost: A week before Cama Obuto’s lieutenants slew him, the cagey general murdered one of his male students in the boys’ dormitory. His victim, Kuulagu, realized that something was amiss with the academy and told Cama that he was going to leave and tell others. With no one else around, Cama flew into a rage and strangled Kuulagu. Yet even death could not quell the young man’s determination. Unable to find eternal peace, his spirit endured.
The transformation to undeath turned the otherwise good-natured Kuulagu into a vengeful ghost with one mission — to rid the world of Cama Obuto forever.
If asked about its death, the ghost admits that Cama Obuto killed him in the dormitory because he threatened to expose him as a fraud.
Ghoul: ?
Nika Tal'Shazar, Mummy Priestess of Hel Cleric 9: The coffin to the right is the resting place of Nika tal’ Shazar, a mummy priestess of Hel whose mummified body has been altered by the sulfur springs.
Normal Mummy: ?
Crystal Biltumur, Revenant, Frightful Monstrosity, Undead Abomination, Undead Horror, Hateful Undead Creature, Corpse of an Attractive Young Woman With Long Brown Hair and Lifeless Black Eyes, Menace: When young lovers are forever separated, one turns to a dark power for vengeance, and the other rises from the netherworld as a frightful monstrosity.
Sukh stammered for the right words, but Crystal spoke first. He heard nothing of what she said except for one word — pregnant. The thought of his unmarried daughter giving birth to an illegitimate child was bad enough, let alone a half-orc monstrosity. Sukh lost his mind. In an irrational fit of rage, he drew his blade and plunged it into his daughter’s abdomen in a subconscious effort to remove what he perceived to be the scandalous byproduct of an unholy union.
Rivers of blood poured from Crystal’s body as she collapsed, whispered “I love him,” and died.
Meanwhile, Sukh waited for news of Crystal’s murder to reach Ubuka. When it did and the eyewitnesses reported Stolen Tongue at the murder scene and made no mention of him, Sukh immediately blamed the orcs for Crystal’s murder and demanded Ubuka retaliate. He hastily buried his daughter’s body to conceal any evidence that might implicate him, but the dead girl refused to rest in peace. That night, hatred stirred her and her unborn child from eternal slumber, and she rose from the grave as a revenant.
Last evening, the town’s mayor, Sukh Biltumur, murdered his daughter, Crystal, and blamed the crime on his daughter’s clandestine lover, Stolen Tongue, the chieftain of a neighboring tribe of orcs. To conceal any evidence of the crime, Sukh hastily buried her body a few hours later in the outlying cemetery.
Love is a powerful emotion. The desire to spend an entire lifetime with one person can sometimes be so great that it transcends death. Crystal defied her father’s wishes to spend every available moment with her beloved Stolen Tongue. Even the grave’s cold embrace could not douse the fire of true passion. Yet, love wrongly denied has a will all its own. After her hasty burial, Crystal’s unrequited soul defied the power of death and assumed a new existence as an undead horror bent on fulfilling her lifelong desire to be with the only love of her life — Stolen Tongue — regardless of the price.
Skeleton: ?
Skeleton, Standard Undead Automaton, Undead Minion: ?
Specter: Cama Obuto buried his countless victims in this mass grave concealed beneath a few inches of loose stones and hardened earth. Still, an inspection of the floor reveals a stray bone or the crown of a small, humanoid skull protruding through the surface. Most of the corpses rest in peace, but a ragtag handful of undead refuses to depart this world so easily.
Cama Obuto, Spectral Wight, Wicked Resident, Malevolent Spirit, Wicked Apparition, Vile Malingering Spirit, Evil Entity, Spirit, Malevolent Presence, Malingering Spirit, Being, Disembodied Spirit, Rare and Peculiar Sort of Undead, Insubstantial Form, Wicked Undead, Menace, Ghost: They found the hidden entrance to his house of horrors and caught Cama with a young orc girl in a dank chamber where dozens or perhaps even hundreds of tiny skeletons lay strewn about the floor. The blubbering child serial killer groveled and begged for mercy, but the six mortified soldiers slew their perverted ruler with unbridled ferocity. To rid the earth of Cama’s legacy, the citizens razed his stronghold and abandoned the settlement in its entirety. But Cama’s malevolent spirit lingered and waited.
Stories claim that Cama Obuto murdered children for his own sadistic amusement. His crimes were so heinous that his own soldiers killed him to punish him for his brutal acts, and the citizens abandoned the community shortly thereafter.
Twelve years into his reign, his most loyal and trusted advisors finally uncovered the ghastly truth: Cama Obuto, the innovator and the reformer, was truly the cruelest and most-sadistic monster imaginable. In a secret house of horrors beneath his quarters, Zabladai’s ruler concealed his barbarous handiwork. There, his lieutenants caught the serial murderer in the midst of torturing a young orc girl. Horrified by the disgusting sight, they slew him where he stood. But nothing they did could erase the stain of evil that plagued Zabladai. Though violence and brutality are endemic among orcs, Cama’s crimes were too great and sickening for even them to stomach.
Restless Spirit: ?
Spirit: ?
Sad Spirit: ?
Wight, Undead Horror: The stains of evil are difficult to remove, especially in the case of Cama Obuto. Having been in his presence, one of the fallen orcs rose from the dead as a wight.
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Human Zombie: Kor guards his cave with 6 human zombies made from the corpses of several villagers that attempted to attack the bugbears a few months ago.
Zombie: ?
Quests of Doom 4 A Little Knowledge (5e)
Crypt Thing: ?
Hoar Spirit: ?
Lantern Goat: ?
Zombie Spellgorged: If this occurs, the troubled wizard calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies.
Zombie Sphinx: The spiteful wizard never forgot Travvok’s betrayal. When she returned to peruse the library’s shelves after Arcady’s demise, the angry Thanopsis momentarily forgot his fear and killed the beast that had abandoned him in his darkest hour. In a deliberately ironic twist, he transformed Travvok into a sphinx zombie that guards the library today.
Crypt Thing, Resident Crypt Thing, Undead Guardian: Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement.
Skeletal Humanoid: ?
Creature: ?
Hoar Spirit, Vengeful Undead, Enraged Spirit, Monstrosity, Intelligent Undead: ?
Being: ?
Gaunt Humanoid: ?
Sinister Lantern Goat, Undead Host, Hideous Creature, Evil Monster, Foul Creature, Parasitic Beast, Foul Undead Host: ?
Travvok, Zombie Sphinx: The spiteful wizard never forgot Travvok’s betrayal. When she returned to peruse the library’s shelves after Arcady’s demise, the angry Thanopsis momentarily forgot his fear and killed the beast that had abandoned him in his darkest hour. In a deliberately ironic twist, he transformed Travvok into a sphinx zombie that guards the library today.
Undead, Undead Monster: The building’s current resident transformed some of his former colleagues into his undead servants, while swarms of voracious scarab beetles, malevolent constructs, and other monsters originally hailing from Thanopsis’ homeland also perform the bidding of their sinister master.
The Kingdom of Arcady’s human subjects never died. Instead, they retreated into a great necropolis, where they were mummified and transformed into a variety of undead monsters.
Skeleton: ?
Mindless Skeleton: ?
Zombie, Normal Zombie: ?
Human Zombie: ?
Orc Zombie: ?
Shambling Zombie: ?
Hoar Spirit: ?
Lantern Goat: ?
Zombie Spellgorged: If this occurs, the troubled wizard calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies.
Zombie Sphinx: The spiteful wizard never forgot Travvok’s betrayal. When she returned to peruse the library’s shelves after Arcady’s demise, the angry Thanopsis momentarily forgot his fear and killed the beast that had abandoned him in his darkest hour. In a deliberately ironic twist, he transformed Travvok into a sphinx zombie that guards the library today.
Crypt Thing, Resident Crypt Thing, Undead Guardian: Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement.
Skeletal Humanoid: ?
Creature: ?
Hoar Spirit, Vengeful Undead, Enraged Spirit, Monstrosity, Intelligent Undead: ?
Being: ?
Gaunt Humanoid: ?
Sinister Lantern Goat, Undead Host, Hideous Creature, Evil Monster, Foul Creature, Parasitic Beast, Foul Undead Host: ?
Travvok, Zombie Sphinx: The spiteful wizard never forgot Travvok’s betrayal. When she returned to peruse the library’s shelves after Arcady’s demise, the angry Thanopsis momentarily forgot his fear and killed the beast that had abandoned him in his darkest hour. In a deliberately ironic twist, he transformed Travvok into a sphinx zombie that guards the library today.
Undead, Undead Monster: The building’s current resident transformed some of his former colleagues into his undead servants, while swarms of voracious scarab beetles, malevolent constructs, and other monsters originally hailing from Thanopsis’ homeland also perform the bidding of their sinister master.
The Kingdom of Arcady’s human subjects never died. Instead, they retreated into a great necropolis, where they were mummified and transformed into a variety of undead monsters.
Skeleton: ?
Mindless Skeleton: ?
Zombie, Normal Zombie: ?
Human Zombie: ?
Orc Zombie: ?
Shambling Zombie: ?
Quests of Doom 4 Fishers of Men (5e)
Allip: After witnessing the carnage around them, Joy Montez and her sister Lily decided it would be better to take their own lives than face a gruesome demise. The act caused their souls to linger in this place as 2 allips.
Draugr: Unfortunately, the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. Tyler Ebbensflow, a draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids.
Draugr Captain: ?
Duppy: ?
Zombie: A humanoid slain by a duppy's incorporeal touch attack rises 24 hours later as a zombie under the duppy’s control, unless the humanoid is restored to life or its body is destroyed.
Meat Puppet Human, Boneless Skinless Corpse Reanimated After Being Exposed to Necromantic Energies: Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies.
Haunting Eaten Alive: Although the wizard’s body is no longer here, his horrific demise left its lasting impression on his quarters, giving rise to a sinister haunting.
Thalius Deneres, Specter, Ghostly Translucent Outline of a Badly Beaten Burly Man: Quattu and the crabmen tortured and brutalized Oliver’s devoted foreman, Thalius Degeneres. The agonizing ordeal transformed the formerly genial man into a seething pulp filled with hatred. When he finally succumbed, the vengeful spirit arose as a specter that still haunts his bedchamber.
Frightful Ghast: The chuul subjected the five plumpest human captives to the horrific fate of sealing them alive within the packing crates. Much to Quattu’s chagrin and the crabmen’s terror, the first crate unsealed three days ago created a frightful ghast who slew a crabman before the disappointed aberration personally destroyed it.
Ghast: The foul stench and thumping sounds emanating from inside these containers are telltale signs the two former occupants also underwent the hideous transformation into 2 ghasts.
Malignant Cloud of Shadows: ?
Barnacle-Encrusted Walking Corpse: ?
Floating Ghostly Humanoid: ?
Undead Monstrosity: ?
Human Meat Puppy, Revolting Undead Creature, Monster, Relentless Killer: Quattu and the crabmen deliberately jammed the doors in order to prevent the 3 human meat puppets they inadvertently created from escaping their confines. During the struggle, Quattu ordered the crabmen to subject three of the facility’s fish processors to the horrific fate of being gutted and filleted alive. Unbeknownst to the chuul, the revelry of carnage infused the boneless corpses with the necromantic energy that suffuses the marshlands here and animated them as revolting undead creatures.
Tyler Ebensflow, Draugr Captain: Unfortunately, the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. Tyler Ebbensflow, a draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids.
William the Mad Crawdad, Duppy, Undead Monstrosity, Miserable Sailor, Vengeful Spirit: The pool filled with pike also contains the earthly remains of the scuttled rowboat’s only occupant, William the Mad Crawdad — a notorious saboteur, sailor and murderer on the run from distant Endhome. Confident he shook his dogged pursuers, the fugitive blissfully set sail for the shores of the Dragonmarsh Lowlands only to come face to face with a greater horror than a hangman’s noose. The scoundrel ran afoul of the disgusting sea hags, but even their revolting appearance and dread curse could not overcome his evil. He swam toward the wharf and climbed onto dry land, where he outran his enemies straight into Quattu’s waiting tentacles. The aberration and its allies finally meted out justice to William, but even death could not suppress his despicable spirit. The lifelong mariner longed to be buried at sea, a fate the chuul foolishly denied him. Instead, the despicable William’s spirit rose from the grave as a duppy.
Sinister Haunting: ?
Draugr: Unfortunately, the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. Tyler Ebbensflow, a draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids.
Draugr Captain: ?
Duppy: ?
Zombie: A humanoid slain by a duppy's incorporeal touch attack rises 24 hours later as a zombie under the duppy’s control, unless the humanoid is restored to life or its body is destroyed.
Meat Puppet Human, Boneless Skinless Corpse Reanimated After Being Exposed to Necromantic Energies: Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies.
Haunting Eaten Alive: Although the wizard’s body is no longer here, his horrific demise left its lasting impression on his quarters, giving rise to a sinister haunting.
Thalius Deneres, Specter, Ghostly Translucent Outline of a Badly Beaten Burly Man: Quattu and the crabmen tortured and brutalized Oliver’s devoted foreman, Thalius Degeneres. The agonizing ordeal transformed the formerly genial man into a seething pulp filled with hatred. When he finally succumbed, the vengeful spirit arose as a specter that still haunts his bedchamber.
Frightful Ghast: The chuul subjected the five plumpest human captives to the horrific fate of sealing them alive within the packing crates. Much to Quattu’s chagrin and the crabmen’s terror, the first crate unsealed three days ago created a frightful ghast who slew a crabman before the disappointed aberration personally destroyed it.
Ghast: The foul stench and thumping sounds emanating from inside these containers are telltale signs the two former occupants also underwent the hideous transformation into 2 ghasts.
Malignant Cloud of Shadows: ?
Barnacle-Encrusted Walking Corpse: ?
Floating Ghostly Humanoid: ?
Undead Monstrosity: ?
Human Meat Puppy, Revolting Undead Creature, Monster, Relentless Killer: Quattu and the crabmen deliberately jammed the doors in order to prevent the 3 human meat puppets they inadvertently created from escaping their confines. During the struggle, Quattu ordered the crabmen to subject three of the facility’s fish processors to the horrific fate of being gutted and filleted alive. Unbeknownst to the chuul, the revelry of carnage infused the boneless corpses with the necromantic energy that suffuses the marshlands here and animated them as revolting undead creatures.
Tyler Ebensflow, Draugr Captain: Unfortunately, the horrible circumstances surrounding the deaths of these ships’ sailors left some of them hungry for revenge. Tyler Ebbensflow, a draugr captain with his remaining crewmembers serving as his 2 draugr mates hide within the wreckage of the Flighty Amalie, emerging to attack encroaching humanoids.
William the Mad Crawdad, Duppy, Undead Monstrosity, Miserable Sailor, Vengeful Spirit: The pool filled with pike also contains the earthly remains of the scuttled rowboat’s only occupant, William the Mad Crawdad — a notorious saboteur, sailor and murderer on the run from distant Endhome. Confident he shook his dogged pursuers, the fugitive blissfully set sail for the shores of the Dragonmarsh Lowlands only to come face to face with a greater horror than a hangman’s noose. The scoundrel ran afoul of the disgusting sea hags, but even their revolting appearance and dread curse could not overcome his evil. He swam toward the wharf and climbed onto dry land, where he outran his enemies straight into Quattu’s waiting tentacles. The aberration and its allies finally meted out justice to William, but even death could not suppress his despicable spirit. The lifelong mariner longed to be buried at sea, a fate the chuul foolishly denied him. Instead, the despicable William’s spirit rose from the grave as a duppy.
Sinister Haunting: ?
Quests of Doom 4 Forgive and Regret (5e)
Groaning Spirit: ?
Mummy Swamp: The ghastly reminders of Hamish’s infamous deed are visible throughout the Wytch Bog. Stray bones, personal mementoes, and shreds of clothing line the edges of most stagnant ponds in the accursed parcel of wetlands. These objects, however, can never fully reveal the abject terror the victims experienced during their final moments. These raw emotions stir the dead back into existence as undead monstrosities. In this case, 4 swamp mummies rise from the peaty graves to batter the living.
Nosferatu: Nosferatu are savage undead who may be the progenitors of the common, more refined vampires. The curse of the nosferatu lacks the elegance and romance of its modern form, harkening to a forgotten age of verminous hunger and eerie powers. Granted immortal life but not immortal youth, nosferatu are withered, embittered creatures unable to create others of their kind, as they somehow lost that ability long ago.
Because nosferatu can’t create spawn, any nosferatu in existence are very old—created long ago in a time before they lost the ability to infect others with their undead curse.
Unrequited: On this spot centuries ago, the callous soldier systematically butchered 22 mothers and their children. After he finished the deed, he tossed their bodies into these waters. Their suffering was so great, 3 unrequited coalesced at the spot.
Eladrian, Groaning Spirit, Undead Spirit, Insubstantial Spirit, Sullen Elf Spirit, Vengeful Spirit: ?
Translucent Figure: ?
Undead Monstrosity: The ghastly reminders of Hamish’s infamous deed are visible throughout the Wytch Bog. Stray bones, personal mementoes, and shreds of clothing line the edges of most stagnant ponds in the accursed parcel of wetlands. These objects, however, can never fully reveal the abject terror the victims experienced during their final moments. These raw emotions stir the dead back into existence as undead monstrosities. In this case, 4 swamp mummies rise from the peaty graves to batter the living.
Withered Leathery Corpse: ?
Hamish MacDuncan, Nosferatu, Vampiric Monster, Grotesque Nosferatu, Foul Caricature, Vampiric Predator, Vampire, Malevolent Denizen, Grizzled Veteran, Bald Humanoid Figure With Pointed Ears Rat-Like Teeth and Filthy Elongated Fingers Ending in Vicious Claws, Cunning Undead, Calculating Nosferatu, Unwelcome Nosferatu: The sins that stained the blighted Wytch Bog more than two centuries ago still linger as the villain who perpetrated a genocidal act longs to free his tortured soul from his undead bonds.
Hamish MacDuncan, a grizzled veteran of distant wars and expatriate of the upper regions of far-off Eamonvale, told the Viroeni matriarch that he knew of a safe path through the accursed bogs that he could guide them on and allow them to escape the confines of the Kingdoms of Foere for the promised freedom of Cailin Lee to the west. A mercenary to the core, though, MacDuncan told them he would do this only if the tribe paid him with all of the gold they had left.
Realizing that a better offer was unlikely to materialize, the matriarch agreed to the deal but promised a curse upon MacDuncan’s eternal soul if he betrayed them and turned the Viroeni over to the hostile locals. MacDuncan swore an oath upon a holy book of Vanitthu he had never felt cause to read and promised he would see them delivered away from the folk they sought to flee. He did not tell them, however, that he had taken gold from those same people to remove the gypsy problem from their midst or that no such safe path through the bog, in fact, existed.
Once in the depths of the Wytch Bog, it was a simple matter for the woods-wise veteran to lead the Viroeni astray, cause them to become separated, and use his swampcraft and battle experience to eliminate them in small groups or one by one through treachery or outright murder. When all was said and done, and the blood-spattered MacDuncan watched the matriarch’s lifeless eye seemingly fix its baleful gaze upon him as her corpse sank beneath the waters of a bog, no more than a handful of the Viroeni had made it out of the swamp alive to tell the tale. But four of those handful did not scatter and flee like the rest. Instead they made their own preparations and returned only a few weeks later.
The four sons of the Viroeni matriarch had managed to elude MacDuncan’s murderous intent but were unable to stop his massacre of their people. When they emerged from the swamp they swore their bond to one another to see their mother’s curse completed. When they returned scant weeks later they were penniless with only the clothes they wore upon their backs to their names — and a new pine coffin carried between them.
The sons found MacDuncan drunk at his isolated home one night when the moon was dark. They set upon the surprised warrior and overpowered him before he could mount a resistance. With thick ropes they bound his coffin closed and carried him deep into the Wytch Bog where he had taken the lives of their kinsmen and women. As MacDuncan sobered up and found himself unable to break free from his confinement, the truth of the situation began to seep into his gin-soaked mind. The last any outside the bog ever heard from him were his muffled cries begging mercy, cursing his captors, and promising eternal revenge. Neither he nor the Viroeni youths was ever seen alive again.
But life — such as it was to become — was not entirely over for Hamish MacDuncan. The Viroeni matriarch’s curse, enacted by the vengeance of her sons, came to fruition when Hamish did not rest easy but awoke after only a short time as a vampiric monster. His immersion in the bog waters had not been kind to his physical body, so he emerged as a grotesque nosferatu, a foul caricature of the vitality he had known in life.
Servitor Creature: ?
Restless Spirit: ?
Shambling Corpse: ?
Vengeful Undead Creature: ?
Pathetic Spirit: ?
Abomination: ?
Lost Soul: ?
Malevolent Spirit: ?
Animated Corpse: ?
Savage Undead: ?
Will-o'-Wisp: ?
Aberration: ?
Creature: ?
Monster: ?
Undead: Even as the Wytch spoke to the nosferatu, he saw that the long dead corpses in the bogs where he had dumped them had begun to stir.
The ensuing carnage also piqued the interest of other dormant, restless spirits now roaming the land, seeking to avenge old grudges against the progeny of the humans who handed them over to an ignominious death and the individual directly responsible for their demise.
Mummy Swamp: The ghastly reminders of Hamish’s infamous deed are visible throughout the Wytch Bog. Stray bones, personal mementoes, and shreds of clothing line the edges of most stagnant ponds in the accursed parcel of wetlands. These objects, however, can never fully reveal the abject terror the victims experienced during their final moments. These raw emotions stir the dead back into existence as undead monstrosities. In this case, 4 swamp mummies rise from the peaty graves to batter the living.
Nosferatu: Nosferatu are savage undead who may be the progenitors of the common, more refined vampires. The curse of the nosferatu lacks the elegance and romance of its modern form, harkening to a forgotten age of verminous hunger and eerie powers. Granted immortal life but not immortal youth, nosferatu are withered, embittered creatures unable to create others of their kind, as they somehow lost that ability long ago.
Because nosferatu can’t create spawn, any nosferatu in existence are very old—created long ago in a time before they lost the ability to infect others with their undead curse.
Unrequited: On this spot centuries ago, the callous soldier systematically butchered 22 mothers and their children. After he finished the deed, he tossed their bodies into these waters. Their suffering was so great, 3 unrequited coalesced at the spot.
Eladrian, Groaning Spirit, Undead Spirit, Insubstantial Spirit, Sullen Elf Spirit, Vengeful Spirit: ?
Translucent Figure: ?
Undead Monstrosity: The ghastly reminders of Hamish’s infamous deed are visible throughout the Wytch Bog. Stray bones, personal mementoes, and shreds of clothing line the edges of most stagnant ponds in the accursed parcel of wetlands. These objects, however, can never fully reveal the abject terror the victims experienced during their final moments. These raw emotions stir the dead back into existence as undead monstrosities. In this case, 4 swamp mummies rise from the peaty graves to batter the living.
Withered Leathery Corpse: ?
Hamish MacDuncan, Nosferatu, Vampiric Monster, Grotesque Nosferatu, Foul Caricature, Vampiric Predator, Vampire, Malevolent Denizen, Grizzled Veteran, Bald Humanoid Figure With Pointed Ears Rat-Like Teeth and Filthy Elongated Fingers Ending in Vicious Claws, Cunning Undead, Calculating Nosferatu, Unwelcome Nosferatu: The sins that stained the blighted Wytch Bog more than two centuries ago still linger as the villain who perpetrated a genocidal act longs to free his tortured soul from his undead bonds.
Hamish MacDuncan, a grizzled veteran of distant wars and expatriate of the upper regions of far-off Eamonvale, told the Viroeni matriarch that he knew of a safe path through the accursed bogs that he could guide them on and allow them to escape the confines of the Kingdoms of Foere for the promised freedom of Cailin Lee to the west. A mercenary to the core, though, MacDuncan told them he would do this only if the tribe paid him with all of the gold they had left.
Realizing that a better offer was unlikely to materialize, the matriarch agreed to the deal but promised a curse upon MacDuncan’s eternal soul if he betrayed them and turned the Viroeni over to the hostile locals. MacDuncan swore an oath upon a holy book of Vanitthu he had never felt cause to read and promised he would see them delivered away from the folk they sought to flee. He did not tell them, however, that he had taken gold from those same people to remove the gypsy problem from their midst or that no such safe path through the bog, in fact, existed.
Once in the depths of the Wytch Bog, it was a simple matter for the woods-wise veteran to lead the Viroeni astray, cause them to become separated, and use his swampcraft and battle experience to eliminate them in small groups or one by one through treachery or outright murder. When all was said and done, and the blood-spattered MacDuncan watched the matriarch’s lifeless eye seemingly fix its baleful gaze upon him as her corpse sank beneath the waters of a bog, no more than a handful of the Viroeni had made it out of the swamp alive to tell the tale. But four of those handful did not scatter and flee like the rest. Instead they made their own preparations and returned only a few weeks later.
The four sons of the Viroeni matriarch had managed to elude MacDuncan’s murderous intent but were unable to stop his massacre of their people. When they emerged from the swamp they swore their bond to one another to see their mother’s curse completed. When they returned scant weeks later they were penniless with only the clothes they wore upon their backs to their names — and a new pine coffin carried between them.
The sons found MacDuncan drunk at his isolated home one night when the moon was dark. They set upon the surprised warrior and overpowered him before he could mount a resistance. With thick ropes they bound his coffin closed and carried him deep into the Wytch Bog where he had taken the lives of their kinsmen and women. As MacDuncan sobered up and found himself unable to break free from his confinement, the truth of the situation began to seep into his gin-soaked mind. The last any outside the bog ever heard from him were his muffled cries begging mercy, cursing his captors, and promising eternal revenge. Neither he nor the Viroeni youths was ever seen alive again.
But life — such as it was to become — was not entirely over for Hamish MacDuncan. The Viroeni matriarch’s curse, enacted by the vengeance of her sons, came to fruition when Hamish did not rest easy but awoke after only a short time as a vampiric monster. His immersion in the bog waters had not been kind to his physical body, so he emerged as a grotesque nosferatu, a foul caricature of the vitality he had known in life.
Servitor Creature: ?
Restless Spirit: ?
Shambling Corpse: ?
Vengeful Undead Creature: ?
Pathetic Spirit: ?
Abomination: ?
Lost Soul: ?
Malevolent Spirit: ?
Animated Corpse: ?
Savage Undead: ?
Will-o'-Wisp: ?
Aberration: ?
Creature: ?
Monster: ?
Undead: Even as the Wytch spoke to the nosferatu, he saw that the long dead corpses in the bogs where he had dumped them had begun to stir.
The ensuing carnage also piqued the interest of other dormant, restless spirits now roaming the land, seeking to avenge old grudges against the progeny of the humans who handed them over to an ignominious death and the individual directly responsible for their demise.
Quests of Doom 4 In the Time of Shardfall (5e)
Triceratops Skeleton: ?
Zombie Poisonous Snake: ?
Zombie, Undead Servant, Undead Guardian, Peat Preserved Zombie: ?
Triceratops Skeleton, Undead Servant, Undead Guardian: A portion of the prehistoric landscape imprisoned in the Akaata contained large primordial tar pits, death traps for some of the ancient world’s titanic animals. When the fragment fell into the bog, that tar began seeping out of the stone, filling a portion of the swamp with sticky matter and the long-submerged bones of creatures that died in the gooey wells. Magher witnessed the fragments fall and investigated the site. He soon spotted the tar-encrusted bones in the pits and used his dark magic to animate the bones to create a new skeletal monster to do his bidding.
Zombie, Buried Zombie, Tar-Covered Zombie: ?
Burning Zombie, Burning Relentless Foe, Flaming Zombie: On the round after the tar-covered zombies emerge, Magher uses his fire bolt cantrip to set one alight. He ignites additional zombies on subsequent rounds. The tar combusts, turning the zombies into burning, relentless foes.
Zombie Poisonous Snake: ?
Zombie, Undead Servant, Undead Guardian, Peat Preserved Zombie: ?
Triceratops Skeleton, Undead Servant, Undead Guardian: A portion of the prehistoric landscape imprisoned in the Akaata contained large primordial tar pits, death traps for some of the ancient world’s titanic animals. When the fragment fell into the bog, that tar began seeping out of the stone, filling a portion of the swamp with sticky matter and the long-submerged bones of creatures that died in the gooey wells. Magher witnessed the fragments fall and investigated the site. He soon spotted the tar-encrusted bones in the pits and used his dark magic to animate the bones to create a new skeletal monster to do his bidding.
Zombie, Buried Zombie, Tar-Covered Zombie: ?
Burning Zombie, Burning Relentless Foe, Flaming Zombie: On the round after the tar-covered zombies emerge, Magher uses his fire bolt cantrip to set one alight. He ignites additional zombies on subsequent rounds. The tar combusts, turning the zombies into burning, relentless foes.
Quests of Doom 4 Pictures at an Exhibition (5e)
Undead: ?
Ghost: ?
Wight: ?
Wraith: ?
Vampire: ?
Biting Skull, Glowing Skull: ?
Skeleton: ?
Chanting Skull, Glowing Skull: ?
Saint Matilda, Biting Skull, Glowing Skull: ?
High Priest Paulus, Biting Skull, Glowing Skull: ?
Saint Carlos, Defender of the Faith, Biting Skull, Glowing Skull: ?
Father Damien, Protector of Lepers, Biting Skull, Glowing Skull: ?
Father William, Protector of the Homeless, Biting Skull, Glowing Skull: ?
Sister Mary Catherine, Protector of Newborns, Biting Skull, Glowing Skull: ?
Father Donatello, Protector of Sea Life, Biting Skull, Glowing Skull: ?
Ghost: ?
Wight: ?
Wraith: ?
Vampire: ?
Biting Skull, Glowing Skull: ?
Skeleton: ?
Chanting Skull, Glowing Skull: ?
Saint Matilda, Biting Skull, Glowing Skull: ?
High Priest Paulus, Biting Skull, Glowing Skull: ?
Saint Carlos, Defender of the Faith, Biting Skull, Glowing Skull: ?
Father Damien, Protector of Lepers, Biting Skull, Glowing Skull: ?
Father William, Protector of the Homeless, Biting Skull, Glowing Skull: ?
Sister Mary Catherine, Protector of Newborns, Biting Skull, Glowing Skull: ?
Father Donatello, Protector of Sea Life, Biting Skull, Glowing Skull: ?
Quests of Doom 4 The Covered Bridge (5e)
Allip: Within the first week of Cnid’s arrival beneath the Manse Loga, the creature sent its night-terrors into the slumbering thoughts of Bett, the 3-year-old daughter of Nella, the manse’s head cook. The child died within days. Brokenhearted, Nella has dreamt of her lost daughter every night since. The Nightmare Node has fed and used her grief-stricken dreams, eventually using her anguish to create an allip.
Murder Crow: ?
Sir Varral et-Casan, The Blessed, Liberator of Eauxe, Slayer of the Singed Man, Spectre, Ghostly Knight, Shade, Long-Dead Hero, Murdered Dead, Cursed Shade, Stricken Spirit, Dark Figure, Spectral Paladin: Some four hundred years ago, a heroic knight by the name of Varral et-Casan was poisoned, foully murdered by someone very close to him. The horrendous betrayal left Sir Varral’s potent spirit unable to travel to its reward and find eternal rest. Worse still, Sir Varral’s spectre does not even know the identity of the murderer; it only knows that its hunger for vengeance must be sated.
Though they don’t know it, they have been transported into the memories of Sir Varral et-Casan, a hero foully murdered more than 400 years in the past.
The approaching figure is the spectre of Sir Varral et-Casan, now cursed to undeath by the nature of his foul betrayal and murder.
“Centuries foregone, I was most foully murdered, struck down in my prime by a spiteful and malevolent hand. I cannot — will not — rest until the murderer is named. Heaven is denied me so long as my murderer escapes justice.”
Lord of Crows, Murder Crow of Truly Ancient Mien, Crow the Size of a Man, Massive Bird: ?
Will-o'-Wisp: As the Nightmare Node opens seams into the Dimension of Dreams, bits of dream-stuff have squeezed into the Material Plane in the form of a will-o’-wisp. This being is pure chaos and eager to interact with the characters.
Shadow, Duergar Shade: This room has been used as a dwelling place for Cnid’s duergar. Unfortunately, the constant exposure to the Nightmare Node has transformed them into 6 shadows.
Ghast: ?
Malignant Cloud of Shadows: ?
Ghostly Person: ?
The Singed Man, Vampire: ?
Murder Crow: ?
Sir Varral et-Casan, The Blessed, Liberator of Eauxe, Slayer of the Singed Man, Spectre, Ghostly Knight, Shade, Long-Dead Hero, Murdered Dead, Cursed Shade, Stricken Spirit, Dark Figure, Spectral Paladin: Some four hundred years ago, a heroic knight by the name of Varral et-Casan was poisoned, foully murdered by someone very close to him. The horrendous betrayal left Sir Varral’s potent spirit unable to travel to its reward and find eternal rest. Worse still, Sir Varral’s spectre does not even know the identity of the murderer; it only knows that its hunger for vengeance must be sated.
Though they don’t know it, they have been transported into the memories of Sir Varral et-Casan, a hero foully murdered more than 400 years in the past.
The approaching figure is the spectre of Sir Varral et-Casan, now cursed to undeath by the nature of his foul betrayal and murder.
“Centuries foregone, I was most foully murdered, struck down in my prime by a spiteful and malevolent hand. I cannot — will not — rest until the murderer is named. Heaven is denied me so long as my murderer escapes justice.”
Lord of Crows, Murder Crow of Truly Ancient Mien, Crow the Size of a Man, Massive Bird: ?
Will-o'-Wisp: As the Nightmare Node opens seams into the Dimension of Dreams, bits of dream-stuff have squeezed into the Material Plane in the form of a will-o’-wisp. This being is pure chaos and eager to interact with the characters.
Shadow, Duergar Shade: This room has been used as a dwelling place for Cnid’s duergar. Unfortunately, the constant exposure to the Nightmare Node has transformed them into 6 shadows.
Ghast: ?
Malignant Cloud of Shadows: ?
Ghostly Person: ?
The Singed Man, Vampire: ?
Quests of Doom 4 The Desperation of Ivy
Ghul: Ghuls are undead djinn and are considered genies even though their type is undead.
Almeric, Redwraith, Deathless Creature, Undead Horror, Wight-Like Creature, Ghastly Creature: They say the god of Nature never forgets. This deity, known today as Oon, birthed himself from nothingness by planting his own seed among the stars. His first memory was of his roots sinking deeply into the Cosmos, stealing their secrets before the beginnings of Time. Countless millennia later, one of his clerics would try in turn to steal from Oon, and the god punished the man by transforming him into a deathless creature, forced to live in misery for eternity.
A defrocked cleric was indeed transformed into an undead creature due to malign acts, and many years ago, his heartbroken family members sealed him within the hold’s basement.
Known as Almeric when he was alive and serving as the local rector, this undead horror is trapped in Area 31 for his crimes.
An arcane lock seals the door of this room. This is the prison of Almeric the Redwraith. Once the rector of the Parish of Hythe Wexshaw, Almeric was sentenced to immurement for his crimes, all of which have since been forgotten. Immurement involves sealing up the victim and letting him asphyxiate or starve to death. Trapped in this room, Almeric died of dehydration and then transformed into a wight-like undead called a redwraith.
Redwraith: ?
Wight: ?
Undead Djinn: ?
Almeric, Redwraith, Deathless Creature, Undead Horror, Wight-Like Creature, Ghastly Creature: They say the god of Nature never forgets. This deity, known today as Oon, birthed himself from nothingness by planting his own seed among the stars. His first memory was of his roots sinking deeply into the Cosmos, stealing their secrets before the beginnings of Time. Countless millennia later, one of his clerics would try in turn to steal from Oon, and the god punished the man by transforming him into a deathless creature, forced to live in misery for eternity.
A defrocked cleric was indeed transformed into an undead creature due to malign acts, and many years ago, his heartbroken family members sealed him within the hold’s basement.
Known as Almeric when he was alive and serving as the local rector, this undead horror is trapped in Area 31 for his crimes.
An arcane lock seals the door of this room. This is the prison of Almeric the Redwraith. Once the rector of the Parish of Hythe Wexshaw, Almeric was sentenced to immurement for his crimes, all of which have since been forgotten. Immurement involves sealing up the victim and letting him asphyxiate or starve to death. Trapped in this room, Almeric died of dehydration and then transformed into a wight-like undead called a redwraith.
Redwraith: ?
Wight: ?
Undead Djinn: ?
Quests of Doom 4 War of Shadows
Huecuva: The nihilistic Ahriman gave his greatest gift to his newfound converts — complete and utter destruction. The wicked being betrayed them even as their former patron Aten condemned them as well. The Khemitian god transformed the heretics into 5 huecuvas.
Ankehaton, Shadow Greater: At first glance, it appears that the skeleton resting atop the larger slab was an unfortunate soul who died at an inopportune time. However, further inspection reveals that the person was in fact alive for at least part of the procedure. A successful DC 15 Wisdom (Perception) check reveals portions of his fingernails embedded into the stone surface and deep scratches on the bones corresponding with the fingertips. The skeleton belongs to Ankehaton, the only priest who refused to turn his back on Aten and worship Ahriman, the wicked lord of the divs. Atumshutsep and four other clerics horrifically murdered their fellow priest, but the ghastly act and the presence of a dark entity infused Ankehaton’s soul with evil and rage. His spirit survived and transformed into a greater shadow.
Shadow: If a non-evil humanoid dies from [a greater shadow's greater strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
The vengeful Ankehaton slew two of his killers, turning them into 2 shadows.
Walking Corpse: ?
Undead Sorcerer: ?
Sentient Undead Monster: ?
Ankehaton, Shadow Greater: At first glance, it appears that the skeleton resting atop the larger slab was an unfortunate soul who died at an inopportune time. However, further inspection reveals that the person was in fact alive for at least part of the procedure. A successful DC 15 Wisdom (Perception) check reveals portions of his fingernails embedded into the stone surface and deep scratches on the bones corresponding with the fingertips. The skeleton belongs to Ankehaton, the only priest who refused to turn his back on Aten and worship Ahriman, the wicked lord of the divs. Atumshutsep and four other clerics horrifically murdered their fellow priest, but the ghastly act and the presence of a dark entity infused Ankehaton’s soul with evil and rage. His spirit survived and transformed into a greater shadow.
Shadow: If a non-evil humanoid dies from [a greater shadow's greater strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
The vengeful Ankehaton slew two of his killers, turning them into 2 shadows.
Walking Corpse: ?
Undead Sorcerer: ?
Sentient Undead Monster: ?
Pure Steam Campaign Setting 5e
Reanimated Corpse: Reanimated Corpses are forced into the vile state by mad scientists who use illegal reagents.
The corpse of any aberration, beast, dragon, giant, humanoid or monstrosity may be twisted into a reanimated corpse.
Reanimated Corpse, Walking Corpse, Unthinking Automaton, Mindless Soldier, Slow Moving Abomination That is Tough to Destroy, Tough Abomination: ?
Variant Reanimated Corpse: ?
Fast Reanimated Corpse: ?
Plagued Reanimated Corpse: These reanimated corpses carry a terrible disease that perpetuates their living dead lineage—those infected by a plagued reanimated corpse’s contagion rise as reanimated corpses themselves when they perish.
If the [unliving rot] disease reduces the target’s hit point maximum to 0, the target dies, and it rises as a plagued reanimated corpse after 2d6 minutes.
Undead, Undead Creature: ?
Fell Spirit: ?
Non-Incorporeal Creature: ?
Banshee: ?
Reemus Feathercrown, Unique Ghost, Spiritual Embodiment: ?
Shade: ?
Shadow: ?
Zombie: ?
The corpse of any aberration, beast, dragon, giant, humanoid or monstrosity may be twisted into a reanimated corpse.
Reanimated Corpse, Walking Corpse, Unthinking Automaton, Mindless Soldier, Slow Moving Abomination That is Tough to Destroy, Tough Abomination: ?
Variant Reanimated Corpse: ?
Fast Reanimated Corpse: ?
Plagued Reanimated Corpse: These reanimated corpses carry a terrible disease that perpetuates their living dead lineage—those infected by a plagued reanimated corpse’s contagion rise as reanimated corpses themselves when they perish.
If the [unliving rot] disease reduces the target’s hit point maximum to 0, the target dies, and it rises as a plagued reanimated corpse after 2d6 minutes.
Undead, Undead Creature: ?
Fell Spirit: ?
Non-Incorporeal Creature: ?
Banshee: ?
Reemus Feathercrown, Unique Ghost, Spiritual Embodiment: ?
Shade: ?
Shadow: ?
Zombie: ?
Ragged Hollow Nightmare
Zombie Dire Wolf: ?
Skeleton: ?
Vengeful Undead Spirit: ?
Skeletal Raven: ?
Howling Ghost: ?
Pale Ghost: ?
Ghost: ?
Andrew, Ghost Butler, Polite Floating Skeleton in a Tidy Gray Suit: ?
Skeleton: ?
Vengeful Undead Spirit: ?
Skeletal Raven: ?
Howling Ghost: ?
Pale Ghost: ?
Ghost: ?
Andrew, Ghost Butler, Polite Floating Skeleton in a Tidy Gray Suit: ?
Raiders of Pertalo: An RPG Module for 5th Edition
Daisy Wildwood, Specter Halfling: ?
Rappan Athuk (5e)
Agamemnon, Vampire-Wizard: Pillar #5 shows a slow slip into evil for the old wizard and speaks of his desire to starve any that pillage his resting place. It talks of blood being the key to divinity, and only through consumption of the living can a person achieve godhood (this is a clue that Agamemnon has become a vampire).
Agamemnon was a powerful wizard who quested for immortality. To this end, as his life drew to a close, he willingly became a vampire, summoning and dominating a member of the undead to do his will. Using a wish spell, he devised a ritual that destroyed his creator after he was transformed, making Agamemnon free to roam and do as he pleased without a controlling master.
Allip: ?
Amurru, Guardian of the Vault, Keeper of the Ravager, Eternal Guardian, Ancient Guardian: In the years that passed, Amurru and his comrades died, yet lived on in undeath, sworn to their charge for so long as it remained in their care.
Archbishop Pagonis, The Dark Archbishop, Shadowy Figure, New and Improved Form: Upon his death, Orcus had decided to send the archbishop back to the material plane to act as an “advisor” to the new Grand Cornu and maintain his position as Archbishop is his “new and improved” form.
Auriferous, Ancient Gold Dragon Vampire: The demiplane became another “prison” when Glazerel decide to house one of his experiments gone awry here. In an attempt to draw forth the soul of an ancient gold dragon named Auriferous, the beast was instead turned in to a vampire.
Azraggad the Vampire, Cultured Vampire: ?
Banshee: ?
Bodak: A creature that is slain by the bodak’s Gaze rises as a bodak 24 hours later unless restored to life by magical means.
A creature that is slain by the bodak[ priest]’s Gaze rises as a bodak 24 hours later unless restored to life by magical means.
Bodak Priest: ?
Bone Warrior: ?
Cadaver: A humanoid slain by a cadaver lord rises 24 hours later as a cadaver under the cadaver lord’s control.
Cadaver Lord: ?
Cat Feral Undead: ?
Coffer Corpse: ?
Crypt Thing: ?
Death, Manifestation of Death: ?
Demilich Advanced: ?
Deserach the Mage, Demilich: ?
Devourer: ?
Devouring Mist: A fearful exhalation of the Bloodwraith, the devouring mist seeks only to feed its insatiable hunger for blood.
Duke Aerim's Create Devouring Mist power.
Duke Aerim, The Bloodwraith: ?
Fear Guard: The fear guards were former temple warriors, bound to this place after death.
Fear Guard's Create Fear Guard power.
Ghost of Igni: Igni the Paladin defeated by The Master, avatar of Orcus, and cursed to unlife.
Igni was a paladin who almost defeated the avatar of Orcus. When Igni was defeated, Orcus concocted a particularly cruel undeath for the man. The demon lord cursed Igni to his current ghost state but also perverted all Igni’s paladin abilities into evil reflections. Under the curse Igni is compelled to slay any who try to open the doors.
Kor the Storm, Ghost of Kor the Storm Giant, Undead Storm Giant, Undead Form: ?
Ghul: Ghuls are undead djinn.
Grezell, Vampire, Head Vampire: ?
Grim Jester: ?
Guardian Cimota: The former collector of these scrolls, an injured soldier and neophyte acolyte of Orcus, was slain in here by a rival over hierarchy in the lower orders of the clergy. Maintaining his soldier’s sense of duty towards his collection, the acolyte eventually rose from death as a guardian cimota, forever tasked to guard these scrolls.
Itara, Vampire: ?
King Goov the Disfigured, Greater Mummy, Undead King: King Goov sacrifices 500 maidens to Orcus and slain in popular revolt, rises as undead creature and flees to Rappan Athuk with captive Yokim of House Portia, consort of Helman “Hairfoot” Hillman.
Goov made a covenant with Orcus to remain alive after death. In trade, Goov sacrificed 500 young maidens to the evil god, which triggered a revolt among his people, leading to regicide. Honoring his promise, Orcus made Goov undead.
Knight Gaunt: ?
Lord Navarre, Demonic Knight: This symbol covers a secret door leading to the long-undisturbed tomb of Lord Navarre, a former fallen paladin who has degenerated even further, becoming a demonic knight.
Navarre’s corrupter, Deserach the mage (now a demilich), placed her soul and her treasure within this chest and trusted the chest to Navarre’s keeping.
Meat Puppet: These sounds come from the 3 strange creatures known as bonesuckers that make their home here and move to attack anyone passing through the room. At first glance, they resemble toadstools 10 feet in height, with rubbery trunks and tentacles sprouting from their crown. The trunk is composed of 5 sturdy tentacles they use to move around. They attack by grappling with their upper tentacles, inserting the tip into their victims’ flesh, and liquefying and sucking out the bones. Enemies killed by this attack reanimate within the temple as meat puppets 24 hours after dying.
Human Meat Puppet: The room also holds 8 human meat puppets, the legacy of past bonesucker victims.
Otyugh Meat Puppet: Some years back, several clusters of otyughs swarmed into the Bloodways, only to fall victim to its malign influence. Now the remains of these long-dead creatures roam the halls, attacking any living creature they come upon.
Mhao, Servitor Vampire: ?
Undead Mimic: ?
Mohrg: ?
Mordnaissant: Horribly, due to a necromantic taint on the room, infants created through this chamber’s powers do not die if the mother dies in the room; her womb continues to expand, and eventually a mordnaissant bursts free.
Greater Mummy: ?
Guardian Mummy: ?
Mummy of the Deep: ?
Mummy Priest of Orcus: ?
Nadroj the Wraith-Wizard, Nadroj the Wraith, Poweful Wraith, Wraith: [F]ormerly a wizard/merchant favored by Orcus, and thus allowed to retain his knowledge of spells.
Nightcrawler: ?
Greater Shadow: ?
Undead Ooze: ?
Unusual Skeleton: Undead Ooze Skeletons power.
Larger Skeleton: Undead Ooze Skeletons power.
Patrol Captain Luther, Dwarf Graveknight: ?
Phasma, Translucent Robed Figure Sheathed in a Pulsing White Light: ?
Plethor, Mummy, Powerful Mummy: The mummy in Area 12A is Plethor, who was in life a powerful cleric.
Saracek the Fallen, Skeleton Warrior: Like many of the pursuing Army of Light, Saracek joined the legions of evil in worship of Orcus. When he converted, he became a skeletal warrior. His utter corruption gives him abilities beyond those of normal skeletal undead.
Shadow Rat: ?
Baron Simrath the Vampire, Vampire, Long-Undead Lord: Simrath is the long-undead lord of a small barony in the foothills. He was once a great general of good, and was much loved by his troops. Like many other heroes of the region, Simrath rode off against the forces of Orcus. He was slain in a nighttime battle at the field east of the ford of the Wild Edge River by a vampire serving the evil priests. That vampire was slain by the holy light of a sun priest. Simrath’s companions were unaware of his fate (being turned to a vampire), and buried him with full honors in the foothills near the battlefield, in a wild grove of great beauty. There he rests by day.
Slavish the Sorcerer, Arch-Lich, Powerful Lich: ?
Army Skeleton: ?
Black Skeleton, Magical Black Skeleton: ?
Bone Swarm: ?
Undead Hummingbird Swarm: ?
Swoana, Vampire: ?
Vampire Warlord: ?
Barrow Wight: A humanoid slain by [a barrow wight's slam] attack rises 1d4 rounds later as a barrow wight under the control of the wight that killed it, unless the humanoid is restored to life or its body is destroyed.
Sword Wight: Duke Aerim's Create Sword Wight power.
Oblivion Wraith: ?
Xillin, Mummy, Powerful Mummy: [T]he mummy in Area 12B is Xillin, who was a great mage.
Zelkor, Wraith, Undead Minion: Nadroj the wraith breaks Zelkor and makes him an undead minion of Orcus.
This area is the lair of Zelkor, who was once a good-aligned archmage of some renown. During his quest to drive the evil from this place, he was captured by the evil priests, tortured, and eventually slain by Nadroj the wraith once he agreed to worship Orcus. He retains some of his powers though his alignment has irrevocably shifted to evil.
Ancient Black Dragon Zombie: ?
Army Zombie: ?
Basilisk Zombie: ?
Behir Zombie: ?
Brain-Eating Zombie: ?
Brine Zombie: The ship was a great galley and is over 80 feet in length. It sank in a storm, with the loss of all hands. While most of the crew died, the captain and his most ruthless pirates rose again in undeath. The crew now consists of 12 brine zombies, and Captain Killbessa, a mummy of the deep.
Carcharodon Zombie, Zombified Carcharodon: ?
Fire Beetle Zombie: ?
Giant Crayfish Zombie: ?
Giant Rat Zombie: ?
Grey Render Zombie: ?
Gug Zombie: ?
Zombie Horde: ?
Juju Zombie: These tortured creatures were warriors of light who refused to join the army of evil. Their mouths and eyes were sewn closed by evil priests while they were alive and then sacrificed to Orcus. Against their will, they are now undead creatures.
Otyugh Zombie: ?
Plague Zombie: Pestilience Disease.
Zombie Rot disease.
Fountain of Pestilence artifact.
Purple Worm Zombie: ?
Pyre Zombie: ?
Rhinoceros Beetle Zombie: ?
Spellgorged Zombie: ?
Troll Zombie: ?
Vrock Zombie: ?
Warhorse Zombie: ?
Yellow Mold Encrusted Troll Zombie: ?
Powerful Allip: Due to Grand Cornu Lorvius’s increasing paranoia, he had his own personal vault created, and after its construction, he slew the builders and tasked their undead forms to guard the treasures within.
In addition to the magical wards in the room, the former builders of the room are very angry with anyone able to bypass their protections and enter without Lorvius. The 10 builders have become powerful allips, and the wizard who created the prismatic wall is bound here as a horribly malignant ghost.
Yokim, Banshee, Banshee Concubine: The acolytes of Orcus entombed Yokim, the unwilling elven concubine of King Goov during life, alive — her crypt sealed and walled up so that she could not leave Goov after his undeath. As she starved to death, sealed in her coffin, Yokim transformed into a banshee.
Banshee, Ghostly White Figure: ?
Aaphia, Crypt Thing, Humanoid Figure: ?
Manifestation of Death, 7-Foot-Tall Figure, Unmoving Figure: ?
Nycristi, Demilich Advanced: ?
Deserach, Lich-Mage: ?
Fear Guard, Translucent Figure, Being: The fear guards were former temple warriors, bound to this place after death.
Bartholomew Ragusovitch, Grim Jester, Skeletal Abomination, Orcus's Amusing Creation: As one of Orcus’ few amusing creations, Bartholomew can only be permanently destroyed if the characters slay him while he is prone (Orcus granted him his deathly reward after accidently breaking his neck in a prat fall.)
Alumaxis, Knight Gaunt, Undead Horror: A good soldier to the end, Alumaxis volunteered for the role of leader of this building site when he understood it would further the reach of Orcus in the world. What he didn’t know was the depth of deceit in the ranks of his “advisors”. As a man used to facing foes head-to-head, he did not see the treachery of the clergy until it was too late. To cover any evidence of their assassination, the clergy ordered this pyre built to honor their fallen “leader”. The captain’s body was laid to rest atop the bonfire, and he was immolated. Unexpectedly, the fire never burned itself out; it smolders even to this day, wafting smoky tendrils to remind the very stones of the dungeon what happened here. Alumaxis himself was not fully consumed by the flame. He regained his material body after being scorched and returned to the mortal realm as a knight gaunt, an undead horror normally created when a paladin falls in righteous combat against evil. Orcus himself found the humor in returning his soldier to the field in such a form.
Human Meat Puppet, Loathsome Twitching Undead: These loathsome, twitching undead either descended from the Temple of Final Sacrament, or arose spontaneously from the corpses of victims slain within the Bloodways.
Undead Mimic, Hideous Creature: The font is actually an undead mimic, a hideous creature that wandered into this place as a normal variety of mimic, and replaced the existing font, thinking to trap petitioners when they came to gather some of the water. The mimic waited so long, and was eventually infused with so much dark energy, when it perished from starvation it transformed into this undead version.
Somewhat Wimpy Mohrg: This mohrg was deemed substandard by the Orcus priests who created it, and they agreed to have it serve here rather than simply discarding it.
Mohrg Consort: ?
Mordnaissant, Rare and Deadly Creature: ?
Captain Killbessa, Mummy of the Deep: The ship was a great galley and is over 80 feet in length. It sank in a storm, with the loss of all hands. While most of the crew died, the captain and his most ruthless pirates rose again in undeath. The crew now consists of 12 brine zombies, and Captain Killbessa, a mummy of the deep.
Guardian Mummy, Mummified Corpse: ?
False Black Skeleton, Normal Skeleton Painted Black: ?
Elite Black Skeleton Trooper: ?
Bone Swarm, Surprisingly Intelligent Creature, Sheet of Bone, Swirling Mass of Bones, Motley Collective: ?
Undead Hummingbird Swarm, Swarm of Undead Hummingbirds, Wicked and Terrible Creation: The darting shapes are swarms of undead hummingbirds, a wicked and terrible creation.
Zelkor, Evil Lich: ?
Brain-Eating Zombie, Robed Figure: ?
Giant Crayfish Zombie, Bloated Rotting Corpse With Chunks Taken Out of It: ?
Juju Zombie, Tattooed Man, Tortured Creature: These tortured creatures were warriors of light who refused to join the army of evil. Their mouths and eyes were sewn closed by evil priests while they were alive and then sacrificed to Orcus. Against their will, they are now undead creatures.
Goblin Juju Zombie, Body: ?
Barely-Intelligent Plague Zombie: ?
Pyre Zombie, Bipedal Medium Figure: ?
Yellow Mold Encrusted Troll Zombie, Troll Zombie, Troll-Zombie: ?
Horrible Mass of Shambling Moaning Zombies in a Horde: ?
Undead, Undead Creature, Undead Monster: The priest of this foul place is the goblin Jedra, who found a book about Orcus left here by a previous inhabitant. Jedra rather liked the idea of Orcus and built this chapel to honor him. Orcus was amused by this and granted Jedra some limited power which she is using to learn to raise undead.
A slave that is freed and brought successfully to the surface world is worth half their value in experience points with a minimum of 100 XP. If the characters merely free the slaves and leave them to their own devices — i.e., let them try and escape Rappan Athuk on their own — not only should you not award any experience, it is advised that good characters suffer a loss of 100 XP per slave allowed to fend for themselves in the Dungeon of Graves. As a cruel alternative, you may turn slaves freed in this manner into undead and send them at the party — requiring characters to confront their mistake face-to-face.
Karsh was a high-level priest in the service of Orcus who was slain when he battled Zelkor’s army at the gates of this place. He was utterly destroyed (disintegrated) during the battle, and all the secrets of his greatest creation died with him. Forged from the blood of Orcus himself, and imbued with the power that that wrought, the zombiestone was created for the armies of evil to carry with them like an unholy Ark of the Covenant. The plan was to create an unending supply of soldiers by animating the fallen on both sides and creating nearly unstoppable troops that would horrify the troops that laid siege to this place.
The only problem was that the undead created by the stone were uncontrollable, even by the priests of Orcus. Once the dead began to walk, they attacked everyone, friend or foe, inflicting horrific losses on the evil army as well. The battle commanders moved away from the zombiestone for fear of losing their still living troops, and it was not until some months later that the stone was retrieved and brought here by Orcus’ priests.
Powerful Undead: ?
Horrible Undead: ?
Undead Thing: ?
Undead Troll: This beast was a former guardian of the path to Level 0E3. After most of the living inhabitants died, the troll starved to death. The power of the chapel kept the beast from entering the afterlife, so he is confined here as an undead troll.
Undead Servant: ?
Undead Servitor: ?
Undead Guardian: Alternately, should you not wish these doomsday weapons unleashed, characters might have the opportunity to restore the field. Nycristi, the sister of the Oracle, can inform them how to do this. Three characters must volunteer for sacrifice, giving up their life forces forever to restore each of the 3 energy beams. Their remains become new, undead guardians for the beam.
Horrid Undead: ?
Ancient Undead: ?
Powerful Undead Nemesis: ?
Lurking Undead: ?
Undead Tenant: ?
Non-Intelligent Undead: ?
Intelligent Undead: ?
Enhanced Undead: In the eastern corner of the cave is an idol of undead creation in the shape of Orcus. This idol permits Tribitz to create the enhanced undead found in this cave.
Strange Undead Bug: ?
Maggot-Ridden Undead: ?
Undead Trooper: ?
Lesser Undead: ?
Mindless Undead: ?
Undead Form: ?
Undead Minion: ?
Helpless Ghost: ?
Mailliw Catspar, Ghost: Because the level, when sealed, provides no exit for disembodied spirits, the soul of Mailliw lingers still in this chamber, bound in eternal slumber.
Ghost, Damned Spirit, Undead Custodian: The library is attended by a ghost, the damned spirit of a scribe who came here to steal but was slain by the lich in Area 5C-14.
Phalen, Ghost of an Evil Elven Wizard: Hovering nearby, however, is Phalen, the ghost of an evil elven wizard. Once a devout worshiper of Hecate, Phalen was corrupted by the Orcus clerics and damned to guard their burial grounds for eternity.
Horribly Malignant Ghost: Due to Grand Cornu Lorvius’s increasing paranoia, he had his own personal vault created, and after its construction, he slew the builders and tasked their undead forms to guard the treasures within.
In addition to the magical wards in the room, the former builders of the room are very angry with anyone able to bypass their protections and enter without Lorvius. The 10 builders have become powerful allips, and the wizard who created the prismatic wall is bound here as a horribly malignant ghost.
Ghoul: Inside are the gnawed-on skeletons of some 30 frog-cultists who had rebelled against a long-dead abbot and were put down to face live entombment. Five of them remain as ghouls inside the room, envious of the living.
These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus.
Creatures slain by [Orcus's legendary action] devouring darkness rise as ghouls under the command of Orcus within 1d4 rounds.
Well-Fed Ghoul: ?
Hungry Ghoul: ?
Ghast: These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus.
The third oyster the characters pry open contains a ghast that automatically attacks with surprise. A human treasure-hunter became trapped in the oyster, transforming into a ghast after drowning.
These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus.
The chamber also holds a pair of bodies: one is the corpse of the adventurer Mailliw Catspar, and the other the remains of a priest of Orcus. The latter corpse has reanimated as a ghast.
Ghast, Undead Horror: The third oyster the characters pry open contains a ghast that automatically attacks with surprise. A human treasure-hunter became trapped in the oyster, transforming into a ghast after drowning.
Ghast, Horror: ?
Lich: ?
Devron the Necromancer, Lich: Devron the necromancer swears himself to Arvonliet’s true nature, transforms into lich and is imprisoned below Barakus.
Gremag, Phoromyceaen Sorcerer-King of Tharistra, Lich: ?
Lich-Queen Trystecce: ?
The Winter Lich: ?
Magerly, Lich, Lich Necromancer: ?
Eralion, Failed Lich: ?
Mean-Spirited Lich: ?
Demilich: ?
The Conductor, Elf Lich, Ancient Undead: The Conductor was born more than 5000 years ago in a land so distant that he can barely recall the scent of its golden shores, long before men and orcs populated this region. He amassed enough magical might that he was able to thwart death, and he has lived as a lich for millennia.
Damien, Lich: ?
Cleric-Lich: ?
Wizard-Lich: ?
Minion of Orcus: ?
Animated Mummy: ?
Mummy, Normal Mummy: These are the remains of servants of Agamemnon, bound here for all eternity to serve him after death.
Greater Mummy, Boy-Mummy, Desiccated Perfectly Preserved Body of a Slender Boy in His Early Teens: ?
Mummy Lord: ?
Shadow, Undead Shadow: If a non-evil humanoid dies from [an acolyte of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the acolyte’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [archbisop Pagonis's strength drain] attack, a shadow rises from the corpse 1d4 hours later.
If a non-evil humanoid dies from [Celeen's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid reduced to 0 hit points by [an adult umbral shadow dragon's shadow breath] dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count.
A humanoid reduced to 0 hit points by [an ancient umbral shadow dragon's shadow breath] dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count.
If a non-evil humanoid dies from [Gernalda's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Gernalda’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a goblin priest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a goblin slaver's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the slaver’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a goblin underpriest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the underpriest’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Gudmund's Caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Gudmund’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Hesperix's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Hesperix’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a hobgoblin offering guard's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the hobgoblin offering guard’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Lorvius's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Lorvius’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a mummy priest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the mummy priest’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Phesor's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Phesor’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Plethor's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Plethor’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a priest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Relnek's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Relnek’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a slaver's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the slaver’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Theron's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Theron’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Tibor's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Tibor’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Tribitz's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Tribitz’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [an underpriest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the underpriest’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Wharaz's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Wharaz’s control, unless the humanoid is restored to life or its body is destroyed.
Any targets killed by the shadows join their ranks in this room forever.
Shadow, Shadowy Figure: ?
Skeleton, Normal Skeleton: At any time Jedra will be in the chapel, praising Orcus or experimenting on any bodies on which she can get her hands. She has so far carefully managed to raise a pair of skeletons (with maximum hp), and is working on a corpse, this time attempting to make a zombie.
This room is literally piled wall to wall with bones and rotting bodies, all sacrificed to the evil lord of the dead. Nothing of value remains, as the bodies were searched prior to disposal here. This room is used as a resource for animating skeletons to serve in the evil temple.
If the power of the idol [of undead creation] is removed, or the idol taken more than 150 feet from the undead [army zombies and army skeletons], they become normal zombies and skeletons.
A creature within 5 feet of the [undead] ooze can take an action to pull a creature or object out of the ooze. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 9 (2d8) necrotic damage. If a skeleton is pulled out, it animates as if the ooze’s skeletons ability was used.
Undead Ooze Skeletons power.
Skeleton Violently Exploding: ?
Goat-Human Skeleton: ?
Normal Skeleton, Undead Swordsman in Mail and Coif: ?
Skeleton, Undead Servant: ?
Skeleton of Medium Size: ?
Specter: With great delight, Nadroj turns any paladin characters into specters.
These horrors, the souls of paladins slain by Nadroj, attack immediately.
Nadroj the Wraith-Wizard Create Specter power.
Oblivion Wraith Create Specter power.
Zelkor Create Specter power.
Specter, Minion: ?
Specter Nobleman: ?
Oldaric, Vampire Spawn: He died early on in the Bloodways after a devouring mist sucked him dry. He has become one of the many vampire spawn that lurk within the labyrinth.
Vampire: ?
Lillyandra, Lilly-Flower, Vampire: ?
Kenard, Warden of the Dead, Vampire: Along the southern wall, in a mundane but comfortable chair, flanked by 2 doors, sits Kenard, Warden of the Dead a former ranger and hero who chose to be infected with vampirism to ensure the feral vampires in Area 0E3-24 are never released from their prison.
In an abbreviated version of a long and tragic tale, the 3 feral vampires were brothers in life, terrible and loathsome louts that beat and stole from any who were weaker than them.
One day, Judith, a fair and frail maiden, was travelling to meet her betrothed, Kenard, a ranger and protector of Good Hope Forest (as it was called, long ago, by the local woodsman). She never made it, as she was set upon by the foul brothers. Rather than have a shred of kindness, and just kill her quickly, the brothers made sport of her torment.
Eventually, Kenard discovered the abduction, and he raced to save his future bride, but when he found the trio of brutes and his love, it was far too late to save Judith. Unable to control his monumental rage, Kenard took spear and shortsword to the brothers, unleashing all his hate and fury. So powerful was his retribution, the forest itself was shocked and outraged by the display. Kenard took days to dispatch the brothers, and in that time a powerful forest spirit, Aspen, came to the site.
“This cannot go unpunished, Kenard. You are a good and lawful man. You did the wrong thing. You must atone for your own sins.” And with that, the brothers rose, staggered about, and were cursed as vampires. Judith, with her last few breaths, smiled to Kenard and said, “You know Aspen to be true. Stop this hateful action. Protect. It is what you do.” “I will protect, Lady Judith. I will protect the land from such beings as those.”
The brothers looked to each other, and fell upon the pair, their newfound bloodlust too overpowering to be ignored. As the pair fell to the foul vampires, Kenard’s will kept him “alive” in a sense. He too rose as a vampire, able to overpower the brothers.
Feral Vampire Spawn, Brutish Pale Humanoid Shape, Foul Vampire: In an abbreviated version of a long and tragic tale, the 3 feral vampires were brothers in life, terrible and loathsome louts that beat and stole from any who were weaker than them.
One day, Judith, a fair and frail maiden, was travelling to meet her betrothed, Kenard, a ranger and protector of Good Hope Forest (as it was called, long ago, by the local woodsman). She never made it, as she was set upon by the foul brothers. Rather than have a shred of kindness, and just kill her quickly, the brothers made sport of her torment.
Eventually, Kenard discovered the abduction, and he raced to save his future bride, but when he found the trio of brutes and his love, it was far too late to save Judith. Unable to control his monumental rage, Kenard took spear and shortsword to the brothers, unleashing all his hate and fury. So powerful was his retribution, the forest itself was shocked and outraged by the display. Kenard took days to dispatch the brothers, and in that time a powerful forest spirit, Aspen, came to the site.
“This cannot go unpunished, Kenard. You are a good and lawful man. You did the wrong thing. You must atone for your own sins.” And with that, the brothers rose, staggered about, and were cursed as vampires. Judith, with her last few breaths, smiled to Kenard and said, “You know Aspen to be true. Stop this hateful action. Protect. It is what you do.” “I will protect, Lady Judith. I will protect the land from such beings as those.”
The brothers looked to each other, and fell upon the pair, their newfound bloodlust too overpowering to be ignored. As the pair fell to the foul vampires, Kenard’s will kept him “alive” in a sense. He too rose as a vampire, able to overpower the brothers.
Shekahn, Vampire, Horrible Monster Lover: ?
Vampire Spawn: The target dies if this effect [Agamemnon's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Agamemnon’s control.
The target dies if [Azraggad's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Azraggad’s control.
The target dies if [Grezell's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Grezell’s control.
The target dies if [Itara's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Itara’s control.
The target dies if [Simrath the Vampire's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Simrath’s control.
The target dies if [Swoana's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Swoana’s control.
The target dies if [a vampire warlord's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Unlike most vampires, Shekahn wants to make spawn rather than kill the characters outright. Anyone taken prisoner is drained and turned into a vampire spawn.
Human Vampire Spawn, Vampire Spawn Minion: ?
Half-Elf Vampire Spawn, Vampire Spawn Minion: ?
Vampire Spawn, Debased Vampire: ?
Vampire, Dark-Skinned Humanoid: ?
Vampire Harlot: ?
Abbot Cyngamon, Wight: ?
Wight: ?
Kynos, Wight: ?
Will-o'-Wisp: ?
Will-o'-Wisp, Evil Being: ?
Will-o'-Wisp, Tiny Undead: ?
Wraith: Unbeknownst to the sahuagin, this cave was once the private chamber of a high priest who swore fealty to the Profane Tides. Slain by a wraith while he slept, the priest was interred in the floor directly below his bed. Though that bed and all other evidence of the priest’s existence are gone, his spirit lingers. A successful DC 18 Wisdom (Perception) check while searching the floor reveals a section of mismatched stones in the floor, 6 feet long by 2 feet wide. Anyone spending half an hour with the proper tools can unearth a copper casket buried a few inches below the surface. The casket is sealed shut by time and moisture, requiring a successful DC 17 Strength check from 2 characters working together to lift the lid. Inside is a mostly crumbled skeleton … and the wraith the priest became after death.
Anyone who crosses the threshold of the tomb is instantly cursed (no saving throw).
A cursed character is doomed to one day return to the tomb as a wraith. A cursed character that dies is immediately transformed into a wraith and begins journeying back to the tomb to guard it against intruders. The character who dies cannot be aided by a raise dead or resurrection spell. Moreover, a cursed character cannot remove the curse, either on themselves or another, with a remove curse spell; only a non-cursed cleric can do so. A cursed character is not aware of the affliction while alive except that once a year, on the anniversary of the day of the curse, the character is overwhelmed with a sense of doom and hopelessness. The feeling passes the next day. Powerful divination magic is necessary to determine the source of this annual ennui.
Ulman Dark Raising the Dead power.
Balcoth the Wraith-Mage: ?
Wraith, Restless Spirit: The wraiths are the restless spirits of those slain in the dungeon, out to seek revenge on all living things.
King Lothar, Long-Dead Caveman Wraith: ?
Powerful Wraith: ?
Wraith, Shadowy Dragon: The boy in the sarcophagus was once a powerful prophet of Tiamat and was interred in this temple at some point in ages past. He now exists as a greater mummy, sealed within his tomb. The spirits of his advisors were then captured in the dragon heads as 5 wraiths to serve him in the afterlife and protect his tomb.
Wraith Bodyguard: ?
Zombie, Normal Zombie, Zombie Creature, Zombie-Creature: A humanoid slain by [a devouring mist's blood drain] attack rises 24 hours later as a zombie under the mist’s control, unless the humanoid is restored to life or its body is destroyed.
Any humanoid creature slain by the mohrg rises as a zombie at the beginning of the mohrg’s next turn.
A humanoid slain by [a sword wight's greatsword] attack rises 24 hours later as a zombie under the sword wight’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a sword wight's life drain] attack rises 24 hours later as a zombie under the sword wight’s control, unless the humanoid is restored to life or its body is destroyed.
If the zombie horde is dropped to 0 hit points, it becomes 7 (2d6) zombies, which lose all the features of the zombie horde, but continue to attack normally.
Greatly diminished, the order of Tsathogga now counts 8 acolytes (cultists), and 4 under-clerics (cult fanatics), who in turn control 16 zombies raised in the under-temple.
At any time Jedra will be in the chapel, praising Orcus or experimenting on any bodies on which she can get her hands. She has so far carefully managed to raise a pair of skeletons (with maximum hp), and is working on a corpse, this time attempting to make a zombie.
This room contains 4 zombies. They do not roam around the dungeon because they were raised to protect the room’s treasure.
If the power of the idol [of undead creation] is removed, or the idol taken more than 150 feet from the undead [army zombies and army skeletons], they become normal zombies and skeletons.
This level contains an evil artifact, the zombiestone of Karsh. This artifact causes any creature that is killed within 500 yards to re-animate as a zombie creature. The closer to the stone, the more powerful the zombie. Zombies near the stone are so tough in fact, that they must be physically hacked to pieces or burned to destroy them.
Any creature slain on this level [Zombieland] immediately rises as a zombie in 1d3 rounds, except in Areas 13C-9 and -10. The zombie has hit dice equal to the base hit dice of the creature plus 1d3. See the zombiestone for more information.
Zombiestone of Karsh artifact.
Kalina, Zombie: A follower of Oghma, Kalina was separated from the rest of the group. She too was captured and tortured to death at the Talon of Orcus. Her lifeless corpse was then reanimated, and now stands ready to serve her former captors in the Talon as one of the zombies in Area 10C-7.
Zombie Dissolving: ?
Hardier Enchanted Zombie: The documents in the leather case reveal the procedure to create hardier enchanted zombies. This method requires 250 gp worth of material components per zombie and a fully equipped laboratory.
Zombie Minion: ?
Uncontrolled Zombie: The circle of death spell requires a successful DC 18 Constitution saving throw to avoid. A creature killed by the spell becomes an uncontrolled zombie, subject only to its inner appetite.
Zombie Horse: ?
Zombie in Plate, Zombie Wearing Plate Armor, Man in Plate Armor: ?
Partially Hacked Apart Human Zombie: ?
Native Zombie: ?
Humanoid Zombie, Bloated Rotting Corpse With Chunks Taken Out of It: ?
Humanoid Zombie: ?
Goblin Zombie: ?
Pestilence
The pestilence is typically caught from contact with bodily fluids of a creature carrying the disease. Every round that a creature is in contact with an infected creature or some of its fluid, it must succeed on a DC 14 Constitution saving throw or contract the disease. Anyone infected will begin losing hit points at a rate of one per hour until death. A DC 10 Constitution saving throw is allowed each hour to avoid the hit point loss for that hour, but the process continues afterwards. Magical healing increases the victim’s hit points, but the progress of the disease continues after the curing. Lesser restoration completely removes the disease and return the victim back to health, although it does not restore the lost hit points. If the victim dies from the course of the disease, the body rises as a plague zombie in 1d4+1 rounds. A sprinkling of holy water or a lesser restoration spell cast on the body prevents this from happening. The body may be raised from the dead normally, but not while it is still “alive” as a plague zombie.
Zombie Rot. A creature who takes a bite or claw attack, or who is within 15 feet of the plague zombie when it drops to 0 hit points, must make a DC 13 Constitution saving throw. On a failed save, the creature contracts zombie rot.
While it has zombie rot, the creature cannot regain hit points except via magical means, and it has vulnerability to slashing damage as its flesh rots. At the end of each long rest after being infected, the creature’s maximum hit points is reduced by 3 (1d6) and it can repeat the saving throw, ending zombie rot on a success. Any reduction to the creature’s hit point maximum is permanent until the zombie rot has been cured. The reduction ends after the creature’s next long rest after being cured. If this reduction drops the creature to 0 hit points, the creature dies and rises as a plague zombie in 1d4 hours.
The Fountain of Pestilence. The Fountain is like the smaller pools that the party may have encountered already on this level. Anyone coming within 10 feet of the Fountain must make a successful DC 12 Constitution saving throw or be infected with pestilence; a saving throw must be made each time a character comes within 10 feet. After a successful saving throw the character may remain in the area without making further saving throws. If the party enters the room at all, the Fountain begins creating and calling various monsters to slay the intruders. The order in which these monsters are called, and other details, are set forth below. Creatures formed from the Fountain’s substance take 2 rounds to be completed. The growing lumps of matter can be attacked while they are forming, but the attacks do only half damage since the Fountain is still feeding the growing creatures during that time. Plague zombies that are turned during this combat flee to the Fountain; the effect of the turning is removed by the Fountain after 1 round.
Round
Creature
1
4 pestilenzi demons begin forming
2
Pestilenzi demons continue forming
3
Pestilenzi demons are fully formed and can attack. Fountain begins forming 2 plague zombies.
4
Plague zombies continue forming
5
Plague zombies are fully formed and can attack
6
Fountain calls 20 giant rats, which do not arrive yet
7
20 giant rats arrive to join the combat
8
5 giant centipedes crawl from the Fountain to attack
9
Fountain begins forming 2 pestilenzi demons
10
Pestilenzi demons continue forming
11
Pestilenzi demons are fully formed and can attack.
After these 11 rounds, the Fountain temporarily exhausts its resources, and there is a break of 10 rounds during which the Fountain is not able to create or summon more monsters. After this time has elapsed, the Fountain can begin the process over again, with the one exception described below under Treasure. The Fountain cannot be killed or damaged except in one way: If the necklace of hands is removed from the statue and thrown into the Fountain, the Fountain begins to recede and eventually disappears within a month.
Story Award. A party that manages to defeat the Fountain receives 6,000 XP.
Treasure. Each of the pestilenzi demons summoned by the fountain was created from the diseased substance of the pool itself, and the pool uses gems to create the demons’ eyes. The 6 pestilenzi demons created by the Fountain during its first 11 rounds of combat each have yellow tiger-eye gems for eyes, worth 500 gp each. Subsequent demons (if the party remains in the room long enough for the Fountain to regain its power) do not have eyes and fight as if blind.
Zombiestone of Karsh Wondrous item, artifact (requires attunement by a cleric or paladin)
This 2-foot square stone of eerily glowing purple material seems to waver in shape and form, and at times even seems to bleed a black ichor. No carvings or markings are present on the stone, except some faint chisel marks on the exposed top. The stone radiates chaos, evil, and necromantic magic of the greatest power.
Powers. The Zombiestone has the following abilities and effects:
All living creatures within 60 ft. of the Zombiestone are under the effect of a bane. Whenever they make an attack roll or a saving throw, they must roll a d4 and subtract that amount from the attack or saving throw roll.
The first time a living creature comes within 40 ft. of the Zombiestone and every 10 minutes it remains within this zone, it must attempt a DC 14 Constitution saving throw. On a failure, the creature contracts a disease from the table below (reroll duplicates).
No undead creature can be turned or destroyed with channel divinity within a 100 ft. radius of the stone. Any undead creature within 300 ft. has a +8 bonus to its saving throw to avoid being turned, and any undead creature within a 700 ft. radius has a +4 bonus.
Any undead within 100 ft. are immune to bludgeoning, piercing, and slashing damage from non-magical weapons and resistant to all other damage. Any undead within 300 ft. are resistant to all damage. Undead within 700 ft. are resistant to bludgeoning, piercing and slashing damage.
The Zombiestone has a permanent 10 ft. radius antimagic field around it.
Any living creature that dies within 300 ft. of the stone rises as a zombie in 1d3 rounds. It has 1d3 more hit dice than it did as a living creature but loses any magical abilities. The possessor of the stone cannot control the newly risen zombies.
Any creature within 100 ft. of the stone must make a DC 12 Charisma saving throw every hour or turn evil.
Any living creature within 100 ft. of the stone must make a DC 14 Wisdom saving throw every hour or permanently lose one point of Wisdom.
Destruction. A simple hammer and chisel coated in the blood of a unicorn and wielded by an innocent child can crack the stone, thereby killing the child (irrevocably and forever).
1d8
Disease
1
Bubonic Plague
2
Cackle Fever
3
The Grunge
4
Hemophilia
5
Mummy Rot
6
Sewer Plague
7
Sight Rot
8
The Pestilence
Create Devouring Mist (3/day). Duke Aerim coughs, expelling a devouring mist in an unoccupied space within 10 feet of it. The devouring mist is under Duke Aerim’s control. Duke Aerim can have no more than three devouring mists under its control at one time.
Create Fear Guard. The fear guard 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 fear guard in the space of its corpse or in the nearest unoccupied space. The fear guard is under the fear guard’s control. The fear guard can have no more than two fear guards under its control at one time.
Create Specter. Nadroj 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 Nadroj’s control. Nadroj can have no more than seven specters under its control at one time.
Create Specter. The oblivion 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 oblivion wraith’s control. The oblivion wraith can have no more than ten specters under its control at one time.
Create Specter. Zelkor 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 Zelkor’s control. Zelkor can have no more than seven specters under its control at one time.
Create Sword Wight. Duke Aerim targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target rises as a sword wight in the space of its corpse or in the nearest unoccupied space. The sword wight is under the Duke Aerim’s control. Duke Aerim can have no more than seven sword wights under its control at one time.
Raising the Dead: Ulman charges 3,000 gp to attempt this difficult task and has a 30% chance to fail in some way (see below). If he fails, he weakens and is unable to do anything but lay in bed for a period of 1 month thereafter. If 3 gems worth 250 gp or more each are used in the procedure, the chance of failure drops to 10%. Failure results are listed on the table below:
d6
Result of attempt
1
Character remains dead
2
Character returns from the dead but with 1d2 permanently lost Constitution points and 4 levels of exhaustion for 2 weeks
3
Character’s body dissolves into a putrescent ooze
4
Character returns from the dead, but grows to ogre size, gaining 4 extra hp but losing 1d4 points of Intelligence
5
Character’s body remains dead, character’s soul returns as a wraith and attacks
6
Character remains dead
Skeletons. An undead ooze can expel 1d6 skeletons from its mass, each appearing within 5 feet of the ooze. Skeletons can act in the round they are expelled. Slain skeletons are engulfed by the undead ooze and can be reanimated and expelled again in 1d2 hours. An undead ooze’s form holds up to 10 skeletons of Medium size. They remain active even if the ooze is killed. Some undead oozes have unusual or larger skeletons inside of them.
Agamemnon was a powerful wizard who quested for immortality. To this end, as his life drew to a close, he willingly became a vampire, summoning and dominating a member of the undead to do his will. Using a wish spell, he devised a ritual that destroyed his creator after he was transformed, making Agamemnon free to roam and do as he pleased without a controlling master.
Allip: ?
Amurru, Guardian of the Vault, Keeper of the Ravager, Eternal Guardian, Ancient Guardian: In the years that passed, Amurru and his comrades died, yet lived on in undeath, sworn to their charge for so long as it remained in their care.
Archbishop Pagonis, The Dark Archbishop, Shadowy Figure, New and Improved Form: Upon his death, Orcus had decided to send the archbishop back to the material plane to act as an “advisor” to the new Grand Cornu and maintain his position as Archbishop is his “new and improved” form.
Auriferous, Ancient Gold Dragon Vampire: The demiplane became another “prison” when Glazerel decide to house one of his experiments gone awry here. In an attempt to draw forth the soul of an ancient gold dragon named Auriferous, the beast was instead turned in to a vampire.
Azraggad the Vampire, Cultured Vampire: ?
Banshee: ?
Bodak: A creature that is slain by the bodak’s Gaze rises as a bodak 24 hours later unless restored to life by magical means.
A creature that is slain by the bodak[ priest]’s Gaze rises as a bodak 24 hours later unless restored to life by magical means.
Bodak Priest: ?
Bone Warrior: ?
Cadaver: A humanoid slain by a cadaver lord rises 24 hours later as a cadaver under the cadaver lord’s control.
Cadaver Lord: ?
Cat Feral Undead: ?
Coffer Corpse: ?
Crypt Thing: ?
Death, Manifestation of Death: ?
Demilich Advanced: ?
Deserach the Mage, Demilich: ?
Devourer: ?
Devouring Mist: A fearful exhalation of the Bloodwraith, the devouring mist seeks only to feed its insatiable hunger for blood.
Duke Aerim's Create Devouring Mist power.
Duke Aerim, The Bloodwraith: ?
Fear Guard: The fear guards were former temple warriors, bound to this place after death.
Fear Guard's Create Fear Guard power.
Ghost of Igni: Igni the Paladin defeated by The Master, avatar of Orcus, and cursed to unlife.
Igni was a paladin who almost defeated the avatar of Orcus. When Igni was defeated, Orcus concocted a particularly cruel undeath for the man. The demon lord cursed Igni to his current ghost state but also perverted all Igni’s paladin abilities into evil reflections. Under the curse Igni is compelled to slay any who try to open the doors.
Kor the Storm, Ghost of Kor the Storm Giant, Undead Storm Giant, Undead Form: ?
Ghul: Ghuls are undead djinn.
Grezell, Vampire, Head Vampire: ?
Grim Jester: ?
Guardian Cimota: The former collector of these scrolls, an injured soldier and neophyte acolyte of Orcus, was slain in here by a rival over hierarchy in the lower orders of the clergy. Maintaining his soldier’s sense of duty towards his collection, the acolyte eventually rose from death as a guardian cimota, forever tasked to guard these scrolls.
Itara, Vampire: ?
King Goov the Disfigured, Greater Mummy, Undead King: King Goov sacrifices 500 maidens to Orcus and slain in popular revolt, rises as undead creature and flees to Rappan Athuk with captive Yokim of House Portia, consort of Helman “Hairfoot” Hillman.
Goov made a covenant with Orcus to remain alive after death. In trade, Goov sacrificed 500 young maidens to the evil god, which triggered a revolt among his people, leading to regicide. Honoring his promise, Orcus made Goov undead.
Knight Gaunt: ?
Lord Navarre, Demonic Knight: This symbol covers a secret door leading to the long-undisturbed tomb of Lord Navarre, a former fallen paladin who has degenerated even further, becoming a demonic knight.
Navarre’s corrupter, Deserach the mage (now a demilich), placed her soul and her treasure within this chest and trusted the chest to Navarre’s keeping.
Meat Puppet: These sounds come from the 3 strange creatures known as bonesuckers that make their home here and move to attack anyone passing through the room. At first glance, they resemble toadstools 10 feet in height, with rubbery trunks and tentacles sprouting from their crown. The trunk is composed of 5 sturdy tentacles they use to move around. They attack by grappling with their upper tentacles, inserting the tip into their victims’ flesh, and liquefying and sucking out the bones. Enemies killed by this attack reanimate within the temple as meat puppets 24 hours after dying.
Human Meat Puppet: The room also holds 8 human meat puppets, the legacy of past bonesucker victims.
Otyugh Meat Puppet: Some years back, several clusters of otyughs swarmed into the Bloodways, only to fall victim to its malign influence. Now the remains of these long-dead creatures roam the halls, attacking any living creature they come upon.
Mhao, Servitor Vampire: ?
Undead Mimic: ?
Mohrg: ?
Mordnaissant: Horribly, due to a necromantic taint on the room, infants created through this chamber’s powers do not die if the mother dies in the room; her womb continues to expand, and eventually a mordnaissant bursts free.
Greater Mummy: ?
Guardian Mummy: ?
Mummy of the Deep: ?
Mummy Priest of Orcus: ?
Nadroj the Wraith-Wizard, Nadroj the Wraith, Poweful Wraith, Wraith: [F]ormerly a wizard/merchant favored by Orcus, and thus allowed to retain his knowledge of spells.
Nightcrawler: ?
Greater Shadow: ?
Undead Ooze: ?
Unusual Skeleton: Undead Ooze Skeletons power.
Larger Skeleton: Undead Ooze Skeletons power.
Patrol Captain Luther, Dwarf Graveknight: ?
Phasma, Translucent Robed Figure Sheathed in a Pulsing White Light: ?
Plethor, Mummy, Powerful Mummy: The mummy in Area 12A is Plethor, who was in life a powerful cleric.
Saracek the Fallen, Skeleton Warrior: Like many of the pursuing Army of Light, Saracek joined the legions of evil in worship of Orcus. When he converted, he became a skeletal warrior. His utter corruption gives him abilities beyond those of normal skeletal undead.
Shadow Rat: ?
Baron Simrath the Vampire, Vampire, Long-Undead Lord: Simrath is the long-undead lord of a small barony in the foothills. He was once a great general of good, and was much loved by his troops. Like many other heroes of the region, Simrath rode off against the forces of Orcus. He was slain in a nighttime battle at the field east of the ford of the Wild Edge River by a vampire serving the evil priests. That vampire was slain by the holy light of a sun priest. Simrath’s companions were unaware of his fate (being turned to a vampire), and buried him with full honors in the foothills near the battlefield, in a wild grove of great beauty. There he rests by day.
Slavish the Sorcerer, Arch-Lich, Powerful Lich: ?
Army Skeleton: ?
Black Skeleton, Magical Black Skeleton: ?
Bone Swarm: ?
Undead Hummingbird Swarm: ?
Swoana, Vampire: ?
Vampire Warlord: ?
Barrow Wight: A humanoid slain by [a barrow wight's slam] attack rises 1d4 rounds later as a barrow wight under the control of the wight that killed it, unless the humanoid is restored to life or its body is destroyed.
Sword Wight: Duke Aerim's Create Sword Wight power.
Oblivion Wraith: ?
Xillin, Mummy, Powerful Mummy: [T]he mummy in Area 12B is Xillin, who was a great mage.
Zelkor, Wraith, Undead Minion: Nadroj the wraith breaks Zelkor and makes him an undead minion of Orcus.
This area is the lair of Zelkor, who was once a good-aligned archmage of some renown. During his quest to drive the evil from this place, he was captured by the evil priests, tortured, and eventually slain by Nadroj the wraith once he agreed to worship Orcus. He retains some of his powers though his alignment has irrevocably shifted to evil.
Ancient Black Dragon Zombie: ?
Army Zombie: ?
Basilisk Zombie: ?
Behir Zombie: ?
Brain-Eating Zombie: ?
Brine Zombie: The ship was a great galley and is over 80 feet in length. It sank in a storm, with the loss of all hands. While most of the crew died, the captain and his most ruthless pirates rose again in undeath. The crew now consists of 12 brine zombies, and Captain Killbessa, a mummy of the deep.
Carcharodon Zombie, Zombified Carcharodon: ?
Fire Beetle Zombie: ?
Giant Crayfish Zombie: ?
Giant Rat Zombie: ?
Grey Render Zombie: ?
Gug Zombie: ?
Zombie Horde: ?
Juju Zombie: These tortured creatures were warriors of light who refused to join the army of evil. Their mouths and eyes were sewn closed by evil priests while they were alive and then sacrificed to Orcus. Against their will, they are now undead creatures.
Otyugh Zombie: ?
Plague Zombie: Pestilience Disease.
Zombie Rot disease.
Fountain of Pestilence artifact.
Purple Worm Zombie: ?
Pyre Zombie: ?
Rhinoceros Beetle Zombie: ?
Spellgorged Zombie: ?
Troll Zombie: ?
Vrock Zombie: ?
Warhorse Zombie: ?
Yellow Mold Encrusted Troll Zombie: ?
Powerful Allip: Due to Grand Cornu Lorvius’s increasing paranoia, he had his own personal vault created, and after its construction, he slew the builders and tasked their undead forms to guard the treasures within.
In addition to the magical wards in the room, the former builders of the room are very angry with anyone able to bypass their protections and enter without Lorvius. The 10 builders have become powerful allips, and the wizard who created the prismatic wall is bound here as a horribly malignant ghost.
Yokim, Banshee, Banshee Concubine: The acolytes of Orcus entombed Yokim, the unwilling elven concubine of King Goov during life, alive — her crypt sealed and walled up so that she could not leave Goov after his undeath. As she starved to death, sealed in her coffin, Yokim transformed into a banshee.
Banshee, Ghostly White Figure: ?
Aaphia, Crypt Thing, Humanoid Figure: ?
Manifestation of Death, 7-Foot-Tall Figure, Unmoving Figure: ?
Nycristi, Demilich Advanced: ?
Deserach, Lich-Mage: ?
Fear Guard, Translucent Figure, Being: The fear guards were former temple warriors, bound to this place after death.
Bartholomew Ragusovitch, Grim Jester, Skeletal Abomination, Orcus's Amusing Creation: As one of Orcus’ few amusing creations, Bartholomew can only be permanently destroyed if the characters slay him while he is prone (Orcus granted him his deathly reward after accidently breaking his neck in a prat fall.)
Alumaxis, Knight Gaunt, Undead Horror: A good soldier to the end, Alumaxis volunteered for the role of leader of this building site when he understood it would further the reach of Orcus in the world. What he didn’t know was the depth of deceit in the ranks of his “advisors”. As a man used to facing foes head-to-head, he did not see the treachery of the clergy until it was too late. To cover any evidence of their assassination, the clergy ordered this pyre built to honor their fallen “leader”. The captain’s body was laid to rest atop the bonfire, and he was immolated. Unexpectedly, the fire never burned itself out; it smolders even to this day, wafting smoky tendrils to remind the very stones of the dungeon what happened here. Alumaxis himself was not fully consumed by the flame. He regained his material body after being scorched and returned to the mortal realm as a knight gaunt, an undead horror normally created when a paladin falls in righteous combat against evil. Orcus himself found the humor in returning his soldier to the field in such a form.
Human Meat Puppet, Loathsome Twitching Undead: These loathsome, twitching undead either descended from the Temple of Final Sacrament, or arose spontaneously from the corpses of victims slain within the Bloodways.
Undead Mimic, Hideous Creature: The font is actually an undead mimic, a hideous creature that wandered into this place as a normal variety of mimic, and replaced the existing font, thinking to trap petitioners when they came to gather some of the water. The mimic waited so long, and was eventually infused with so much dark energy, when it perished from starvation it transformed into this undead version.
Somewhat Wimpy Mohrg: This mohrg was deemed substandard by the Orcus priests who created it, and they agreed to have it serve here rather than simply discarding it.
Mohrg Consort: ?
Mordnaissant, Rare and Deadly Creature: ?
Captain Killbessa, Mummy of the Deep: The ship was a great galley and is over 80 feet in length. It sank in a storm, with the loss of all hands. While most of the crew died, the captain and his most ruthless pirates rose again in undeath. The crew now consists of 12 brine zombies, and Captain Killbessa, a mummy of the deep.
Guardian Mummy, Mummified Corpse: ?
False Black Skeleton, Normal Skeleton Painted Black: ?
Elite Black Skeleton Trooper: ?
Bone Swarm, Surprisingly Intelligent Creature, Sheet of Bone, Swirling Mass of Bones, Motley Collective: ?
Undead Hummingbird Swarm, Swarm of Undead Hummingbirds, Wicked and Terrible Creation: The darting shapes are swarms of undead hummingbirds, a wicked and terrible creation.
Zelkor, Evil Lich: ?
Brain-Eating Zombie, Robed Figure: ?
Giant Crayfish Zombie, Bloated Rotting Corpse With Chunks Taken Out of It: ?
Juju Zombie, Tattooed Man, Tortured Creature: These tortured creatures were warriors of light who refused to join the army of evil. Their mouths and eyes were sewn closed by evil priests while they were alive and then sacrificed to Orcus. Against their will, they are now undead creatures.
Goblin Juju Zombie, Body: ?
Barely-Intelligent Plague Zombie: ?
Pyre Zombie, Bipedal Medium Figure: ?
Yellow Mold Encrusted Troll Zombie, Troll Zombie, Troll-Zombie: ?
Horrible Mass of Shambling Moaning Zombies in a Horde: ?
Undead, Undead Creature, Undead Monster: The priest of this foul place is the goblin Jedra, who found a book about Orcus left here by a previous inhabitant. Jedra rather liked the idea of Orcus and built this chapel to honor him. Orcus was amused by this and granted Jedra some limited power which she is using to learn to raise undead.
A slave that is freed and brought successfully to the surface world is worth half their value in experience points with a minimum of 100 XP. If the characters merely free the slaves and leave them to their own devices — i.e., let them try and escape Rappan Athuk on their own — not only should you not award any experience, it is advised that good characters suffer a loss of 100 XP per slave allowed to fend for themselves in the Dungeon of Graves. As a cruel alternative, you may turn slaves freed in this manner into undead and send them at the party — requiring characters to confront their mistake face-to-face.
Karsh was a high-level priest in the service of Orcus who was slain when he battled Zelkor’s army at the gates of this place. He was utterly destroyed (disintegrated) during the battle, and all the secrets of his greatest creation died with him. Forged from the blood of Orcus himself, and imbued with the power that that wrought, the zombiestone was created for the armies of evil to carry with them like an unholy Ark of the Covenant. The plan was to create an unending supply of soldiers by animating the fallen on both sides and creating nearly unstoppable troops that would horrify the troops that laid siege to this place.
The only problem was that the undead created by the stone were uncontrollable, even by the priests of Orcus. Once the dead began to walk, they attacked everyone, friend or foe, inflicting horrific losses on the evil army as well. The battle commanders moved away from the zombiestone for fear of losing their still living troops, and it was not until some months later that the stone was retrieved and brought here by Orcus’ priests.
Powerful Undead: ?
Horrible Undead: ?
Undead Thing: ?
Undead Troll: This beast was a former guardian of the path to Level 0E3. After most of the living inhabitants died, the troll starved to death. The power of the chapel kept the beast from entering the afterlife, so he is confined here as an undead troll.
Undead Servant: ?
Undead Servitor: ?
Undead Guardian: Alternately, should you not wish these doomsday weapons unleashed, characters might have the opportunity to restore the field. Nycristi, the sister of the Oracle, can inform them how to do this. Three characters must volunteer for sacrifice, giving up their life forces forever to restore each of the 3 energy beams. Their remains become new, undead guardians for the beam.
Horrid Undead: ?
Ancient Undead: ?
Powerful Undead Nemesis: ?
Lurking Undead: ?
Undead Tenant: ?
Non-Intelligent Undead: ?
Intelligent Undead: ?
Enhanced Undead: In the eastern corner of the cave is an idol of undead creation in the shape of Orcus. This idol permits Tribitz to create the enhanced undead found in this cave.
Strange Undead Bug: ?
Maggot-Ridden Undead: ?
Undead Trooper: ?
Lesser Undead: ?
Mindless Undead: ?
Undead Form: ?
Undead Minion: ?
Helpless Ghost: ?
Mailliw Catspar, Ghost: Because the level, when sealed, provides no exit for disembodied spirits, the soul of Mailliw lingers still in this chamber, bound in eternal slumber.
Ghost, Damned Spirit, Undead Custodian: The library is attended by a ghost, the damned spirit of a scribe who came here to steal but was slain by the lich in Area 5C-14.
Phalen, Ghost of an Evil Elven Wizard: Hovering nearby, however, is Phalen, the ghost of an evil elven wizard. Once a devout worshiper of Hecate, Phalen was corrupted by the Orcus clerics and damned to guard their burial grounds for eternity.
Horribly Malignant Ghost: Due to Grand Cornu Lorvius’s increasing paranoia, he had his own personal vault created, and after its construction, he slew the builders and tasked their undead forms to guard the treasures within.
In addition to the magical wards in the room, the former builders of the room are very angry with anyone able to bypass their protections and enter without Lorvius. The 10 builders have become powerful allips, and the wizard who created the prismatic wall is bound here as a horribly malignant ghost.
Ghoul: Inside are the gnawed-on skeletons of some 30 frog-cultists who had rebelled against a long-dead abbot and were put down to face live entombment. Five of them remain as ghouls inside the room, envious of the living.
These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus.
Creatures slain by [Orcus's legendary action] devouring darkness rise as ghouls under the command of Orcus within 1d4 rounds.
Well-Fed Ghoul: ?
Hungry Ghoul: ?
Ghast: These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus.
The third oyster the characters pry open contains a ghast that automatically attacks with surprise. A human treasure-hunter became trapped in the oyster, transforming into a ghast after drowning.
These creatures were common soldiers of the army of good, buried within the room and reanimated by the evil presence of the priests of Orcus.
The chamber also holds a pair of bodies: one is the corpse of the adventurer Mailliw Catspar, and the other the remains of a priest of Orcus. The latter corpse has reanimated as a ghast.
Ghast, Undead Horror: The third oyster the characters pry open contains a ghast that automatically attacks with surprise. A human treasure-hunter became trapped in the oyster, transforming into a ghast after drowning.
Ghast, Horror: ?
Lich: ?
Devron the Necromancer, Lich: Devron the necromancer swears himself to Arvonliet’s true nature, transforms into lich and is imprisoned below Barakus.
Gremag, Phoromyceaen Sorcerer-King of Tharistra, Lich: ?
Lich-Queen Trystecce: ?
The Winter Lich: ?
Magerly, Lich, Lich Necromancer: ?
Eralion, Failed Lich: ?
Mean-Spirited Lich: ?
Demilich: ?
The Conductor, Elf Lich, Ancient Undead: The Conductor was born more than 5000 years ago in a land so distant that he can barely recall the scent of its golden shores, long before men and orcs populated this region. He amassed enough magical might that he was able to thwart death, and he has lived as a lich for millennia.
Damien, Lich: ?
Cleric-Lich: ?
Wizard-Lich: ?
Minion of Orcus: ?
Animated Mummy: ?
Mummy, Normal Mummy: These are the remains of servants of Agamemnon, bound here for all eternity to serve him after death.
Greater Mummy, Boy-Mummy, Desiccated Perfectly Preserved Body of a Slender Boy in His Early Teens: ?
Mummy Lord: ?
Shadow, Undead Shadow: If a non-evil humanoid dies from [an acolyte of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the acolyte’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [archbisop Pagonis's strength drain] attack, a shadow rises from the corpse 1d4 hours later.
If a non-evil humanoid dies from [Celeen's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid reduced to 0 hit points by [an adult umbral shadow dragon's shadow breath] dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count.
A humanoid reduced to 0 hit points by [an ancient umbral shadow dragon's shadow breath] dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count.
If a non-evil humanoid dies from [Gernalda's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Gernalda’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a goblin priest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a goblin slaver's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the slaver’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a goblin underpriest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the underpriest’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Gudmund's Caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Gudmund’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Hesperix's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Hesperix’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a hobgoblin offering guard's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the hobgoblin offering guard’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Lorvius's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Lorvius’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a mummy priest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the mummy priest’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Phesor's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Phesor’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Plethor's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Plethor’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a priest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Relnek's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Relnek’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [a slaver's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the slaver’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Theron's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Theron’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Tibor's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Tibor’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Tribitz's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Tribitz’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [an underpriest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the underpriest’s control, unless the humanoid is restored to life or its body is destroyed.
If a non-evil humanoid dies from [Wharaz's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under Wharaz’s control, unless the humanoid is restored to life or its body is destroyed.
Any targets killed by the shadows join their ranks in this room forever.
Shadow, Shadowy Figure: ?
Skeleton, Normal Skeleton: At any time Jedra will be in the chapel, praising Orcus or experimenting on any bodies on which she can get her hands. She has so far carefully managed to raise a pair of skeletons (with maximum hp), and is working on a corpse, this time attempting to make a zombie.
This room is literally piled wall to wall with bones and rotting bodies, all sacrificed to the evil lord of the dead. Nothing of value remains, as the bodies were searched prior to disposal here. This room is used as a resource for animating skeletons to serve in the evil temple.
If the power of the idol [of undead creation] is removed, or the idol taken more than 150 feet from the undead [army zombies and army skeletons], they become normal zombies and skeletons.
A creature within 5 feet of the [undead] ooze can take an action to pull a creature or object out of the ooze. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 9 (2d8) necrotic damage. If a skeleton is pulled out, it animates as if the ooze’s skeletons ability was used.
Undead Ooze Skeletons power.
Skeleton Violently Exploding: ?
Goat-Human Skeleton: ?
Normal Skeleton, Undead Swordsman in Mail and Coif: ?
Skeleton, Undead Servant: ?
Skeleton of Medium Size: ?
Specter: With great delight, Nadroj turns any paladin characters into specters.
These horrors, the souls of paladins slain by Nadroj, attack immediately.
Nadroj the Wraith-Wizard Create Specter power.
Oblivion Wraith Create Specter power.
Zelkor Create Specter power.
Specter, Minion: ?
Specter Nobleman: ?
Oldaric, Vampire Spawn: He died early on in the Bloodways after a devouring mist sucked him dry. He has become one of the many vampire spawn that lurk within the labyrinth.
Vampire: ?
Lillyandra, Lilly-Flower, Vampire: ?
Kenard, Warden of the Dead, Vampire: Along the southern wall, in a mundane but comfortable chair, flanked by 2 doors, sits Kenard, Warden of the Dead a former ranger and hero who chose to be infected with vampirism to ensure the feral vampires in Area 0E3-24 are never released from their prison.
In an abbreviated version of a long and tragic tale, the 3 feral vampires were brothers in life, terrible and loathsome louts that beat and stole from any who were weaker than them.
One day, Judith, a fair and frail maiden, was travelling to meet her betrothed, Kenard, a ranger and protector of Good Hope Forest (as it was called, long ago, by the local woodsman). She never made it, as she was set upon by the foul brothers. Rather than have a shred of kindness, and just kill her quickly, the brothers made sport of her torment.
Eventually, Kenard discovered the abduction, and he raced to save his future bride, but when he found the trio of brutes and his love, it was far too late to save Judith. Unable to control his monumental rage, Kenard took spear and shortsword to the brothers, unleashing all his hate and fury. So powerful was his retribution, the forest itself was shocked and outraged by the display. Kenard took days to dispatch the brothers, and in that time a powerful forest spirit, Aspen, came to the site.
“This cannot go unpunished, Kenard. You are a good and lawful man. You did the wrong thing. You must atone for your own sins.” And with that, the brothers rose, staggered about, and were cursed as vampires. Judith, with her last few breaths, smiled to Kenard and said, “You know Aspen to be true. Stop this hateful action. Protect. It is what you do.” “I will protect, Lady Judith. I will protect the land from such beings as those.”
The brothers looked to each other, and fell upon the pair, their newfound bloodlust too overpowering to be ignored. As the pair fell to the foul vampires, Kenard’s will kept him “alive” in a sense. He too rose as a vampire, able to overpower the brothers.
Feral Vampire Spawn, Brutish Pale Humanoid Shape, Foul Vampire: In an abbreviated version of a long and tragic tale, the 3 feral vampires were brothers in life, terrible and loathsome louts that beat and stole from any who were weaker than them.
One day, Judith, a fair and frail maiden, was travelling to meet her betrothed, Kenard, a ranger and protector of Good Hope Forest (as it was called, long ago, by the local woodsman). She never made it, as she was set upon by the foul brothers. Rather than have a shred of kindness, and just kill her quickly, the brothers made sport of her torment.
Eventually, Kenard discovered the abduction, and he raced to save his future bride, but when he found the trio of brutes and his love, it was far too late to save Judith. Unable to control his monumental rage, Kenard took spear and shortsword to the brothers, unleashing all his hate and fury. So powerful was his retribution, the forest itself was shocked and outraged by the display. Kenard took days to dispatch the brothers, and in that time a powerful forest spirit, Aspen, came to the site.
“This cannot go unpunished, Kenard. You are a good and lawful man. You did the wrong thing. You must atone for your own sins.” And with that, the brothers rose, staggered about, and were cursed as vampires. Judith, with her last few breaths, smiled to Kenard and said, “You know Aspen to be true. Stop this hateful action. Protect. It is what you do.” “I will protect, Lady Judith. I will protect the land from such beings as those.”
The brothers looked to each other, and fell upon the pair, their newfound bloodlust too overpowering to be ignored. As the pair fell to the foul vampires, Kenard’s will kept him “alive” in a sense. He too rose as a vampire, able to overpower the brothers.
Shekahn, Vampire, Horrible Monster Lover: ?
Vampire Spawn: The target dies if this effect [Agamemnon's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Agamemnon’s control.
The target dies if [Azraggad's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Azraggad’s control.
The target dies if [Grezell's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Grezell’s control.
The target dies if [Itara's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Itara’s control.
The target dies if [Simrath the Vampire's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Simrath’s control.
The target dies if [Swoana's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Swoana’s control.
The target dies if [a vampire warlord's bite attack] reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Unlike most vampires, Shekahn wants to make spawn rather than kill the characters outright. Anyone taken prisoner is drained and turned into a vampire spawn.
Human Vampire Spawn, Vampire Spawn Minion: ?
Half-Elf Vampire Spawn, Vampire Spawn Minion: ?
Vampire Spawn, Debased Vampire: ?
Vampire, Dark-Skinned Humanoid: ?
Vampire Harlot: ?
Abbot Cyngamon, Wight: ?
Wight: ?
Kynos, Wight: ?
Will-o'-Wisp: ?
Will-o'-Wisp, Evil Being: ?
Will-o'-Wisp, Tiny Undead: ?
Wraith: Unbeknownst to the sahuagin, this cave was once the private chamber of a high priest who swore fealty to the Profane Tides. Slain by a wraith while he slept, the priest was interred in the floor directly below his bed. Though that bed and all other evidence of the priest’s existence are gone, his spirit lingers. A successful DC 18 Wisdom (Perception) check while searching the floor reveals a section of mismatched stones in the floor, 6 feet long by 2 feet wide. Anyone spending half an hour with the proper tools can unearth a copper casket buried a few inches below the surface. The casket is sealed shut by time and moisture, requiring a successful DC 17 Strength check from 2 characters working together to lift the lid. Inside is a mostly crumbled skeleton … and the wraith the priest became after death.
Anyone who crosses the threshold of the tomb is instantly cursed (no saving throw).
A cursed character is doomed to one day return to the tomb as a wraith. A cursed character that dies is immediately transformed into a wraith and begins journeying back to the tomb to guard it against intruders. The character who dies cannot be aided by a raise dead or resurrection spell. Moreover, a cursed character cannot remove the curse, either on themselves or another, with a remove curse spell; only a non-cursed cleric can do so. A cursed character is not aware of the affliction while alive except that once a year, on the anniversary of the day of the curse, the character is overwhelmed with a sense of doom and hopelessness. The feeling passes the next day. Powerful divination magic is necessary to determine the source of this annual ennui.
Ulman Dark Raising the Dead power.
Balcoth the Wraith-Mage: ?
Wraith, Restless Spirit: The wraiths are the restless spirits of those slain in the dungeon, out to seek revenge on all living things.
King Lothar, Long-Dead Caveman Wraith: ?
Powerful Wraith: ?
Wraith, Shadowy Dragon: The boy in the sarcophagus was once a powerful prophet of Tiamat and was interred in this temple at some point in ages past. He now exists as a greater mummy, sealed within his tomb. The spirits of his advisors were then captured in the dragon heads as 5 wraiths to serve him in the afterlife and protect his tomb.
Wraith Bodyguard: ?
Zombie, Normal Zombie, Zombie Creature, Zombie-Creature: A humanoid slain by [a devouring mist's blood drain] attack rises 24 hours later as a zombie under the mist’s control, unless the humanoid is restored to life or its body is destroyed.
Any humanoid creature slain by the mohrg rises as a zombie at the beginning of the mohrg’s next turn.
A humanoid slain by [a sword wight's greatsword] attack rises 24 hours later as a zombie under the sword wight’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a sword wight's life drain] attack rises 24 hours later as a zombie under the sword wight’s control, unless the humanoid is restored to life or its body is destroyed.
If the zombie horde is dropped to 0 hit points, it becomes 7 (2d6) zombies, which lose all the features of the zombie horde, but continue to attack normally.
Greatly diminished, the order of Tsathogga now counts 8 acolytes (cultists), and 4 under-clerics (cult fanatics), who in turn control 16 zombies raised in the under-temple.
At any time Jedra will be in the chapel, praising Orcus or experimenting on any bodies on which she can get her hands. She has so far carefully managed to raise a pair of skeletons (with maximum hp), and is working on a corpse, this time attempting to make a zombie.
This room contains 4 zombies. They do not roam around the dungeon because they were raised to protect the room’s treasure.
If the power of the idol [of undead creation] is removed, or the idol taken more than 150 feet from the undead [army zombies and army skeletons], they become normal zombies and skeletons.
This level contains an evil artifact, the zombiestone of Karsh. This artifact causes any creature that is killed within 500 yards to re-animate as a zombie creature. The closer to the stone, the more powerful the zombie. Zombies near the stone are so tough in fact, that they must be physically hacked to pieces or burned to destroy them.
Any creature slain on this level [Zombieland] immediately rises as a zombie in 1d3 rounds, except in Areas 13C-9 and -10. The zombie has hit dice equal to the base hit dice of the creature plus 1d3. See the zombiestone for more information.
Zombiestone of Karsh artifact.
Kalina, Zombie: A follower of Oghma, Kalina was separated from the rest of the group. She too was captured and tortured to death at the Talon of Orcus. Her lifeless corpse was then reanimated, and now stands ready to serve her former captors in the Talon as one of the zombies in Area 10C-7.
Zombie Dissolving: ?
Hardier Enchanted Zombie: The documents in the leather case reveal the procedure to create hardier enchanted zombies. This method requires 250 gp worth of material components per zombie and a fully equipped laboratory.
Zombie Minion: ?
Uncontrolled Zombie: The circle of death spell requires a successful DC 18 Constitution saving throw to avoid. A creature killed by the spell becomes an uncontrolled zombie, subject only to its inner appetite.
Zombie Horse: ?
Zombie in Plate, Zombie Wearing Plate Armor, Man in Plate Armor: ?
Partially Hacked Apart Human Zombie: ?
Native Zombie: ?
Humanoid Zombie, Bloated Rotting Corpse With Chunks Taken Out of It: ?
Humanoid Zombie: ?
Goblin Zombie: ?
Pestilence
The pestilence is typically caught from contact with bodily fluids of a creature carrying the disease. Every round that a creature is in contact with an infected creature or some of its fluid, it must succeed on a DC 14 Constitution saving throw or contract the disease. Anyone infected will begin losing hit points at a rate of one per hour until death. A DC 10 Constitution saving throw is allowed each hour to avoid the hit point loss for that hour, but the process continues afterwards. Magical healing increases the victim’s hit points, but the progress of the disease continues after the curing. Lesser restoration completely removes the disease and return the victim back to health, although it does not restore the lost hit points. If the victim dies from the course of the disease, the body rises as a plague zombie in 1d4+1 rounds. A sprinkling of holy water or a lesser restoration spell cast on the body prevents this from happening. The body may be raised from the dead normally, but not while it is still “alive” as a plague zombie.
Zombie Rot. A creature who takes a bite or claw attack, or who is within 15 feet of the plague zombie when it drops to 0 hit points, must make a DC 13 Constitution saving throw. On a failed save, the creature contracts zombie rot.
While it has zombie rot, the creature cannot regain hit points except via magical means, and it has vulnerability to slashing damage as its flesh rots. At the end of each long rest after being infected, the creature’s maximum hit points is reduced by 3 (1d6) and it can repeat the saving throw, ending zombie rot on a success. Any reduction to the creature’s hit point maximum is permanent until the zombie rot has been cured. The reduction ends after the creature’s next long rest after being cured. If this reduction drops the creature to 0 hit points, the creature dies and rises as a plague zombie in 1d4 hours.
The Fountain of Pestilence. The Fountain is like the smaller pools that the party may have encountered already on this level. Anyone coming within 10 feet of the Fountain must make a successful DC 12 Constitution saving throw or be infected with pestilence; a saving throw must be made each time a character comes within 10 feet. After a successful saving throw the character may remain in the area without making further saving throws. If the party enters the room at all, the Fountain begins creating and calling various monsters to slay the intruders. The order in which these monsters are called, and other details, are set forth below. Creatures formed from the Fountain’s substance take 2 rounds to be completed. The growing lumps of matter can be attacked while they are forming, but the attacks do only half damage since the Fountain is still feeding the growing creatures during that time. Plague zombies that are turned during this combat flee to the Fountain; the effect of the turning is removed by the Fountain after 1 round.
Round
Creature
1
4 pestilenzi demons begin forming
2
Pestilenzi demons continue forming
3
Pestilenzi demons are fully formed and can attack. Fountain begins forming 2 plague zombies.
4
Plague zombies continue forming
5
Plague zombies are fully formed and can attack
6
Fountain calls 20 giant rats, which do not arrive yet
7
20 giant rats arrive to join the combat
8
5 giant centipedes crawl from the Fountain to attack
9
Fountain begins forming 2 pestilenzi demons
10
Pestilenzi demons continue forming
11
Pestilenzi demons are fully formed and can attack.
After these 11 rounds, the Fountain temporarily exhausts its resources, and there is a break of 10 rounds during which the Fountain is not able to create or summon more monsters. After this time has elapsed, the Fountain can begin the process over again, with the one exception described below under Treasure. The Fountain cannot be killed or damaged except in one way: If the necklace of hands is removed from the statue and thrown into the Fountain, the Fountain begins to recede and eventually disappears within a month.
Story Award. A party that manages to defeat the Fountain receives 6,000 XP.
Treasure. Each of the pestilenzi demons summoned by the fountain was created from the diseased substance of the pool itself, and the pool uses gems to create the demons’ eyes. The 6 pestilenzi demons created by the Fountain during its first 11 rounds of combat each have yellow tiger-eye gems for eyes, worth 500 gp each. Subsequent demons (if the party remains in the room long enough for the Fountain to regain its power) do not have eyes and fight as if blind.
Zombiestone of Karsh Wondrous item, artifact (requires attunement by a cleric or paladin)
This 2-foot square stone of eerily glowing purple material seems to waver in shape and form, and at times even seems to bleed a black ichor. No carvings or markings are present on the stone, except some faint chisel marks on the exposed top. The stone radiates chaos, evil, and necromantic magic of the greatest power.
Powers. The Zombiestone has the following abilities and effects:
All living creatures within 60 ft. of the Zombiestone are under the effect of a bane. Whenever they make an attack roll or a saving throw, they must roll a d4 and subtract that amount from the attack or saving throw roll.
The first time a living creature comes within 40 ft. of the Zombiestone and every 10 minutes it remains within this zone, it must attempt a DC 14 Constitution saving throw. On a failure, the creature contracts a disease from the table below (reroll duplicates).
No undead creature can be turned or destroyed with channel divinity within a 100 ft. radius of the stone. Any undead creature within 300 ft. has a +8 bonus to its saving throw to avoid being turned, and any undead creature within a 700 ft. radius has a +4 bonus.
Any undead within 100 ft. are immune to bludgeoning, piercing, and slashing damage from non-magical weapons and resistant to all other damage. Any undead within 300 ft. are resistant to all damage. Undead within 700 ft. are resistant to bludgeoning, piercing and slashing damage.
The Zombiestone has a permanent 10 ft. radius antimagic field around it.
Any living creature that dies within 300 ft. of the stone rises as a zombie in 1d3 rounds. It has 1d3 more hit dice than it did as a living creature but loses any magical abilities. The possessor of the stone cannot control the newly risen zombies.
Any creature within 100 ft. of the stone must make a DC 12 Charisma saving throw every hour or turn evil.
Any living creature within 100 ft. of the stone must make a DC 14 Wisdom saving throw every hour or permanently lose one point of Wisdom.
Destruction. A simple hammer and chisel coated in the blood of a unicorn and wielded by an innocent child can crack the stone, thereby killing the child (irrevocably and forever).
1d8
Disease
1
Bubonic Plague
2
Cackle Fever
3
The Grunge
4
Hemophilia
5
Mummy Rot
6
Sewer Plague
7
Sight Rot
8
The Pestilence
Create Devouring Mist (3/day). Duke Aerim coughs, expelling a devouring mist in an unoccupied space within 10 feet of it. The devouring mist is under Duke Aerim’s control. Duke Aerim can have no more than three devouring mists under its control at one time.
Create Fear Guard. The fear guard 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 fear guard in the space of its corpse or in the nearest unoccupied space. The fear guard is under the fear guard’s control. The fear guard can have no more than two fear guards under its control at one time.
Create Specter. Nadroj 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 Nadroj’s control. Nadroj can have no more than seven specters under its control at one time.
Create Specter. The oblivion 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 oblivion wraith’s control. The oblivion wraith can have no more than ten specters under its control at one time.
Create Specter. Zelkor 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 Zelkor’s control. Zelkor can have no more than seven specters under its control at one time.
Create Sword Wight. Duke Aerim targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target rises as a sword wight in the space of its corpse or in the nearest unoccupied space. The sword wight is under the Duke Aerim’s control. Duke Aerim can have no more than seven sword wights under its control at one time.
Raising the Dead: Ulman charges 3,000 gp to attempt this difficult task and has a 30% chance to fail in some way (see below). If he fails, he weakens and is unable to do anything but lay in bed for a period of 1 month thereafter. If 3 gems worth 250 gp or more each are used in the procedure, the chance of failure drops to 10%. Failure results are listed on the table below:
d6
Result of attempt
1
Character remains dead
2
Character returns from the dead but with 1d2 permanently lost Constitution points and 4 levels of exhaustion for 2 weeks
3
Character’s body dissolves into a putrescent ooze
4
Character returns from the dead, but grows to ogre size, gaining 4 extra hp but losing 1d4 points of Intelligence
5
Character’s body remains dead, character’s soul returns as a wraith and attacks
6
Character remains dead
Skeletons. An undead ooze can expel 1d6 skeletons from its mass, each appearing within 5 feet of the ooze. Skeletons can act in the round they are expelled. Slain skeletons are engulfed by the undead ooze and can be reanimated and expelled again in 1d2 hours. An undead ooze’s form holds up to 10 skeletons of Medium size. They remain active even if the ooze is killed. Some undead oozes have unusual or larger skeletons inside of them.
Rappan Athuk: Adventures in Zelkor's Ferry (5e)
Zombie: It seems that one of Ulman Dark’s “experiments” has gone awry. Long buried bodies are now burrowing their way to the surface as zombies.
Rappan Athuk: Level 5d
Forest Child: After a forest child is defeated, the region in which it spawned remains vulnerable to the spawning of a new forest child within 1d6 moon cycles. This effect can only be ended with the casting of hallow on the spot where the forest child was destroyed.
Dreaded Forest Child, Unintelligent Undead Monster, Ravenous Undead, Girl, Ravenous Child, Brutal Killer, Young Girl, Abomination: When the demented worshippers of Tsathogga sacrificed a young girl to their loathsome deity, the creature arose from the grave as a dreaded forest child.
Banshee: Under Damarren’s tutelage, the community’s elf maidens tended to The Green Father’s wondrous gardens, feeding and nourishing the greenery under their care. During its heyday, the artificial conservatory boasted an impressive array of perennials, orchids, and other colorful flowers. The forest child’s insatiable appetite rendered their efforts for naught. When the ravenous undead devoured the gardens’ caretakers, the delicate, temperamental flowers quickly wilted and died, ceding dominance to the suppressed weeds lying dormant among them.
However, the elves who loved and doted on their prized plants refused to allow the transgression to go unanswered. They immediately coalesced into spiteful banshees seething with hatred.
Banshee, Spiteful Banshee, Undead Spirit: ?
Ghoul: ?
Wraith: ?
Corpse Mound: Originally used to store excess earth, dirt, and clay, this isolated chamber served a grimmer purpose as the forest child’s rampage spread. With no time to bury their dead who avoided becoming the forest child’s next meal, the desperate survivors flung their corpses into this storage area to give them at least a semblance of a proper burial. In time, roughly thirty bodies found their way onto this festering heap, transforming the soil into a dreaded corpse mound.
Corpse Mound, Dreaded Corpse Mound, Vengeful Heap of Decomposing Matter and Gnawed Bones, Roiling Amalgamation: ?
Shambling Mound Zombie, Shambling Mound Zomby: Under Damarren’s tutelage, the community’s elf maidens tended to The Green Father’s wondrous gardens, feeding and nourishing the greenery under their care. During its heyday, the artificial conservatory boasted an impressive array of perennials, orchids, and other colorful flowers. The forest child’s insatiable appetite rendered their efforts for naught. When the ravenous undead devoured the gardens’ caretakers, the delicate, temperamental flowers quickly wilted and died, ceding dominance to the suppressed weeds lying dormant among them.
However, the elves who loved and doted on their prized plants refused to allow the transgression to go unanswered. They immediately coalesced into spiteful banshees seething with hatred. Their anger proved so great, the plants formerly in their care transformed into 2 shambling mound zombies.
Typical Flesh Zombie: ?
Bileborn: In his last desperate moments, Damarren’s most learned naturalist conducted desperate experiments to stave off becoming the forest child’s next meal. Although he failed in his primary objective, he sadly succeeded in setting the stage for creating another monstrosity, the 2 bileborns who now inhabit the converted horticulture lab. His combination of alchemical components, organic raw material, and the forest child’s malevolence originally gave rise to one of these dreaded creatures. Over time, the monstrosity split into two.
Bileborn, Dreaded Creature, Monstrosity, Tangle of Spasming Flesh and Mangled Body Parts: ? Huecuva, Undead Monstrosity: Perched atop a dais elevated 30 feet above the ground, the disloyal servant turned away from his deity during his final hours and pled to the demon lord Orcus for assistance fighting the forest child. His cries fell upon deaf ears, but his treachery did not go unnoticed. The Green Father transformed the priest into a huecuva.
Will-o'-Wisp, Undead Ball of Malevolent Light: ?
Fear Guard, Incorporeal Monster, Hooded Humanoid Figure, Marginally Sentient Creature: ?
Skeleton, Minion: The forest child used a legendary action to teleport into the chamber, where it devoured every last piece of flesh on Damarren’s body along with every sliver of meat from his wizard ally and a ranger companion. The horrific circumstances of their death raised their mortal bodies as 3 skeletons who accompany their brutal killer.
Dreaded Forest Child, Unintelligent Undead Monster, Ravenous Undead, Girl, Ravenous Child, Brutal Killer, Young Girl, Abomination: When the demented worshippers of Tsathogga sacrificed a young girl to their loathsome deity, the creature arose from the grave as a dreaded forest child.
Banshee: Under Damarren’s tutelage, the community’s elf maidens tended to The Green Father’s wondrous gardens, feeding and nourishing the greenery under their care. During its heyday, the artificial conservatory boasted an impressive array of perennials, orchids, and other colorful flowers. The forest child’s insatiable appetite rendered their efforts for naught. When the ravenous undead devoured the gardens’ caretakers, the delicate, temperamental flowers quickly wilted and died, ceding dominance to the suppressed weeds lying dormant among them.
However, the elves who loved and doted on their prized plants refused to allow the transgression to go unanswered. They immediately coalesced into spiteful banshees seething with hatred.
Banshee, Spiteful Banshee, Undead Spirit: ?
Ghoul: ?
Wraith: ?
Corpse Mound: Originally used to store excess earth, dirt, and clay, this isolated chamber served a grimmer purpose as the forest child’s rampage spread. With no time to bury their dead who avoided becoming the forest child’s next meal, the desperate survivors flung their corpses into this storage area to give them at least a semblance of a proper burial. In time, roughly thirty bodies found their way onto this festering heap, transforming the soil into a dreaded corpse mound.
Corpse Mound, Dreaded Corpse Mound, Vengeful Heap of Decomposing Matter and Gnawed Bones, Roiling Amalgamation: ?
Shambling Mound Zombie, Shambling Mound Zomby: Under Damarren’s tutelage, the community’s elf maidens tended to The Green Father’s wondrous gardens, feeding and nourishing the greenery under their care. During its heyday, the artificial conservatory boasted an impressive array of perennials, orchids, and other colorful flowers. The forest child’s insatiable appetite rendered their efforts for naught. When the ravenous undead devoured the gardens’ caretakers, the delicate, temperamental flowers quickly wilted and died, ceding dominance to the suppressed weeds lying dormant among them.
However, the elves who loved and doted on their prized plants refused to allow the transgression to go unanswered. They immediately coalesced into spiteful banshees seething with hatred. Their anger proved so great, the plants formerly in their care transformed into 2 shambling mound zombies.
Typical Flesh Zombie: ?
Bileborn: In his last desperate moments, Damarren’s most learned naturalist conducted desperate experiments to stave off becoming the forest child’s next meal. Although he failed in his primary objective, he sadly succeeded in setting the stage for creating another monstrosity, the 2 bileborns who now inhabit the converted horticulture lab. His combination of alchemical components, organic raw material, and the forest child’s malevolence originally gave rise to one of these dreaded creatures. Over time, the monstrosity split into two.
Bileborn, Dreaded Creature, Monstrosity, Tangle of Spasming Flesh and Mangled Body Parts: ? Huecuva, Undead Monstrosity: Perched atop a dais elevated 30 feet above the ground, the disloyal servant turned away from his deity during his final hours and pled to the demon lord Orcus for assistance fighting the forest child. His cries fell upon deaf ears, but his treachery did not go unnoticed. The Green Father transformed the priest into a huecuva.
Will-o'-Wisp, Undead Ball of Malevolent Light: ?
Fear Guard, Incorporeal Monster, Hooded Humanoid Figure, Marginally Sentient Creature: ?
Skeleton, Minion: The forest child used a legendary action to teleport into the chamber, where it devoured every last piece of flesh on Damarren’s body along with every sliver of meat from his wizard ally and a ranger companion. The horrific circumstances of their death raised their mortal bodies as 3 skeletons who accompany their brutal killer.
Rappan Athuk Mouth of Doom: First Taste
Powerful Undead: ?
Ghoul: ?
Zelkor, Evil Lich: ?
Lich: ?
Mean-Spirited Lich: ?
Magical Black Skeleton: ?
Skeleton Violently Exploding: ?
Skeleton: ?
Zombie Dissolving: ?
Zombie: This room contains 4 zombies. They do not roam around the dungeon because they were raised to protect the room’s treasure.
Ghoul: ?
Zelkor, Evil Lich: ?
Lich: ?
Mean-Spirited Lich: ?
Magical Black Skeleton: ?
Skeleton Violently Exploding: ?
Skeleton: ?
Zombie Dissolving: ?
Zombie: This room contains 4 zombies. They do not roam around the dungeon because they were raised to protect the room’s treasure.
Rat King's Sewer (5e)
Undead Creature: ?
Swarm of Undead Lost Limbs: ?
Ghast, Hungry Dead: ?
Tamara Lane, Ghost: This long length of sewer collapsed long ago when a sinkhole opened and claimed half a block of the city. The ground above was shored up and new buildings were constructed, leaving only the forgotten debris clogging the sewer. There are hints that there might be something of value buried here, such as some bits of metal sticking out, a few rotted ends of lumber, and here and there a glint of broken porcelain. The ghost of Tamara Lane, a halfling who lived above and died in the collapse, haunts the rubble.
Ghost: ?
Ghoul, Hungry Dead: ?
Zombie: The walls of this length of tunnel are covered with a virulent purple fungus. The fungus reacts to light by emitting spores that invade the host’s body and turn it into an undead creature. A creature who ends their turn exposed to the spores (i.e. anyone in the area with a light source) must succeed at a DC 11 Constitution saving throw or suffer 4 (1d8) poison damage. A creature who dies from this damage rises as a zombie in 2d4 rounds.
Zombie, Victim of the Spores: ?
Swarm of Undead Lost Limbs: ?
Ghast, Hungry Dead: ?
Tamara Lane, Ghost: This long length of sewer collapsed long ago when a sinkhole opened and claimed half a block of the city. The ground above was shored up and new buildings were constructed, leaving only the forgotten debris clogging the sewer. There are hints that there might be something of value buried here, such as some bits of metal sticking out, a few rotted ends of lumber, and here and there a glint of broken porcelain. The ghost of Tamara Lane, a halfling who lived above and died in the collapse, haunts the rubble.
Ghost: ?
Ghoul, Hungry Dead: ?
Zombie: The walls of this length of tunnel are covered with a virulent purple fungus. The fungus reacts to light by emitting spores that invade the host’s body and turn it into an undead creature. A creature who ends their turn exposed to the spores (i.e. anyone in the area with a light source) must succeed at a DC 11 Constitution saving throw or suffer 4 (1d8) poison damage. A creature who dies from this damage rises as a zombie in 2d4 rounds.
Zombie, Victim of the Spores: ?
Rational Magic Campaign
Undead Animaton: Create Animaton spell.
Undead Animaton, Relatively Cheap Undead Creature With Limited Intelligence: ?
Undead, Undead Creature: ?
Undead Servant: ?
Undead Worker: ?
Undead Guard: ?
Summoned Undead Slave: ?
Ghoul, Reaver: A viral demon infection had taken hold in the soldiers of the 6th. Thousands of voices fighting to be heard, fighting for control, fighting for meat. The virus changed the soldiers into Ghouls, later known as the Reavers.
Demon-Infected Ghoul: ?
Lich Wizard: ?
Skeleton Warrior: ?
Vampire: ?
Humbled Vampire: ?
Vampire Warlord: ?
Zombie, Necrotic Automaton: Two schools of thought evolved for handling the labor shortage. The first, and cheapest is Necromancy. Imbuing a soul into a Vessel made of flesh is expensive, but imbuing it into a cadaver Vessel could be very cheap. Creating a necrotic automaton, commonly referred to by the older term “zombie”, the newly embodied spirits utilize residual thought and sense organs to operate and perceive their environments.
Zombie Worker: The new-age necromancers of Greyyork have developed a tool to efficiently produce necrotic labor from the aged and infirm. The “Rest Bed” is a soft bed, usually carried in an ornate carriage, with automatic spell triggers which activate when someone lies down upon it. When the spells activate, the occupant is magically paralyzed into the appearance of sleep, while simultaneously subjected to powerful mood-enhancing magic. After a brief rest, spells designed to inflict pain are cast on the sleeping, seemingly happy occupant. The victim is tortured to death while onlookers are spared seeing expressions of pain. The resulting mana-release from this torturous death powers an automated script within the carriage, creating a zombie worker.
I am (was) a Necromancer of an Imprinter Nation. We are not very different from Artificers of the Central Nations, except that instead of making golems from inorganic materials, we create necrotic autonomous workers.
Zombie Worker, Necrotic Autonomous Worker: ?
Tactical Zombie: ?
Zombie Warrior: ?
Create Animaton (Ritual)
(Necromancy)
Level: 3
Casting time: 10 minutes
Range: touch
Duration: Permanent
This spell creates an Animaton, a relatively cheap golem or undead creature with limited intelligence. The Animaton will obey the caster’s commands (and anyone the caster tells it to obey). These creatures are of CR 1/8. As a bonus action, they can be verbally commanded to do things, including attack. Animatons can be outfitted with armor and weapons.
Golem materials cost 1 Ducat per golem and are only available in larger cities. Undead Animatons cost 5S, not including the corpse or bones to be animated. Undead Animatons are not welcomed except in some Imprinter Nations. This spell can also be used to create a “Waldo”; an animated limb with integrated sensory organs. Waldos cost half the cost of a full Animaton.
At higher levels: For each caster level 6 , two Animatons can be created per casting, or one Golem Guard. At caster level 10, four Animatons or two Golem Guards can be created.
Undead Animaton, Relatively Cheap Undead Creature With Limited Intelligence: ?
Undead, Undead Creature: ?
Undead Servant: ?
Undead Worker: ?
Undead Guard: ?
Summoned Undead Slave: ?
Ghoul, Reaver: A viral demon infection had taken hold in the soldiers of the 6th. Thousands of voices fighting to be heard, fighting for control, fighting for meat. The virus changed the soldiers into Ghouls, later known as the Reavers.
Demon-Infected Ghoul: ?
Lich Wizard: ?
Skeleton Warrior: ?
Vampire: ?
Humbled Vampire: ?
Vampire Warlord: ?
Zombie, Necrotic Automaton: Two schools of thought evolved for handling the labor shortage. The first, and cheapest is Necromancy. Imbuing a soul into a Vessel made of flesh is expensive, but imbuing it into a cadaver Vessel could be very cheap. Creating a necrotic automaton, commonly referred to by the older term “zombie”, the newly embodied spirits utilize residual thought and sense organs to operate and perceive their environments.
Zombie Worker: The new-age necromancers of Greyyork have developed a tool to efficiently produce necrotic labor from the aged and infirm. The “Rest Bed” is a soft bed, usually carried in an ornate carriage, with automatic spell triggers which activate when someone lies down upon it. When the spells activate, the occupant is magically paralyzed into the appearance of sleep, while simultaneously subjected to powerful mood-enhancing magic. After a brief rest, spells designed to inflict pain are cast on the sleeping, seemingly happy occupant. The victim is tortured to death while onlookers are spared seeing expressions of pain. The resulting mana-release from this torturous death powers an automated script within the carriage, creating a zombie worker.
I am (was) a Necromancer of an Imprinter Nation. We are not very different from Artificers of the Central Nations, except that instead of making golems from inorganic materials, we create necrotic autonomous workers.
Zombie Worker, Necrotic Autonomous Worker: ?
Tactical Zombie: ?
Zombie Warrior: ?
Create Animaton (Ritual)
(Necromancy)
Level: 3
Casting time: 10 minutes
Range: touch
Duration: Permanent
This spell creates an Animaton, a relatively cheap golem or undead creature with limited intelligence. The Animaton will obey the caster’s commands (and anyone the caster tells it to obey). These creatures are of CR 1/8. As a bonus action, they can be verbally commanded to do things, including attack. Animatons can be outfitted with armor and weapons.
Golem materials cost 1 Ducat per golem and are only available in larger cities. Undead Animatons cost 5S, not including the corpse or bones to be animated. Undead Animatons are not welcomed except in some Imprinter Nations. This spell can also be used to create a “Waldo”; an animated limb with integrated sensory organs. Waldos cost half the cost of a full Animaton.
At higher levels: For each caster level 6 , two Animatons can be created per casting, or one Golem Guard. At caster level 10, four Animatons or two Golem Guards can be created.
Realms of the Underground Underground Oracle Quarterly Volume 1
Skeletal Undead, Skeletal Creature: ?
Undead: ?
Wraith Kin: ?
Tiny Transparent Jelly: ?
Skeletal Warrior: ?
Skeleton: Reap the Marrow Broken Bone Domain power.
Eternal Skeletal Soldier: Clerics of the Broken Bone domain are mad cultists, driven by visions from their fallen god of his return and rise to glory. These clerics strive to embody Ecrassus’s ways of bloodshed and domination, spreading fear and violence wherever their sects take hold. Through dark rituals and brutal slavery, they work their captives to death, only to raise them again as their eternal skeletal soldiers.
Old Scarwood, Specter: ?
Specter: ?
Reap the Marrow
At 6th level, you lay claim to the bones of the fallen.
Any spell or ability that would allow you to create or raise a creature with the undead type, you may use to create a skeleton, no matter the condition of the targeted remains or normal specifications of the spell or ability. Additionally, when a creature within 30 feet of you dies, you may use your reaction to immediately cast animate dead on that creature as long as you have the spell slot available.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Undead: ?
Wraith Kin: ?
Tiny Transparent Jelly: ?
Skeletal Warrior: ?
Skeleton: Reap the Marrow Broken Bone Domain power.
Eternal Skeletal Soldier: Clerics of the Broken Bone domain are mad cultists, driven by visions from their fallen god of his return and rise to glory. These clerics strive to embody Ecrassus’s ways of bloodshed and domination, spreading fear and violence wherever their sects take hold. Through dark rituals and brutal slavery, they work their captives to death, only to raise them again as their eternal skeletal soldiers.
Old Scarwood, Specter: ?
Specter: ?
Reap the Marrow
At 6th level, you lay claim to the bones of the fallen.
Any spell or ability that would allow you to create or raise a creature with the undead type, you may use to create a skeleton, no matter the condition of the targeted remains or normal specifications of the spell or ability. Additionally, when a creature within 30 feet of you dies, you may use your reaction to immediately cast animate dead on that creature as long as you have the spell slot available.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Realms of the Underground Underground Oracle Quarterly Volume 2
Malevolent Ghost: ?
Incorporeal Undead: ?
Undead: ?
Incorporeal Undead: ?
Undead: ?
Reaping at River's End - 5e
Undead: ?
Vampire: ?
Vampire: ?
Recovery Dice Options
Undead: ?
Vampire: ?
Wight: ?
Wraith: ?
Vampire: ?
Wight: ?
Wraith: ?
Rex Draconis RPG: Amble's Guide to Avondale (5E)
Bookman Ashur, Lich, Immortal Creature: In a bid to preserve their legacy, they used an ancient ritual to transform the eldest son of the tribe into an immortal creature. His blood was emptied from his body and replaced with the enchanted sand from a magic hourglass. The ritual bound Ashur’s soul to the hourglass. So long as the sands of time flow through the magic hourglass, Ashur continues his immortal life, never dying or growing old.
Rex Draconis RPG: NPCs, Monsters, and Magic Items of Rex Draconis
Lich Hound: ?
Rex Draconis RPG: Player's Companion (5E)
Undead Servant: In Rex Draconis lore, necromancers become more deathlike as time passes and their addiction grows stronger. Some potentially end up becoming undead servants to other necromancers in exchange for the power they wielded in life.
Rhym Campaign Setting (5e)
Undead, Undead Creature, Undead Monster: Necromancy includes but is not limited to the creation of undead monsters, and includes grave robbing and body trafficking.
Intelligent Undead: ?
Powerful Undead Creature: ?
Ghost: ?
Ghostly Dragon: ?
Ghoul, Intelligent Undead: ?
Ghoul: ?
Lich, Intelligent Undead: ?
Shade: ?
Skeleton: ?
Vampire, Intelligent Undead: ?
Vampire: ?
Zombie: ?
Intelligent Undead: ?
Powerful Undead Creature: ?
Ghost: ?
Ghostly Dragon: ?
Ghoul, Intelligent Undead: ?
Ghoul: ?
Lich, Intelligent Undead: ?
Shade: ?
Skeleton: ?
Vampire, Intelligent Undead: ?
Vampire: ?
Zombie: ?
Ring of Spiragos (5e)
Acid Shambler: Acid shamblers were formed as a result of the Divine War, by the destructive energies released during the titans’ sundering, as were countless other loathsome monsters. Even the wisest scholars do not know if the acid shamblers are a result of intentional creation, or if they’re the byproduct of some other monstrosity.
What can be agreed upon is the fact that something must be creating acid shamblers, for these undead do not normally last longer than a few days before their own acidic blood corrodes their insides and renders them a sad pile of mush.
Acid Shambler, Half-Burnt Half-Melted Humanoid: ?
Undead: Destroyed during the Divine War, the scorched Old City of Lokil is half buried under a layer of obsidian and sandstone. Noxious gases fill craters and pockets created by stone buildings that did not burn. The devastation bears the signs of Thulkas the Iron Father and Kadum the Mountainshaker; parts of the mountainside have been rent asunder, and others have sloughed off like so much melted butter.
Occasionally, undead rise from the ruins. Whether their appearance is spontaneous, given the eldritch energies lingering there, or whether some nefarious being or force is creating them deliberately, is unknown.
Immaterial Undead: ?
Shadowy Undead: ?
Normal Ghast: ?
Ghoul: ?
Horrible Ghoul: ?
Slarecian Ghoul, Ancient Strange Undead Abomination: ?
Ancient Strange Undead Abomination: ?
Cynosure of the Orb Msehel, Asaath Lich: ?
Councilor of the Orb Serpius, Asaath Lich: ?
Councilor of the Orb Eleusz, Asaath Lich: ?
Lich: ?
Mummy: ?
Shadow: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie, Bloody Corpse, Animated Zombie, Pathetic Creature: ?
Zombie: ?
What can be agreed upon is the fact that something must be creating acid shamblers, for these undead do not normally last longer than a few days before their own acidic blood corrodes their insides and renders them a sad pile of mush.
Acid Shambler, Half-Burnt Half-Melted Humanoid: ?
Undead: Destroyed during the Divine War, the scorched Old City of Lokil is half buried under a layer of obsidian and sandstone. Noxious gases fill craters and pockets created by stone buildings that did not burn. The devastation bears the signs of Thulkas the Iron Father and Kadum the Mountainshaker; parts of the mountainside have been rent asunder, and others have sloughed off like so much melted butter.
Occasionally, undead rise from the ruins. Whether their appearance is spontaneous, given the eldritch energies lingering there, or whether some nefarious being or force is creating them deliberately, is unknown.
Immaterial Undead: ?
Shadowy Undead: ?
Normal Ghast: ?
Ghoul: ?
Horrible Ghoul: ?
Slarecian Ghoul, Ancient Strange Undead Abomination: ?
Ancient Strange Undead Abomination: ?
Cynosure of the Orb Msehel, Asaath Lich: ?
Councilor of the Orb Serpius, Asaath Lich: ?
Councilor of the Orb Eleusz, Asaath Lich: ?
Lich: ?
Mummy: ?
Shadow: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie, Bloody Corpse, Animated Zombie, Pathetic Creature: ?
Zombie: ?
Rise of Heroes
Arkady, Exceptionally Intelligent Ghoul Hybrid, Creature Animated by the Power of The Great Goat Headed One But Blessed to Still Have its Old Mind: Arkady is not human, but in fact undead. He is an exceptionally intelligent ghoul hybrid; a creature animated by the power of The Great Goat Headed One, but blessed to still have its old mind.
Rise of the Drow: Collector's Edition
Bone Collective: ?
Despair: When a mortal soul cannot find its way to the afterlife and the mortal in question died with a lonesome, grief-stricken heart, a despair is the result. Whether a brave adventurer on some distant plane of existence or a forsaken commoner, bereft of family and community, a despair appears physically much as they did in life.
If an adventurer dies on the Demiplane of Venom, they sink into the landscape, returning moments later as a despair.
Dodelig: Born of the skeletal remains of long-interred halflings and animated by a dying lich’s final spell, dødelig are a race that was never meant to be.
Mort is also a vehement champion of using the dødeligization spell to dødeligify the whole halfling race.
Dodelig Bandit: ?
Drow Ghoul: But too often the innate drow lust for status leads a male to attempt to move beyond their station. When such attempts fail, there is but one option if the drow would avoid becoming a slave or sacrifice: to become a ghoul.
A drow ghoul is a dishonored drow, given one last chance for redemption. These former dark elves retain their innate lust for power, but as undead they are thrall to any priestess.
The drow heirarchy incorporates the narcotic ertia into religious practices to reinforce the belief that from Naraneus flows all power. As a result, many common drow form an addiction to the substance, and a lifelong reliance on ertia is why many drow embrace becoming ghouls.
Ghost: When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. Such beings are in eternal anguish, lacking in substance and unable to set things right. Although ghosts can be any alignment, the majority cling to the living world out of a powerful sense of rage and hatred, and as a result are chaotic evil—even the ghost of a good or lawful creature can become hateful and cruel in its afterlife.
Ghoul, Common Ghoul: Robe of Bones magic item.
Ghoul Ghast: ?
Ghoul Ghoublin: Yoflid is the drow agent responsible for stealing the Moonshard. While laying his plans in the forest surrounding Rybalka, he came upon a group of goblins in the woods—he slaughtered them all, and then transformed each into a type of undead called ghoublins.
Gnome Necromancer: ?
Gogelid: It’s unknown what creature the gøgelid was before it was interred in the Underworld, but its love of play and bright colors suggest a creature of fey origins.
Severed Skull: Sounding their anguish with mournful cries and pained screams, severed skulls possess only fragments of their former lives. Whether a necromancer collects skulls from a mass grave or a series of executions causes tortured and fragmented souls to coalesce their energies, the skull exist now only to suffer.
Severed Skull Flaming Skull: Robe of Bones magic item.
Severed Skull Screaming Skull: Legend says the combatants of this battle were buried alive, up to their heads. The truth remains lost to history, but what is evident are the 5 (2d4) screaming skulls that emerge from the mud.
Shadow, Undead Shadow: Rampant covetousness and grasping greed lead some people down the dark path of evil and betrayal, eventually ending in a reprehensible death. While most such petty and despicable souls travel on to their final rewards the same way everyone else does, in some cases gluttons, misers, and thieves waste away into nothing but shadows—undead things that reach and grab, but cannot hold.
If a non-evil humanoid dies from this [shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
If a non-evil humanoid dies from this [ancient shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
If a non-evil humanoid dies from this [swarm of shadow bat's bite] attack, a new shadow rises from the corpse 1d4 hours later.
Ancient Shadow: Ancient shadows are undead that have lingered on the Material Pane for generations, slowly absorbing necrotic energy as it seeps through their lairs within lost catacombs and corpse-strewn oubliettes.
Skeleton: Robe of Bones magic item.
Troll Skeleton: ?
Frost Giant Skeleton: ?
Specter: Specters are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife.
Whether created by the darkest of magic, or by the summoning call of a wraith, every one of these foul undead wants power, so they can take revenge on life itself. The power they crave grants them control over the undead and, if they in turn become wraiths, the ability to draw further specters from the humanoids they kill.
The four prisoners who were held captive in these chambers survived the castle’s slaughter only to be abandoned and eventually die of starvation. Their spirits quietly call for help from their cells.
Wraith Create Specter power.
Wraith Lord Create Specter power.
Spite Spitter: These foul creatures, former humanoids consumed by petty malice towards others, continue to cause havoc wherever they dwell much as they did in life.
A character who succeeds on a DC 18 Intelligence (History) check knows the houses and their leaders to be Nahta-Noj and Khodadad (1), Eddot and Vulpeya (2), Mailliw and Gugg’Hiermu (3), Nehpets and Ixtebe (4), and finally Nylorac and Xhoanah (5), whose leaders’ corpses became the spite spitters after Maelora’s ancestors dispossessed them of their wealth and position, and then sacrificed their crushed souls to Naraneus.
Vampire, Full Vampire, Fully-Formed Vampire: ?
Vampire Spawn: A humanoid slain in this way [from a vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Soul Shard: Vidre Soul Shearing power.
Wight: Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior.
Wight Necromancer: ?
Venomwight: A wight who through one means or another gains the interest of the drow spider goddess finds they possess an increased desire for mayhem and bloodsport. Becoming a venomwight is not a choice one makes, but rather the outcome of a life—or unlife—spent tormenting the living, of gloating over one’s victims, of succumbing to one’s basest thoughts.
Naraneus herself seems to care little for venomwights themselves, their existence a mere moment of distraction for the goddess of machinations and power mongering. Still, when a venomwight who displays a command of instinctual desire and devotes themselves to honoring the spider goddess, Naraneus takes note. Eventually such a creature finds a home on the demiplane of venom, as an agent of the spider goddess herself.
Wraith: Wraiths are undead creatures born of evil and darkness.
Wraith Lord: Wraiths are undead creatures born of evil and darkness.
Zombie, Normal 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 [a wight necromancer'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 [a venomwight'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.
“As we stood chained to the wall, we were forced to watch Yul at work – and hideous employment it was too! He took Abylo, our nimble scout, and made a few incisions into his still-living body.
As our friend cried out in painful torment, the necromancer flayed Abylo’s skin from his muscles, slit open his chest and rib cage, and exposed his still-beating heart. It was all too much for our companion, who expired with a final curse on his tormentor. Yul simply chuckled, inserted his hand between the bones and grasped the yet-fluttering organ.
Muttering an incantation swiftly, our jailer squeezed the heart until blood burst over his arms. Then, to our horror, what was once Abylo uttered a soul-chilling moan and struggled from the table he’d been pinned to, tearing free from the restraining nails and rising as a zombie!”—Fin Starling, proprietor of the Thirsty Serpent Tavern
The spirits of Adrik’s Folly have been dormant for almost a decade, but with the reoccupation of the castle they have begun to stir. While there are a number of specific specters within Adrik’s Folly, there are also several spirits that have begun to manifest anywhere within a quarter of a mile of the castle walls. These spirits fade when the other haunts of Adrik’s Folly are sent to rest.
The Dead Walk
The spirits of the dead crave life, but inhabiting the freshly killed is the closest they can achieve. There is a 25% chance any time a humanoid dies that it becomes a zombie the next round.
Robe of Bones magic item.
Zombie Mammoth: A huge Vikmordere war mammoth rises from the mud, reanimated by the ambient energies that surround the keep and “awake” again after sensing the passing adventurers.
Bone Collective, Almost a Fluid, Spy, Sneak: ?
Bone Collective, Humanoid Form: ?
Bone Collective, Clattering Swarm: ?
Bone Collective, Undead Guardian: ?
Despair, Former Adventurer: ?
Despair, Initial Dreamer: ?
Dodelig, Short Mineralized Skeleton, Former Halfling, Quasi-Undead, Once-Halfling: ?
Iolra Gamesy, Maestro of Meats, Dodelig, Famous Chef: ?
Lia Chulja, Lady of Lard, Dodelig, Charitable Person, Chef, Matriarch: ?
Dodelig Maestro: ?
Mort Pips, Dodelig, Very Exotic Skeletal Femme Fatale, Optimist, Born Pragmatist, Vehement Champion: ?
Dodelig Skull-Juggler: ?
Drow Ghoul, Dishonored Drow, Former Dark Elf: ?
Yoflid Gullion, Drow Ghoul, Exiled Member of House Gullion, Drow Agent, Clever Lieutenant, Undead Drow: ?
Drow Ghoul, Disciple of Yoflid: ?
Drow Ghoul, Undead Dark Elf: ?
Adrik Holmir, Ghost, Spirit: Adrik’s spirit still haunts his keep, full of rage at the Vikmordere and bound to his armor and sword.
Venthori, Ghost, Ghostly-Looking Drow: ?
Ucecarni, Ghost, Ghostly-Looking Drow: ?
Ghoul, Undead Scavenger, Free-Willed Undead: ?
Strong-Willed Ghoul: ?
Ghoul King: ?
Senior Ghoul: ?
Ghoul, Lesser Undead: ?
Vexronios, Ancient Ghoul Overlord: ?
Ghast, Previous Elite Member of the City's Population: ?
Ghast Who Practices Druidry: ?
Senior Ghast: ?
Gore Pudding: ?
Gogelid, Family Pet: ?
Gogelid, Fierce Front Line of Protection: ?
Gogelid, Vengeful Predator: ?
Mol, Ancient Shadow, Valued House Servant, Shade: Through all this [Mathorn's] memory for Mol burned fiercely, and on a daily basis she openly told Naraneus how she wished the tutor was with her still. It was only when she wrapped herself in the gloom that she realized Mol had been returned to her as a shadow.
Shadow, Undead Thing That Reaches and Grabs But Cannot Hold: ?
Skeleton, Staggering Skeleton: ?
Jarl Jeirrod, Frost Giant Skeleton: The foul energy and diabolic influence upon the Dark Wood causes devils to appear or the dead to rise. Jarl Jeirrod slumbers away the centuries in his great stone dais, but wakes to meet any who disturb his final chambers.
Skeleton, Newly Animated Skeleton: ?
Bonestitched Skeleton, Gigantic Misshapen Skeleton: ?
Skeleton, Minor Undead: ?
Undead Skeletal Giant: ?
Skeleton, Lesser Undead: ?
Specter, Evil Undead That Hates Sunlight and Living Things, Foul Undead: ?
Specter, Remnants of a Murdered Human: ?
Specter, Remnants of an Evil Human: ?
Specter, Beleagured Spirit, Forsaken Prisoner: ?
Matron Mother Xhoanah Nylorac, Spite Spitter: ?
Vampire Spawn, Soulless Creature: ?
Vampire, Sentient Undead: ?
Alin Durqua, Weakened Vampire Spawn: All is not what it seems, however; Durqua was slain by a tribe of vampire Vikmordere, which then attempted to turn him into a vampire spawn—he resisted with all his heart, and the effect never fully took place.
Vampire Vikmodere: ?
Vampire, Pale Wiry Undead: ?
Strong-Willed Vampire: ?
Soul Shard, Ethereal Undead: ?
Underwater Wight: ?
Wight, Wight Craftsman: ?
Yul the Necromancer, Wight Necromancer, Undead Necromancer, Opportunist: Although thoroughly defeated, Yul’s corrupted spirit refused to leave the keep. It existed as a bitter, wraith-like form bound to the torture room where Tathious had killed him.
Here, Yul poured over his books and scrolls, seeking to regain his former power yet still angry at his inability to control his undead army. Finally he understood his error; alive he was never “one of them” and had to rule by fear, a weak and fragile tool, as opposed to commanding by authority alone. Yul re-entered his body and rose as an undead necromancer, able to hold sway over countless undead.
Yul the Necromancer, Wraith-Like Form, Opportunist: Although thoroughly defeated, Yul’s corrupted spirit refused to leave the keep. It existed as a bitter, wraith-like form bound to the torture room where Tathious had killed him.
Venomwight, Sea-Green Aquatic Drow: ?
Wight-Knight: ?
Wight, Lesser Undead: ?
Wraith, Dark Shape With Two Flickering Pinpoints of Light Where Its Eyes Should Be, Undead Creature Born of Evil and Darkness: ?
Wraith, Grim-Looking Undead: ?
Tarankeerath, Wraith Lord: ?
Zombie, Gray Shape, Walking Dead: ?
Zombie, Zombie Elf: ?
Zombie, Recently Animated Zombie: ?
Zombie, Worker Zombie: ?
Mammoth Zombie, Huge Vikmodere War Mammoth: ?
Freshly Made Zombie Drow: ?
Drow Zombie: ?
Zombie Slave: ?
Humanoid Zombie: ?
Zombie Minion: ?
Zombie, Minor Undead Being, Lesser Undead: ?
Zombie, Lake Zombie, Zombified Remains of a Drow Patrol Member: ?
Zombie Mount: ?
Undead, Undead Creature: ?
Undead Minion: ?
Undead Servant: Libram Necrolis
A slim tome bound in a leather crafted from dwarf skin, this volume is dedicated to the creation and control of undead servants—not just a collection of spells, more a “How To” on creating lower forms of undead that are robust and less prone to falling apart. It is written by Makinnga Gullion.
Mindless Undead: ?
Undead Admirer: ?
Undead Companion: ?
Undead Ancestor: ?
Undead Soul: ?
Drifting Incorporeal Undead: ?
Xulthara, Banshee, Mindless Undead, Former Matron: With Xulthara finally dead at their feet, her sentence was enacted; the Xarenrae animated her corpse as a mindless undead and imprisoned her deep within the ruined fortress, a punishment far worse than a swift death for a drow.
Spectral Undead: ?
Expendable Undead: ?
Undead Worker: ?
Undead Soldier: ?
Minor Undead Being: ?
Free-Willed Undead: ?
Rakha, Undead Intelligence, Immobile Mummified Husk, No-Longer-All-Dead Alpha Female: Lograx is surprisingly sentimental—as far as this can be claimed for the deadly predator-race. Unbeknownst to his kin he has created a secret shrine that can only be accessed via a tunnel under the lake’s waters where he has mummified the remains of his erstwhile love, offering profane sacrifices to any entity that may be listening. The twitches of unlife are starting to show in the dried husk of his lady’s corpse.
Undead Dwarven Warrior: ?
Undead Dwarven Battle Mage: ?
Undead Crewmember: ?
Undead Grick: ?
Undersea Undead: ?
Listless Undead: ?
Drow Undead: ?
Lesser Undead: ?
Undead Race: ?
Faithful Undead Follower: ?
Undead Giant: ?
Undead Virus: [A]n undead virus created by the first lich Udødelig.
Evil Undead Spirit: ?
Sentient Undead: ?
Death-Knight: ?
Lacedon: ?
Lich: The process to becoming a lich is both difficult and profoundly arcane.
Lawful Good High Elven Lich: ?
Tarankeerath, Lich, Robed Emaciated Creature: ?
Puolihaamu, Demilich: ?
Lich, Free-Willed Undead: ?
Sealich: ?
Demi-Lich, Demilich: ?
Udodelig, The First Lich: ?
Mummy, Free-Willed Undead: ?
Nightwalker: ?
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.
Create Specter. The wraith [lord] targets a humanoid within 20 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 10 specters under its control at one time.
Soul Searing (Recharge 6). The vidre unleashes a searing beam of radiant energy at a creature within 60 feet. The target takes 24 (3d12 + 5) radiant damage and must succeed on a DC 17 Dexterity saving throw. On a failure, the target is knocked prone and pushed back 20 feet, leaving behind a soul shard that is under the vidre’s control.
Robe of Bones
Wondrous item, rare
(requires attunement)
This robe is adorned with embroidery that resembles various undead creatures. Once per day the user can grasp a bit of embroidery to bring forth undead that appear within 30 feet of the user. The user spend an action to create one of the following:
◊ 2d4 skeletons
◊ 1d8 zombies
◊ a flaming skull
◊ a ghoul
Despair: When a mortal soul cannot find its way to the afterlife and the mortal in question died with a lonesome, grief-stricken heart, a despair is the result. Whether a brave adventurer on some distant plane of existence or a forsaken commoner, bereft of family and community, a despair appears physically much as they did in life.
If an adventurer dies on the Demiplane of Venom, they sink into the landscape, returning moments later as a despair.
Dodelig: Born of the skeletal remains of long-interred halflings and animated by a dying lich’s final spell, dødelig are a race that was never meant to be.
Mort is also a vehement champion of using the dødeligization spell to dødeligify the whole halfling race.
Dodelig Bandit: ?
Drow Ghoul: But too often the innate drow lust for status leads a male to attempt to move beyond their station. When such attempts fail, there is but one option if the drow would avoid becoming a slave or sacrifice: to become a ghoul.
A drow ghoul is a dishonored drow, given one last chance for redemption. These former dark elves retain their innate lust for power, but as undead they are thrall to any priestess.
The drow heirarchy incorporates the narcotic ertia into religious practices to reinforce the belief that from Naraneus flows all power. As a result, many common drow form an addiction to the substance, and a lifelong reliance on ertia is why many drow embrace becoming ghouls.
Ghost: When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. Such beings are in eternal anguish, lacking in substance and unable to set things right. Although ghosts can be any alignment, the majority cling to the living world out of a powerful sense of rage and hatred, and as a result are chaotic evil—even the ghost of a good or lawful creature can become hateful and cruel in its afterlife.
Ghoul, Common Ghoul: Robe of Bones magic item.
Ghoul Ghast: ?
Ghoul Ghoublin: Yoflid is the drow agent responsible for stealing the Moonshard. While laying his plans in the forest surrounding Rybalka, he came upon a group of goblins in the woods—he slaughtered them all, and then transformed each into a type of undead called ghoublins.
Gnome Necromancer: ?
Gogelid: It’s unknown what creature the gøgelid was before it was interred in the Underworld, but its love of play and bright colors suggest a creature of fey origins.
Severed Skull: Sounding their anguish with mournful cries and pained screams, severed skulls possess only fragments of their former lives. Whether a necromancer collects skulls from a mass grave or a series of executions causes tortured and fragmented souls to coalesce their energies, the skull exist now only to suffer.
Severed Skull Flaming Skull: Robe of Bones magic item.
Severed Skull Screaming Skull: Legend says the combatants of this battle were buried alive, up to their heads. The truth remains lost to history, but what is evident are the 5 (2d4) screaming skulls that emerge from the mud.
Shadow, Undead Shadow: Rampant covetousness and grasping greed lead some people down the dark path of evil and betrayal, eventually ending in a reprehensible death. While most such petty and despicable souls travel on to their final rewards the same way everyone else does, in some cases gluttons, misers, and thieves waste away into nothing but shadows—undead things that reach and grab, but cannot hold.
If a non-evil humanoid dies from this [shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
If a non-evil humanoid dies from this [ancient shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
If a non-evil humanoid dies from this [swarm of shadow bat's bite] attack, a new shadow rises from the corpse 1d4 hours later.
Ancient Shadow: Ancient shadows are undead that have lingered on the Material Pane for generations, slowly absorbing necrotic energy as it seeps through their lairs within lost catacombs and corpse-strewn oubliettes.
Skeleton: Robe of Bones magic item.
Troll Skeleton: ?
Frost Giant Skeleton: ?
Specter: Specters are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife.
Whether created by the darkest of magic, or by the summoning call of a wraith, every one of these foul undead wants power, so they can take revenge on life itself. The power they crave grants them control over the undead and, if they in turn become wraiths, the ability to draw further specters from the humanoids they kill.
The four prisoners who were held captive in these chambers survived the castle’s slaughter only to be abandoned and eventually die of starvation. Their spirits quietly call for help from their cells.
Wraith Create Specter power.
Wraith Lord Create Specter power.
Spite Spitter: These foul creatures, former humanoids consumed by petty malice towards others, continue to cause havoc wherever they dwell much as they did in life.
A character who succeeds on a DC 18 Intelligence (History) check knows the houses and their leaders to be Nahta-Noj and Khodadad (1), Eddot and Vulpeya (2), Mailliw and Gugg’Hiermu (3), Nehpets and Ixtebe (4), and finally Nylorac and Xhoanah (5), whose leaders’ corpses became the spite spitters after Maelora’s ancestors dispossessed them of their wealth and position, and then sacrificed their crushed souls to Naraneus.
Vampire, Full Vampire, Fully-Formed Vampire: ?
Vampire Spawn: A humanoid slain in this way [from a vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Soul Shard: Vidre Soul Shearing power.
Wight: Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior.
Wight Necromancer: ?
Venomwight: A wight who through one means or another gains the interest of the drow spider goddess finds they possess an increased desire for mayhem and bloodsport. Becoming a venomwight is not a choice one makes, but rather the outcome of a life—or unlife—spent tormenting the living, of gloating over one’s victims, of succumbing to one’s basest thoughts.
Naraneus herself seems to care little for venomwights themselves, their existence a mere moment of distraction for the goddess of machinations and power mongering. Still, when a venomwight who displays a command of instinctual desire and devotes themselves to honoring the spider goddess, Naraneus takes note. Eventually such a creature finds a home on the demiplane of venom, as an agent of the spider goddess herself.
Wraith: Wraiths are undead creatures born of evil and darkness.
Wraith Lord: Wraiths are undead creatures born of evil and darkness.
Zombie, Normal 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 [a wight necromancer'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 [a venomwight'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.
“As we stood chained to the wall, we were forced to watch Yul at work – and hideous employment it was too! He took Abylo, our nimble scout, and made a few incisions into his still-living body.
As our friend cried out in painful torment, the necromancer flayed Abylo’s skin from his muscles, slit open his chest and rib cage, and exposed his still-beating heart. It was all too much for our companion, who expired with a final curse on his tormentor. Yul simply chuckled, inserted his hand between the bones and grasped the yet-fluttering organ.
Muttering an incantation swiftly, our jailer squeezed the heart until blood burst over his arms. Then, to our horror, what was once Abylo uttered a soul-chilling moan and struggled from the table he’d been pinned to, tearing free from the restraining nails and rising as a zombie!”—Fin Starling, proprietor of the Thirsty Serpent Tavern
The spirits of Adrik’s Folly have been dormant for almost a decade, but with the reoccupation of the castle they have begun to stir. While there are a number of specific specters within Adrik’s Folly, there are also several spirits that have begun to manifest anywhere within a quarter of a mile of the castle walls. These spirits fade when the other haunts of Adrik’s Folly are sent to rest.
The Dead Walk
The spirits of the dead crave life, but inhabiting the freshly killed is the closest they can achieve. There is a 25% chance any time a humanoid dies that it becomes a zombie the next round.
Robe of Bones magic item.
Zombie Mammoth: A huge Vikmordere war mammoth rises from the mud, reanimated by the ambient energies that surround the keep and “awake” again after sensing the passing adventurers.
Bone Collective, Almost a Fluid, Spy, Sneak: ?
Bone Collective, Humanoid Form: ?
Bone Collective, Clattering Swarm: ?
Bone Collective, Undead Guardian: ?
Despair, Former Adventurer: ?
Despair, Initial Dreamer: ?
Dodelig, Short Mineralized Skeleton, Former Halfling, Quasi-Undead, Once-Halfling: ?
Iolra Gamesy, Maestro of Meats, Dodelig, Famous Chef: ?
Lia Chulja, Lady of Lard, Dodelig, Charitable Person, Chef, Matriarch: ?
Dodelig Maestro: ?
Mort Pips, Dodelig, Very Exotic Skeletal Femme Fatale, Optimist, Born Pragmatist, Vehement Champion: ?
Dodelig Skull-Juggler: ?
Drow Ghoul, Dishonored Drow, Former Dark Elf: ?
Yoflid Gullion, Drow Ghoul, Exiled Member of House Gullion, Drow Agent, Clever Lieutenant, Undead Drow: ?
Drow Ghoul, Disciple of Yoflid: ?
Drow Ghoul, Undead Dark Elf: ?
Adrik Holmir, Ghost, Spirit: Adrik’s spirit still haunts his keep, full of rage at the Vikmordere and bound to his armor and sword.
Venthori, Ghost, Ghostly-Looking Drow: ?
Ucecarni, Ghost, Ghostly-Looking Drow: ?
Ghoul, Undead Scavenger, Free-Willed Undead: ?
Strong-Willed Ghoul: ?
Ghoul King: ?
Senior Ghoul: ?
Ghoul, Lesser Undead: ?
Vexronios, Ancient Ghoul Overlord: ?
Ghast, Previous Elite Member of the City's Population: ?
Ghast Who Practices Druidry: ?
Senior Ghast: ?
Gore Pudding: ?
Gogelid, Family Pet: ?
Gogelid, Fierce Front Line of Protection: ?
Gogelid, Vengeful Predator: ?
Mol, Ancient Shadow, Valued House Servant, Shade: Through all this [Mathorn's] memory for Mol burned fiercely, and on a daily basis she openly told Naraneus how she wished the tutor was with her still. It was only when she wrapped herself in the gloom that she realized Mol had been returned to her as a shadow.
Shadow, Undead Thing That Reaches and Grabs But Cannot Hold: ?
Skeleton, Staggering Skeleton: ?
Jarl Jeirrod, Frost Giant Skeleton: The foul energy and diabolic influence upon the Dark Wood causes devils to appear or the dead to rise. Jarl Jeirrod slumbers away the centuries in his great stone dais, but wakes to meet any who disturb his final chambers.
Skeleton, Newly Animated Skeleton: ?
Bonestitched Skeleton, Gigantic Misshapen Skeleton: ?
Skeleton, Minor Undead: ?
Undead Skeletal Giant: ?
Skeleton, Lesser Undead: ?
Specter, Evil Undead That Hates Sunlight and Living Things, Foul Undead: ?
Specter, Remnants of a Murdered Human: ?
Specter, Remnants of an Evil Human: ?
Specter, Beleagured Spirit, Forsaken Prisoner: ?
Matron Mother Xhoanah Nylorac, Spite Spitter: ?
Vampire Spawn, Soulless Creature: ?
Vampire, Sentient Undead: ?
Alin Durqua, Weakened Vampire Spawn: All is not what it seems, however; Durqua was slain by a tribe of vampire Vikmordere, which then attempted to turn him into a vampire spawn—he resisted with all his heart, and the effect never fully took place.
Vampire Vikmodere: ?
Vampire, Pale Wiry Undead: ?
Strong-Willed Vampire: ?
Soul Shard, Ethereal Undead: ?
Underwater Wight: ?
Wight, Wight Craftsman: ?
Yul the Necromancer, Wight Necromancer, Undead Necromancer, Opportunist: Although thoroughly defeated, Yul’s corrupted spirit refused to leave the keep. It existed as a bitter, wraith-like form bound to the torture room where Tathious had killed him.
Here, Yul poured over his books and scrolls, seeking to regain his former power yet still angry at his inability to control his undead army. Finally he understood his error; alive he was never “one of them” and had to rule by fear, a weak and fragile tool, as opposed to commanding by authority alone. Yul re-entered his body and rose as an undead necromancer, able to hold sway over countless undead.
Yul the Necromancer, Wraith-Like Form, Opportunist: Although thoroughly defeated, Yul’s corrupted spirit refused to leave the keep. It existed as a bitter, wraith-like form bound to the torture room where Tathious had killed him.
Venomwight, Sea-Green Aquatic Drow: ?
Wight-Knight: ?
Wight, Lesser Undead: ?
Wraith, Dark Shape With Two Flickering Pinpoints of Light Where Its Eyes Should Be, Undead Creature Born of Evil and Darkness: ?
Wraith, Grim-Looking Undead: ?
Tarankeerath, Wraith Lord: ?
Zombie, Gray Shape, Walking Dead: ?
Zombie, Zombie Elf: ?
Zombie, Recently Animated Zombie: ?
Zombie, Worker Zombie: ?
Mammoth Zombie, Huge Vikmodere War Mammoth: ?
Freshly Made Zombie Drow: ?
Drow Zombie: ?
Zombie Slave: ?
Humanoid Zombie: ?
Zombie Minion: ?
Zombie, Minor Undead Being, Lesser Undead: ?
Zombie, Lake Zombie, Zombified Remains of a Drow Patrol Member: ?
Zombie Mount: ?
Undead, Undead Creature: ?
Undead Minion: ?
Undead Servant: Libram Necrolis
A slim tome bound in a leather crafted from dwarf skin, this volume is dedicated to the creation and control of undead servants—not just a collection of spells, more a “How To” on creating lower forms of undead that are robust and less prone to falling apart. It is written by Makinnga Gullion.
Mindless Undead: ?
Undead Admirer: ?
Undead Companion: ?
Undead Ancestor: ?
Undead Soul: ?
Drifting Incorporeal Undead: ?
Xulthara, Banshee, Mindless Undead, Former Matron: With Xulthara finally dead at their feet, her sentence was enacted; the Xarenrae animated her corpse as a mindless undead and imprisoned her deep within the ruined fortress, a punishment far worse than a swift death for a drow.
Spectral Undead: ?
Expendable Undead: ?
Undead Worker: ?
Undead Soldier: ?
Minor Undead Being: ?
Free-Willed Undead: ?
Rakha, Undead Intelligence, Immobile Mummified Husk, No-Longer-All-Dead Alpha Female: Lograx is surprisingly sentimental—as far as this can be claimed for the deadly predator-race. Unbeknownst to his kin he has created a secret shrine that can only be accessed via a tunnel under the lake’s waters where he has mummified the remains of his erstwhile love, offering profane sacrifices to any entity that may be listening. The twitches of unlife are starting to show in the dried husk of his lady’s corpse.
Undead Dwarven Warrior: ?
Undead Dwarven Battle Mage: ?
Undead Crewmember: ?
Undead Grick: ?
Undersea Undead: ?
Listless Undead: ?
Drow Undead: ?
Lesser Undead: ?
Undead Race: ?
Faithful Undead Follower: ?
Undead Giant: ?
Undead Virus: [A]n undead virus created by the first lich Udødelig.
Evil Undead Spirit: ?
Sentient Undead: ?
Death-Knight: ?
Lacedon: ?
Lich: The process to becoming a lich is both difficult and profoundly arcane.
Lawful Good High Elven Lich: ?
Tarankeerath, Lich, Robed Emaciated Creature: ?
Puolihaamu, Demilich: ?
Lich, Free-Willed Undead: ?
Sealich: ?
Demi-Lich, Demilich: ?
Udodelig, The First Lich: ?
Mummy, Free-Willed Undead: ?
Nightwalker: ?
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.
Create Specter. The wraith [lord] targets a humanoid within 20 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 10 specters under its control at one time.
Soul Searing (Recharge 6). The vidre unleashes a searing beam of radiant energy at a creature within 60 feet. The target takes 24 (3d12 + 5) radiant damage and must succeed on a DC 17 Dexterity saving throw. On a failure, the target is knocked prone and pushed back 20 feet, leaving behind a soul shard that is under the vidre’s control.
Robe of Bones
Wondrous item, rare
(requires attunement)
This robe is adorned with embroidery that resembles various undead creatures. Once per day the user can grasp a bit of embroidery to bring forth undead that appear within 30 feet of the user. The user spend an action to create one of the following:
◊ 2d4 skeletons
◊ 1d8 zombies
◊ a flaming skull
◊ a ghoul
Road to Destiny (5E)
Shirota, Vampiric Jiangshi, Vampire, Vampire Sire, Jiangshi Sorcerer: Shirota, a scion of the fifth family, had already submitted to the Dark Spirits who tasked him to spy on his family. When Shirota attempted to warn his Dark masters of his family’s preparations, though, he was caught and killed, and the family fled in the night. With no time for a proper burial, Shirota was left to rot. When the Dark Spirits came upon the abandoned estate they found Shirota’s unburied corpse. There they performed foul rituals and Shirota arose to serve them once more, now as a vampiric jiangshi, a stealer of breath and chi.
The White Wolf, Ghost: ?
The White Wolf, Ghost: ?
Rocky Cape (5e)
Bog Corpse: Created by foul magics of long-dead gods, bog corpses are the remains of victims sacrificed to these otherworldly entities in times long before history began to be recorded. Cursed by the rituals that consigned them to a fetid tomb, bog corpses exist to protect the sacred places in which they died.
Those slain by a bog corpse are not entirely dead, and the bog corpse attempts to carry their victims back before the soul departs its body. Once interred in the rotting bog, the fresh corpse begins the transformation into a bog corpse.
A creature reduced to 0 HP by a bog corpse is not dead. Instead, it falls into a coma that lasts until the bog corpse that reduced them to 0 HP is slain, after which the victim becomes stable as if it had passed three death saves. If a creature in a coma caused by a bog corpse is placed in the sacred bog the corpse guarded, that creature becomes a bog corpse in 1d6 days.
Undead Feral Cat: The animated remains of the lighthouse’s four cats.
Undead Swordsman: Some skeletons retain their intelligence and cunning, making them formidable warriors.
Bog Corpse, Rotting Corpse Caught in Eternal Liminality Between Life and Death Fresh and Foul, Horror: ?
Lord of the Lighthouse, Undead Swordsman, Spirit: The lord of the lighthouse and three other spirits haunt this room. They animate as an undead swordsman and three skeletons.
Mindless Undead: ?
Ghost, True Ghost: ?
Ghost of the Rock, Lightkeeper, Ancient Ghost, Cursed Lightkeeper, Spirit of the Rock, Spirit, Haunt: Local legends tell of the Rock being haunted by the last lightkeepers who were trapped there when the bridge collapsed.
When the bridge broke, the lightkeepers were trapped. No boat could risk the rough waters and jagged rocks at the base of the cape, and no route up the sea-slicked cliff existed. Messages were sent to the mainland, but no reply came. As time passed, the lightkeepers became desperate and eventually went mad from hunger, thirst, and desperation. Their madness did not end in death; as insanity took them, they committed crimes so heinous that even the gods themselves recoiled in disgust. The lightkeepers, at least those who survived long enough to debase themselves, were cursed. This curse continues to affect the Rock; all who dwell there go mad.
Ghoul: ?
Skeleton: The remains of three lightkeepers slumber here and rise when someone enters the room. They form skeletons armed with clubs made from the ruined furniture. Some of the skeletons animate with bits of wood replacing their bones.
Skeleton, Spirit: The lord of the lighthouse and three other spirits haunt this room. They animate as an undead swordsman and three skeletons.
Minotaur Skeleton: One of the spirits resides here and animates the bones of bovines and its own corpse to create a minotaur skeleton that attacks any who enter.
Skeleton, Mindless Undead: ?
Laeca of Reme, Wight: A century ago, the wizard Laeca of Reme briefly inhabited the Rock. A graduate of the famed Arcanum Collegium, Laeca specialized in exploring the undersea world. Toward that end, she used the isolation of the Rock to perfect several useful magical items. While successful in her research, Laeca ignored the rumors of hauntings and curses and eventually the Rock claimed her, adding her vibrant spirit to the ancient ghosts that occupy it to this day.
Laeca of Reme drove back the spirits haunting the Rock, though she was unable to destroy them. Nothing save for begging the gods for mercy on the cursed lightkeepers’ behalf can do more than cause the haunting to subside for a time. Eventually, the curse took hold of her and she went mad, tearing through her laboratory and releasing powerful arcane energies in the process. When she did, she joined the ghosts of the Rock.
[A]nimated as a wight but armed with a quarterstaff.
Will-o'-Wisp: ?
Zombie: [Z]ombie-raising magic.
Zombie, Mindless Undead: ?
Those slain by a bog corpse are not entirely dead, and the bog corpse attempts to carry their victims back before the soul departs its body. Once interred in the rotting bog, the fresh corpse begins the transformation into a bog corpse.
A creature reduced to 0 HP by a bog corpse is not dead. Instead, it falls into a coma that lasts until the bog corpse that reduced them to 0 HP is slain, after which the victim becomes stable as if it had passed three death saves. If a creature in a coma caused by a bog corpse is placed in the sacred bog the corpse guarded, that creature becomes a bog corpse in 1d6 days.
Undead Feral Cat: The animated remains of the lighthouse’s four cats.
Undead Swordsman: Some skeletons retain their intelligence and cunning, making them formidable warriors.
Bog Corpse, Rotting Corpse Caught in Eternal Liminality Between Life and Death Fresh and Foul, Horror: ?
Lord of the Lighthouse, Undead Swordsman, Spirit: The lord of the lighthouse and three other spirits haunt this room. They animate as an undead swordsman and three skeletons.
Mindless Undead: ?
Ghost, True Ghost: ?
Ghost of the Rock, Lightkeeper, Ancient Ghost, Cursed Lightkeeper, Spirit of the Rock, Spirit, Haunt: Local legends tell of the Rock being haunted by the last lightkeepers who were trapped there when the bridge collapsed.
When the bridge broke, the lightkeepers were trapped. No boat could risk the rough waters and jagged rocks at the base of the cape, and no route up the sea-slicked cliff existed. Messages were sent to the mainland, but no reply came. As time passed, the lightkeepers became desperate and eventually went mad from hunger, thirst, and desperation. Their madness did not end in death; as insanity took them, they committed crimes so heinous that even the gods themselves recoiled in disgust. The lightkeepers, at least those who survived long enough to debase themselves, were cursed. This curse continues to affect the Rock; all who dwell there go mad.
Ghoul: ?
Skeleton: The remains of three lightkeepers slumber here and rise when someone enters the room. They form skeletons armed with clubs made from the ruined furniture. Some of the skeletons animate with bits of wood replacing their bones.
Skeleton, Spirit: The lord of the lighthouse and three other spirits haunt this room. They animate as an undead swordsman and three skeletons.
Minotaur Skeleton: One of the spirits resides here and animates the bones of bovines and its own corpse to create a minotaur skeleton that attacks any who enter.
Skeleton, Mindless Undead: ?
Laeca of Reme, Wight: A century ago, the wizard Laeca of Reme briefly inhabited the Rock. A graduate of the famed Arcanum Collegium, Laeca specialized in exploring the undersea world. Toward that end, she used the isolation of the Rock to perfect several useful magical items. While successful in her research, Laeca ignored the rumors of hauntings and curses and eventually the Rock claimed her, adding her vibrant spirit to the ancient ghosts that occupy it to this day.
Laeca of Reme drove back the spirits haunting the Rock, though she was unable to destroy them. Nothing save for begging the gods for mercy on the cursed lightkeepers’ behalf can do more than cause the haunting to subside for a time. Eventually, the curse took hold of her and she went mad, tearing through her laboratory and releasing powerful arcane energies in the process. When she did, she joined the ghosts of the Rock.
[A]nimated as a wight but armed with a quarterstaff.
Will-o'-Wisp: ?
Zombie: [Z]ombie-raising magic.
Zombie, Mindless Undead: ?
Ro-Kalmer King of the Basilisks
Undead Basilisk: Once per round by using 2 charges Ro-Kalmer can [inf]use a dead Basilisk with undead energy binding them to his will.
Ruins of Symbaroum [5E] - The Promised Land
Undead, Undying: ?
Mal-Rogan, The Master of Death, Rogan Gorinder, Undead Robber Chieftan, Robber Baron: The Queen’s guard Rogan Gorinder died in the war against the Dark Lords. He got an arm chopped off in combat, the wound festered and the healers were powerless to neutralize the black blood infection that coursed through his veins.
But instead of dying, Rogan arose as an undead, with puss dripping from his truncated arm and with blackened veins visible on his neck and temples. Why? No one knows, but Rogan took it as a dark sign that he had been chosen for greatness.
Lingering Undead: ?
Mal-Rogan, The Master of Death, Rogan Gorinder, Undead Robber Chieftan, Robber Baron: The Queen’s guard Rogan Gorinder died in the war against the Dark Lords. He got an arm chopped off in combat, the wound festered and the healers were powerless to neutralize the black blood infection that coursed through his veins.
But instead of dying, Rogan arose as an undead, with puss dripping from his truncated arm and with blackened veins visible on his neck and temples. Why? No one knows, but Rogan took it as a dark sign that he had been chosen for greatness.
Lingering Undead: ?
S&S: Galactic Primer on Urban Sprawls
Cyberlich: Cyberliches are typically the product of necromancy and full immersion networking in combination. The end result is an undead creature held together as pure data.
A cyberlich is made up of thousands of bytes of one-of-a-kind code. It can travel from network to network, duplicating portions of itself on each. This makes truly eliminating a cyberlich a monumental task. The necromancy that brought the cyberlich to life allows it to maintain a single consciousness despite its potentially divided nature.
The process of becoming a cyberlich is not well known. Extensive arcane spellcasting, including knowledge of the wish spell, is required, in addition to full immersion software and some familiarity with the network. Through an elaborate magical immersion ritual that results in a creature’s death, they are resurrected as a cyberlich. A newly-created cyberlich originates on the network it was immersed in prior to its demise.
Induction Wraith: Induction wraiths have not been widely studied, but research has shown that they can arise in a number of ways. Cyber zombies that lose their physical forms may become induction wraiths, as may people killed by malfunctioning robots or tech. In all cases, the deceased suffers at length before they die and become a wraith.
Undead, Undead Creature, True Undead: ?
Emperor Tahna Maveil I, Lich: ?
Lich: Of all the monsters written about in legends and netsoaps, the most famous is undoubtedly a lich. The concept of a humanoid achieving near immortality via necromancy is a compelling tale. Add to that the craftiness required to choose a proper vessel and hiding place for the soul to prevent their own doom, and the lich becomes even more admired.
Liches have existed in the Nacora Galaxy as long as people are willing to use necromancy in pursuit of immortality.
Wraith: Wraiths are born from those who died in pain in the dark, driven by an unfulfilled purpose. The larger the population in an area, the more common such deaths may be. In the age of technology, new varieties of wraiths have arisen.
Cyberzombie, Cyber Zombie: Induction wraiths are a particularly nasty type, known for their ability to warp a living victim’s body with necrotic cyberware. Creatures impacted this way often perish and become cyber zombies under the wraith’s thrall.
Induction Wraith's Necortic Charge Release power.
Necrotic Charge Release (Recharge 4-6). The induction wraith lets out a screeching echo that harms the living and awakens the dead. Each dead creature with cyberware from the wraith’s Induction Grasp ability within 60 feet returns to life as a cyber zombie under the wraith’s control. Living creatures within 60 feet must make a DC 15 Wisdom saving throw, taking 28 (8d6) psychic damage on a failed save or half as much on a successful one.
A cyberlich is made up of thousands of bytes of one-of-a-kind code. It can travel from network to network, duplicating portions of itself on each. This makes truly eliminating a cyberlich a monumental task. The necromancy that brought the cyberlich to life allows it to maintain a single consciousness despite its potentially divided nature.
The process of becoming a cyberlich is not well known. Extensive arcane spellcasting, including knowledge of the wish spell, is required, in addition to full immersion software and some familiarity with the network. Through an elaborate magical immersion ritual that results in a creature’s death, they are resurrected as a cyberlich. A newly-created cyberlich originates on the network it was immersed in prior to its demise.
Induction Wraith: Induction wraiths have not been widely studied, but research has shown that they can arise in a number of ways. Cyber zombies that lose their physical forms may become induction wraiths, as may people killed by malfunctioning robots or tech. In all cases, the deceased suffers at length before they die and become a wraith.
Undead, Undead Creature, True Undead: ?
Emperor Tahna Maveil I, Lich: ?
Lich: Of all the monsters written about in legends and netsoaps, the most famous is undoubtedly a lich. The concept of a humanoid achieving near immortality via necromancy is a compelling tale. Add to that the craftiness required to choose a proper vessel and hiding place for the soul to prevent their own doom, and the lich becomes even more admired.
Liches have existed in the Nacora Galaxy as long as people are willing to use necromancy in pursuit of immortality.
Wraith: Wraiths are born from those who died in pain in the dark, driven by an unfulfilled purpose. The larger the population in an area, the more common such deaths may be. In the age of technology, new varieties of wraiths have arisen.
Cyberzombie, Cyber Zombie: Induction wraiths are a particularly nasty type, known for their ability to warp a living victim’s body with necrotic cyberware. Creatures impacted this way often perish and become cyber zombies under the wraith’s thrall.
Induction Wraith's Necortic Charge Release power.
Necrotic Charge Release (Recharge 4-6). The induction wraith lets out a screeching echo that harms the living and awakens the dead. Each dead creature with cyberware from the wraith’s Induction Grasp ability within 60 feet returns to life as a cyber zombie under the wraith’s control. Living creatures within 60 feet must make a DC 15 Wisdom saving throw, taking 28 (8d6) psychic damage on a failed save or half as much on a successful one.
S&S: The Eternia Archive
Irradiated Specter: ?
Sailing Aboard the Widow (5e)
Undead Spirit: Widow is a cursed ship. Its captain and crew are naught but undead spirits fated to sail the seas of Ashlar for all eternity. This is a punishment from Serat, because the captain invoked the Sea Mistress’ wrath.
Sanctuary of Belches for 5th Edition
Ilda, Wraith, Tall Shadowy Woman: Ilda and her most devout followers sealed themselves into these crypts a century ago. When Eltha donned Youm’s tiara, the evil deity awakened and its influence inspired other dark awakenings. Ilda and her closest followers dig their way out of their tombs as characters enter the chamber.
Putrid Haunt: Ilda and her most devout followers sealed themselves into these crypts a century ago. When Eltha donned Youm’s tiara, the evil deity awakened and its influence inspired other dark awakenings. Ilda and her closest followers dig their way out of their tombs as characters enter the chamber.
Typical Wraith: ?
Specter: Ilda's Create Specter power.
Undead Leech: ?
create specter (1 corpse within 10ft of wraith, dead no more than 1 minute, rises as specter under wraith’s control; limit 7 specters).
Putrid Haunt: Ilda and her most devout followers sealed themselves into these crypts a century ago. When Eltha donned Youm’s tiara, the evil deity awakened and its influence inspired other dark awakenings. Ilda and her closest followers dig their way out of their tombs as characters enter the chamber.
Typical Wraith: ?
Specter: Ilda's Create Specter power.
Undead Leech: ?
create specter (1 corpse within 10ft of wraith, dead no more than 1 minute, rises as specter under wraith’s control; limit 7 specters).
Sandy Petersen's Cthulhu Mythos for 5e
Undead, Undead Creature, True Undead: The King [in Yellow]’s footstep brings the dead to life. They can return as a wide variety of undead, from simple zombies or ghosts to more powerful creatures such as vampires.
At the start of each round, all dead bodies within the area of the influence arise as undead creatures of the King in Yellow’s choice. The sum of the challenge ratings of all undead created this way at once can’t exceed the King in Yellow’s CR (22 for the example King in Yellow), and the king can’t create an undead with challenge rating higher than 2 + half his challenge rating (13 for the example King in Yellow).
Favored One of Nyarlathotep, Mindless Wraith: The ultimate fate of Nyarlathotep’s favored worshipers is to become a mindless wraith. This is gradual and disturbing degeneration into what might seem a bleak state to some, but it is a means to attain true agelessness. All it costs is the worshiper’s body and mind.
Mythos Undead: Each Mythos undead creature is a unique manifestation of undeath, defined primarily by its abilities and nature when it lived.
In rare cases, when certain alchemical techniques are applied to an exceptionally fresh corpse (or even to whole parts of fresh corpses) who, in life, possessed a singularly powerful and focused mind, the result is in an undead creature that retains its intellect; in such a case, create the creature as a Mythos undead.
Any creature other than a construct or undead can become a Mythos undead.
If you are evil before drinking this compound [Gorgondy potion], your soul will be destroyed upon death and your corpse will arise as a Mythos undead.
Whenever a creature ends its turn linked to a Quantum Nucleus, it must succeed on a DC 18 Constitution saving throw or be physically transformed by Hastur’s presence. On a failed save, the creature’s Constitution score is reduced by 1d4 until restored by a greater restoration spell or similar magic. If this would reduce the creature’s Constitution score to 0, it dies instead. At the start of the next round, the creature is transformed into a chaotic evil Mythos undead under Hastur’s control. All reductions to the new undead creature’s ability scores caused by Hastur are undone.
Zyngaya spell.
Insane Dead: Certain alchemical techniques can reanimate recently slain bodies, but while these methods restore the semblance of life to the victim, the passage of death to life always results in insanity.
Yellow Sign Attendant, Mythos Undead Bard 7: ?
Deathless Wizard, Mythos Undead Mage: It made a deal with a Great Old One to never die and in exchange it serves its master faithfully.
Risen Warlock, Mythos Undead Warlock 20: ?
Grave-Gorging Undead: ?
Flesh-Eating Undead Creature: ?
Sentient Undead: ?
Intelligent Undead: ?
Mindless Undead: ?
Ancient Sentient Undead: ?
Undead Cultist: ?
Undead Horror: ?
Mummified Undead: ?
Chaotic Evil Mythos Undead: Hastur's Possession power.
Friendly Ghost: ?
Ghost, Simple Ghost, Typical Ghost: The King [in Yellow]’s footstep brings the dead to life. They can return as a wide variety of undead, from simple zombies or ghosts to more powerful creatures such as vampires.
Ghost of Ib: ?
Ghoul, Undead Ghoul, Monstrous Undead Ghoul: Becoming a Mythos ghoul through magic is rare. Certainly, curses and magical infections can cause ghouls to manifest as well, but ghouls cannot “infect” their victims like a disease or lycanthrope. Most who become cursed or otherwise transformed into ghouls meet their fate not through interaction with ghouls, but through powerful magic or curses in old tombs, from reading forbidden texts, or by taking part in blasphemous rituals. In fact, those who pursue it often find themselves accidentally turning into undead ghouls.
Spectral Frog-Like Humanoid: ?
More Powerful Creature: ?
Insanely Powerful Lich: ?
Allip: ?
Demilich: ?
Arkantos, Lich: ?
Mummy, Undead Mummy: ?
Shadow: ?
Spirit: ?
Vampire: The King [in Yellow]’s footstep brings the dead to life. They can return as a wide variety of undead, from simple zombies or ghosts to more powerful creatures such as vampires.
More Powerful Creature: ?
Vampiric Mist: ?
Will-o'-Wisp: ?
Zombie, Simple Zombie, Typical Zombie: A major disturbing discovery (such as realizing that your father was a deep one or that by activating the strange magical artifact in a dungeon you have transformed the entire populace of the city above into zombies) causes three levels of dread unless the character succeeds at a DC 20 Wisdom saving throw.
The King [in Yellow]’s footstep brings the dead to life. They can return as a wide variety of undead, from simple zombies or ghosts to more powerful creatures such as vampires.
Zyngaya
7th-level necromancy
Casting Time: 1 hour
Range: 60 feet
Components: V, S, M (a clay pot filled with grave dirt and an onyx gem worth 200 gp)
Duration: Instantaneous
You transform a corpse you can see into a Mythos undead if the original creature’s challenge rating (or level) was 7 or lower. It is loyal to the King in Yellow. Although it recognizes you as its creator, it works with you only insofar as you serve the purposes of the King in Yellow. You have advantage on Charisma (Persuasion) checks to influence the undead as long as your interests do not conflict with those of the King in Yellow. If you are capable of commanding the undead with magic or other abilities, you may attempt to use these abilities on the undead creature as it forms.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, increase the maximum challenge rating of creature you can affect by 1 for each slot level above 7th.
Possession. Whenever a creature ends its turn linked to a Quantum Nucleus, it must succeed on a DC 18 Constitution saving throw or be physically transformed by Hastur’s presence. On a failed save, the creature’s Constitution score is reduced by 1d4 until restored by a greater restoration spell or similar magic. If this would reduce the creature’s Constitution score to 0, it dies instead. At the start of the next round, the creature is transformed into a chaotic evil Mythos undead under Hastur’s control. All reductions to the new undead creature’s ability scores caused by Hastur are undone.
At the start of each round, all dead bodies within the area of the influence arise as undead creatures of the King in Yellow’s choice. The sum of the challenge ratings of all undead created this way at once can’t exceed the King in Yellow’s CR (22 for the example King in Yellow), and the king can’t create an undead with challenge rating higher than 2 + half his challenge rating (13 for the example King in Yellow).
Favored One of Nyarlathotep, Mindless Wraith: The ultimate fate of Nyarlathotep’s favored worshipers is to become a mindless wraith. This is gradual and disturbing degeneration into what might seem a bleak state to some, but it is a means to attain true agelessness. All it costs is the worshiper’s body and mind.
Mythos Undead: Each Mythos undead creature is a unique manifestation of undeath, defined primarily by its abilities and nature when it lived.
In rare cases, when certain alchemical techniques are applied to an exceptionally fresh corpse (or even to whole parts of fresh corpses) who, in life, possessed a singularly powerful and focused mind, the result is in an undead creature that retains its intellect; in such a case, create the creature as a Mythos undead.
Any creature other than a construct or undead can become a Mythos undead.
If you are evil before drinking this compound [Gorgondy potion], your soul will be destroyed upon death and your corpse will arise as a Mythos undead.
Whenever a creature ends its turn linked to a Quantum Nucleus, it must succeed on a DC 18 Constitution saving throw or be physically transformed by Hastur’s presence. On a failed save, the creature’s Constitution score is reduced by 1d4 until restored by a greater restoration spell or similar magic. If this would reduce the creature’s Constitution score to 0, it dies instead. At the start of the next round, the creature is transformed into a chaotic evil Mythos undead under Hastur’s control. All reductions to the new undead creature’s ability scores caused by Hastur are undone.
Zyngaya spell.
Insane Dead: Certain alchemical techniques can reanimate recently slain bodies, but while these methods restore the semblance of life to the victim, the passage of death to life always results in insanity.
Yellow Sign Attendant, Mythos Undead Bard 7: ?
Deathless Wizard, Mythos Undead Mage: It made a deal with a Great Old One to never die and in exchange it serves its master faithfully.
Risen Warlock, Mythos Undead Warlock 20: ?
Grave-Gorging Undead: ?
Flesh-Eating Undead Creature: ?
Sentient Undead: ?
Intelligent Undead: ?
Mindless Undead: ?
Ancient Sentient Undead: ?
Undead Cultist: ?
Undead Horror: ?
Mummified Undead: ?
Chaotic Evil Mythos Undead: Hastur's Possession power.
Friendly Ghost: ?
Ghost, Simple Ghost, Typical Ghost: The King [in Yellow]’s footstep brings the dead to life. They can return as a wide variety of undead, from simple zombies or ghosts to more powerful creatures such as vampires.
Ghost of Ib: ?
Ghoul, Undead Ghoul, Monstrous Undead Ghoul: Becoming a Mythos ghoul through magic is rare. Certainly, curses and magical infections can cause ghouls to manifest as well, but ghouls cannot “infect” their victims like a disease or lycanthrope. Most who become cursed or otherwise transformed into ghouls meet their fate not through interaction with ghouls, but through powerful magic or curses in old tombs, from reading forbidden texts, or by taking part in blasphemous rituals. In fact, those who pursue it often find themselves accidentally turning into undead ghouls.
Spectral Frog-Like Humanoid: ?
More Powerful Creature: ?
Insanely Powerful Lich: ?
Allip: ?
Demilich: ?
Arkantos, Lich: ?
Mummy, Undead Mummy: ?
Shadow: ?
Spirit: ?
Vampire: The King [in Yellow]’s footstep brings the dead to life. They can return as a wide variety of undead, from simple zombies or ghosts to more powerful creatures such as vampires.
More Powerful Creature: ?
Vampiric Mist: ?
Will-o'-Wisp: ?
Zombie, Simple Zombie, Typical Zombie: A major disturbing discovery (such as realizing that your father was a deep one or that by activating the strange magical artifact in a dungeon you have transformed the entire populace of the city above into zombies) causes three levels of dread unless the character succeeds at a DC 20 Wisdom saving throw.
The King [in Yellow]’s footstep brings the dead to life. They can return as a wide variety of undead, from simple zombies or ghosts to more powerful creatures such as vampires.
Zyngaya
7th-level necromancy
Casting Time: 1 hour
Range: 60 feet
Components: V, S, M (a clay pot filled with grave dirt and an onyx gem worth 200 gp)
Duration: Instantaneous
You transform a corpse you can see into a Mythos undead if the original creature’s challenge rating (or level) was 7 or lower. It is loyal to the King in Yellow. Although it recognizes you as its creator, it works with you only insofar as you serve the purposes of the King in Yellow. You have advantage on Charisma (Persuasion) checks to influence the undead as long as your interests do not conflict with those of the King in Yellow. If you are capable of commanding the undead with magic or other abilities, you may attempt to use these abilities on the undead creature as it forms.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, increase the maximum challenge rating of creature you can affect by 1 for each slot level above 7th.
Possession. Whenever a creature ends its turn linked to a Quantum Nucleus, it must succeed on a DC 18 Constitution saving throw or be physically transformed by Hastur’s presence. On a failed save, the creature’s Constitution score is reduced by 1d4 until restored by a greater restoration spell or similar magic. If this would reduce the creature’s Constitution score to 0, it dies instead. At the start of the next round, the creature is transformed into a chaotic evil Mythos undead under Hastur’s control. All reductions to the new undead creature’s ability scores caused by Hastur are undone.
Scarlet Citadel for 5th Edition
The Chained Thing: The chained thing is an abominable undead creature patched together by Vardesain. It’s the unholy melding of violet fungi and the corpses of at least two derro shadow antipaladins.
The Chained Thing, Abominable Undead Creature, Unholy Melding of Violet Fungi and the Corpses of at Least Two Derro Antipaladins, Gift From Verdesain, Horrific Chained Thing, Thing: ?
Wight Warlock: These are the rarest of all wights, since they’re created only when warlocks who serve a particular, deceitful fiend fall completely for its lies and have themselves interred according to its complicated instructions.
Warlocks who become warlock wights are decapitated at the time of their interment. When the body rises, the head floats a few inches above the neck.
The three dwarves interred here were all warlocks who were bound in a pact with the same fiend.
Warlock Wight, Rarest of All Wights: ?
Undead, Undead Creature: Beyond the Gaoler’s chambers are ancient crypts of the Holzanger family. This section is rife with undead, thanks to a weak spot in the dimensional barrier between Midgard and the Dry Lands. That realm’s corruption seeped into the crypts for centuries and worked its foul magic on the remains interred here.
A character killed by a shadow, a wight, or a wraith [in the Scarlet Citadel] can return as undead to bedevil its former comrades.
Wandering Undead: ?
Undead Worker: ?
Ushulx: You can easily arrange for her to be killed by a shadow, a specter, or a wight in Area 116 (possibly when she sneaks off hoping the characters will be killed), then the party can run into an undead Ushulx later in the adventure!
Weak Undead: ?
Powerful Undead: ?
More Powerful Undead: ?
Fairly Powerful Undead: ?
Ghast, Powerful Undead: ?
Ghast: ?
Ghost: ?
Ghoul, Powerful Undead: ?
Ghoul: Vardesain's Ghastly Stave magic item.
Darakhul: ?
Morgaryv, Bonepowder Ghoul, Potent Spellcaster, Hate-Filled Undead Thing Longing to Consume All Life, Great Evil: ?
Lich Hound: ?
Llagfel, Hierophant Lich, Unstoppable Undead: Eventually Llagfel pursued rituals that, with Vardesain’s help (in the form of the horrific chained thing), transformed her into a hierophant lich and her most faithful followers into phantom wights.
When Llagfel turned the cult away from Charun and toward Vardesain and engineered her own transition into a lich, they trapped the shadow river lord in this stone sarcophagus and wrapped it in magical seals the creature couldn’t break or bypass in watery form.
She was the final, corrupt leader of the cult of Charun in these caves. She twisted the cult to worshiping the darkest aspects of Vardesain, and in death she became a hierophant lich.
Lich: ?
Shadow: ?
Shadow Skeleton: ?
Shadow River Lord: ?
Skeleton: ?
Skeleton, Weak Undead: ?
Specter: ?
Vampire Spawn, Fairly Powerful Undead: ?
Vampire: ?
Wight, Standard Wight, Normal Wight: ?
Wight, Fairly Powerful Undead: ?
Wight, Wight-Priest: ?
The Pale Circle, Wight: Chansar was killed early in the fighting for the fortress, but his body was never found. Hellhand was believed to have survived by slipping away before the final battle. He was rumored to have fled all the way back to Nordmansch, where he remains.
That account is only partially correct. Chansar was carried off the walls mortally wounded. He could have been saved with magic, but he and Hellhand had other plans. He was placed in his tomb while still barely alive, along with magical amulets and other preparations. Hellhand and their five most loyal fanatics—the Pale Circle—were to be sealed into the tomb with Chansar. When the time was right, after the citadel had fallen and been occupied anew by the knights of Khors, they would emerge as undead, have their vengeance, and resume their quest for lordship over the area.
But Hellhand reneged. He sealed the others into their caskets, prepared the magic, and then his courage failed him. Instead of joining his companions in undeath, he hid the key and fled. With the spells uncompleted, the undead in Chansar’s mausoleum have no purpose other than to kill.
The silver coffin contains the remains of Chansar the Pale, and the upright coffins hold the bodies of the Pale Circle. One of the empty coffins was meant for Valence Hellhand. The other empty coffin held one of the Pale Circle guards, but it wasn’t completely sealed. In the painful throes of transforming to undeath, that body thrashed hard enough to force the coffin open and tumbled to the floor.
Chansar and his five loyal retainers are now six wights, but they never “awoke” because the enchantments weren’t properly completed. That won’t matter as soon as a living person opens any of the upright coffins or the silver casket. The presence of life in the chamber provides the missing vital spark for their undead energy.
Phantom Wight: One leader in particular, Llagfel, turned increasingly toward evil rites and, even worse, toward Vardesain instead of Charun. Before long, members of the cult became more enthralled with undeath than with life. Eventually Llagfel pursued rituals that, with Vardesain’s help (in the form of the horrific chained thing), transformed her into a hierophant lich and her most faithful followers into phantom wights.
Phantom Wight, Llagfel's Myrmidon, Unstoppable Undead: ?
Chansar the Pale, Wight, Ring Warden: Chansar was killed early in the fighting for the fortress, but his body was never found. Hellhand was believed to have survived by slipping away before the final battle. He was rumored to have fled all the way back to Nordmansch, where he remains.
That account is only partially correct. Chansar was carried off the walls mortally wounded. He could have been saved with magic, but he and Hellhand had other plans. He was placed in his tomb while still barely alive, along with magical amulets and other preparations. Hellhand and their five most loyal fanatics—the Pale Circle—were to be sealed into the tomb with Chansar. When the time was right, after the citadel had fallen and been occupied anew by the knights of Khors, they would emerge as undead, have their vengeance, and resume their quest for lordship over the area.
But Hellhand reneged. He sealed the others into their caskets, prepared the magic, and then his courage failed him. Instead of joining his companions in undeath, he hid the key and fled. With the spells uncompleted, the undead in Chansar’s mausoleum have no purpose other than to kill.
The silver coffin contains the remains of Chansar the Pale, and the upright coffins hold the bodies of the Pale Circle. One of the empty coffins was meant for Valence Hellhand. The other empty coffin held one of the Pale Circle guards, but it wasn’t completely sealed. In the painful throes of transforming to undeath, that body thrashed hard enough to force the coffin open and tumbled to the floor.
Chansar and his five loyal retainers are now six wights, but they never “awoke” because the enchantments weren’t properly completed. That won’t matter as soon as a living person opens any of the upright coffins or the silver casket. The presence of life in the chamber provides the missing vital spark for their undead energy.
Will-o'-Wisp: ?
Wraith: One leader in particular, Llagfel, turned increasingly toward evil rites and, even worse, toward Vardesain instead of Charun. Before long, members of the cult became more enthralled with undeath than with life. Eventually Llagfel pursued rituals that, with Vardesain’s help (in the form of the horrific chained thing), transformed her into a hierophant lich and her most faithful followers into [wraith]s.
Wraith, Powerful Undead: ?
Wraith, Very Powerful Undead: ?
Wraith, Llagfel's Myrmidon: ?
Zombie: The bodies have been here [in the Scarlet Citadel's oubliette] even longer than their appearance implies. They become zombies when someone touches, bumps into, or attacks one of them, or when someone (typically the Gaoler or Ushulx) smears a few drops of blood onto Charun’s idol in Area 107. Before the corpses animate into zombies, they’re just corpses, and damage dealt to them has no effect. If, for example, they become animated because someone shoots an arrow into one of them, that arrow doesn’t reduce the zombie’s hit points, but it does activate it.
The magic that animates the zombies was enacted by Imortra the Debased to help the Gaoler keep intruders out.
The statue was created and placed here by the elves before the coming of the Holzangers. It has two magical properties: one was instilled centuries ago by the elves, the other by Cagoth-ze and Ushulx working together.
The recent enchantment triggers a bolstered animate dead spell that affects the corpses hanging in the oubliette (Area 102). This requires smearing a few drops of blood onto the statue near Charun’s feet and speaking a command phrase known to Cagoth-ze, Ushulx, and the Gaoler. The corpses animate into zombies for 4 hours, under the control of the person who animated them, after which they revert to corpses.
A humanoid slain by [a warlock wight's life drain] attack rises 24 hours later as a zombie under the warlock wight’s control, unless the humanoid is restored to life or its body is destroyed.
Crimson Mist: ?
Spectral Guardian: One leader in particular, Llagfel, turned increasingly toward evil rites and, even worse, toward Vardesain instead of Charun. Before long, members of the cult became more enthralled with undeath than with life. Eventually Llagfel pursued rituals that, with Vardesain’s help (in the form of the horrific chained thing), transformed her into a hierophant lich and her most faithful followers into [spectral guardian]s.
Spectral Guardian, Llagfel's Myrmidon: ?
Solnis Ledniskol, Drowned Maiden: Solnis Ledniskol was a human woman who was captured by the deep ones decades ago and brought up the river along with her husband and three children; all were intended as sacrifices for the shoggoth. Because the deep ones revel in cruelty, they reserved Solnis to be the final sacrifice. She was held captive for many days, during which she was tormented by the dying screams of her family.
When the deep ones came for her, Solnis broke loose and ran onto the bridge, where she wrapped her arms around a pursuing deep one and threw both of them into the river. As they fell she snatched a knife from the monster and stabbed it. The deep one died from the blade through its ribs and Solnis, trapped in the dying creature’s grip, drowned in the watery gloom.
That small act of revenge barely scratched the surface of Solnis’s thirst for vengeance. The superstitious deep ones fearfully left her corpse at the bottom of the river, where it transformed into a drowned maiden.
This spot is the final resting place of Solnis Ledniskol, a human woman who died in the river and transformed into a drowned maiden.
Vardesain’s Ghastly Stave
Weapon (quarterstaff), very rare (requires attunement by an evil-aligned creature)
This heavy wooden quarterstaff is topped with a leering humanoid skull, wrapped with lengths of desiccated or mummified human gut, and has hundreds of human teeth hammered in along its entire length.
Once per day, the staff can be touched to a humanoid corpse to transform that corpse into a ghoul for 10 minutes. The ghoul is charmed by the staff’s user and fights for that creature. The ghoul arises ravenously hungry, however, and as soon as a creature it injured is killed, the ghoul spends the rest of its 10 minutes devouring that creature.
Any ghoul within 30 feet of Vardesain’s Ghastly Stave has advantage on saving throws against effects that turn undead.
Curse. A week after attuning to Vardesain’s Ghastly Stave, a creature starts taking on the appearance of a corpse. Their skin becomes pale, and they develop sunken cheeks and deep shadows around their eyes. After two weeks, the flesh of their hands is shrunken and pulls away from their fingernails, their lips draw back and their gums recede, and their hair begins falling out. After three weeks, they are nearly indistinguishable from a darakhul.
The Chained Thing, Abominable Undead Creature, Unholy Melding of Violet Fungi and the Corpses of at Least Two Derro Antipaladins, Gift From Verdesain, Horrific Chained Thing, Thing: ?
Wight Warlock: These are the rarest of all wights, since they’re created only when warlocks who serve a particular, deceitful fiend fall completely for its lies and have themselves interred according to its complicated instructions.
Warlocks who become warlock wights are decapitated at the time of their interment. When the body rises, the head floats a few inches above the neck.
The three dwarves interred here were all warlocks who were bound in a pact with the same fiend.
Warlock Wight, Rarest of All Wights: ?
Undead, Undead Creature: Beyond the Gaoler’s chambers are ancient crypts of the Holzanger family. This section is rife with undead, thanks to a weak spot in the dimensional barrier between Midgard and the Dry Lands. That realm’s corruption seeped into the crypts for centuries and worked its foul magic on the remains interred here.
A character killed by a shadow, a wight, or a wraith [in the Scarlet Citadel] can return as undead to bedevil its former comrades.
Wandering Undead: ?
Undead Worker: ?
Ushulx: You can easily arrange for her to be killed by a shadow, a specter, or a wight in Area 116 (possibly when she sneaks off hoping the characters will be killed), then the party can run into an undead Ushulx later in the adventure!
Weak Undead: ?
Powerful Undead: ?
More Powerful Undead: ?
Fairly Powerful Undead: ?
Ghast, Powerful Undead: ?
Ghast: ?
Ghost: ?
Ghoul, Powerful Undead: ?
Ghoul: Vardesain's Ghastly Stave magic item.
Darakhul: ?
Morgaryv, Bonepowder Ghoul, Potent Spellcaster, Hate-Filled Undead Thing Longing to Consume All Life, Great Evil: ?
Lich Hound: ?
Llagfel, Hierophant Lich, Unstoppable Undead: Eventually Llagfel pursued rituals that, with Vardesain’s help (in the form of the horrific chained thing), transformed her into a hierophant lich and her most faithful followers into phantom wights.
When Llagfel turned the cult away from Charun and toward Vardesain and engineered her own transition into a lich, they trapped the shadow river lord in this stone sarcophagus and wrapped it in magical seals the creature couldn’t break or bypass in watery form.
She was the final, corrupt leader of the cult of Charun in these caves. She twisted the cult to worshiping the darkest aspects of Vardesain, and in death she became a hierophant lich.
Lich: ?
Shadow: ?
Shadow Skeleton: ?
Shadow River Lord: ?
Skeleton: ?
Skeleton, Weak Undead: ?
Specter: ?
Vampire Spawn, Fairly Powerful Undead: ?
Vampire: ?
Wight, Standard Wight, Normal Wight: ?
Wight, Fairly Powerful Undead: ?
Wight, Wight-Priest: ?
The Pale Circle, Wight: Chansar was killed early in the fighting for the fortress, but his body was never found. Hellhand was believed to have survived by slipping away before the final battle. He was rumored to have fled all the way back to Nordmansch, where he remains.
That account is only partially correct. Chansar was carried off the walls mortally wounded. He could have been saved with magic, but he and Hellhand had other plans. He was placed in his tomb while still barely alive, along with magical amulets and other preparations. Hellhand and their five most loyal fanatics—the Pale Circle—were to be sealed into the tomb with Chansar. When the time was right, after the citadel had fallen and been occupied anew by the knights of Khors, they would emerge as undead, have their vengeance, and resume their quest for lordship over the area.
But Hellhand reneged. He sealed the others into their caskets, prepared the magic, and then his courage failed him. Instead of joining his companions in undeath, he hid the key and fled. With the spells uncompleted, the undead in Chansar’s mausoleum have no purpose other than to kill.
The silver coffin contains the remains of Chansar the Pale, and the upright coffins hold the bodies of the Pale Circle. One of the empty coffins was meant for Valence Hellhand. The other empty coffin held one of the Pale Circle guards, but it wasn’t completely sealed. In the painful throes of transforming to undeath, that body thrashed hard enough to force the coffin open and tumbled to the floor.
Chansar and his five loyal retainers are now six wights, but they never “awoke” because the enchantments weren’t properly completed. That won’t matter as soon as a living person opens any of the upright coffins or the silver casket. The presence of life in the chamber provides the missing vital spark for their undead energy.
Phantom Wight: One leader in particular, Llagfel, turned increasingly toward evil rites and, even worse, toward Vardesain instead of Charun. Before long, members of the cult became more enthralled with undeath than with life. Eventually Llagfel pursued rituals that, with Vardesain’s help (in the form of the horrific chained thing), transformed her into a hierophant lich and her most faithful followers into phantom wights.
Phantom Wight, Llagfel's Myrmidon, Unstoppable Undead: ?
Chansar the Pale, Wight, Ring Warden: Chansar was killed early in the fighting for the fortress, but his body was never found. Hellhand was believed to have survived by slipping away before the final battle. He was rumored to have fled all the way back to Nordmansch, where he remains.
That account is only partially correct. Chansar was carried off the walls mortally wounded. He could have been saved with magic, but he and Hellhand had other plans. He was placed in his tomb while still barely alive, along with magical amulets and other preparations. Hellhand and their five most loyal fanatics—the Pale Circle—were to be sealed into the tomb with Chansar. When the time was right, after the citadel had fallen and been occupied anew by the knights of Khors, they would emerge as undead, have their vengeance, and resume their quest for lordship over the area.
But Hellhand reneged. He sealed the others into their caskets, prepared the magic, and then his courage failed him. Instead of joining his companions in undeath, he hid the key and fled. With the spells uncompleted, the undead in Chansar’s mausoleum have no purpose other than to kill.
The silver coffin contains the remains of Chansar the Pale, and the upright coffins hold the bodies of the Pale Circle. One of the empty coffins was meant for Valence Hellhand. The other empty coffin held one of the Pale Circle guards, but it wasn’t completely sealed. In the painful throes of transforming to undeath, that body thrashed hard enough to force the coffin open and tumbled to the floor.
Chansar and his five loyal retainers are now six wights, but they never “awoke” because the enchantments weren’t properly completed. That won’t matter as soon as a living person opens any of the upright coffins or the silver casket. The presence of life in the chamber provides the missing vital spark for their undead energy.
Will-o'-Wisp: ?
Wraith: One leader in particular, Llagfel, turned increasingly toward evil rites and, even worse, toward Vardesain instead of Charun. Before long, members of the cult became more enthralled with undeath than with life. Eventually Llagfel pursued rituals that, with Vardesain’s help (in the form of the horrific chained thing), transformed her into a hierophant lich and her most faithful followers into [wraith]s.
Wraith, Powerful Undead: ?
Wraith, Very Powerful Undead: ?
Wraith, Llagfel's Myrmidon: ?
Zombie: The bodies have been here [in the Scarlet Citadel's oubliette] even longer than their appearance implies. They become zombies when someone touches, bumps into, or attacks one of them, or when someone (typically the Gaoler or Ushulx) smears a few drops of blood onto Charun’s idol in Area 107. Before the corpses animate into zombies, they’re just corpses, and damage dealt to them has no effect. If, for example, they become animated because someone shoots an arrow into one of them, that arrow doesn’t reduce the zombie’s hit points, but it does activate it.
The magic that animates the zombies was enacted by Imortra the Debased to help the Gaoler keep intruders out.
The statue was created and placed here by the elves before the coming of the Holzangers. It has two magical properties: one was instilled centuries ago by the elves, the other by Cagoth-ze and Ushulx working together.
The recent enchantment triggers a bolstered animate dead spell that affects the corpses hanging in the oubliette (Area 102). This requires smearing a few drops of blood onto the statue near Charun’s feet and speaking a command phrase known to Cagoth-ze, Ushulx, and the Gaoler. The corpses animate into zombies for 4 hours, under the control of the person who animated them, after which they revert to corpses.
A humanoid slain by [a warlock wight's life drain] attack rises 24 hours later as a zombie under the warlock wight’s control, unless the humanoid is restored to life or its body is destroyed.
Crimson Mist: ?
Spectral Guardian: One leader in particular, Llagfel, turned increasingly toward evil rites and, even worse, toward Vardesain instead of Charun. Before long, members of the cult became more enthralled with undeath than with life. Eventually Llagfel pursued rituals that, with Vardesain’s help (in the form of the horrific chained thing), transformed her into a hierophant lich and her most faithful followers into [spectral guardian]s.
Spectral Guardian, Llagfel's Myrmidon: ?
Solnis Ledniskol, Drowned Maiden: Solnis Ledniskol was a human woman who was captured by the deep ones decades ago and brought up the river along with her husband and three children; all were intended as sacrifices for the shoggoth. Because the deep ones revel in cruelty, they reserved Solnis to be the final sacrifice. She was held captive for many days, during which she was tormented by the dying screams of her family.
When the deep ones came for her, Solnis broke loose and ran onto the bridge, where she wrapped her arms around a pursuing deep one and threw both of them into the river. As they fell she snatched a knife from the monster and stabbed it. The deep one died from the blade through its ribs and Solnis, trapped in the dying creature’s grip, drowned in the watery gloom.
That small act of revenge barely scratched the surface of Solnis’s thirst for vengeance. The superstitious deep ones fearfully left her corpse at the bottom of the river, where it transformed into a drowned maiden.
This spot is the final resting place of Solnis Ledniskol, a human woman who died in the river and transformed into a drowned maiden.
Vardesain’s Ghastly Stave
Weapon (quarterstaff), very rare (requires attunement by an evil-aligned creature)
This heavy wooden quarterstaff is topped with a leering humanoid skull, wrapped with lengths of desiccated or mummified human gut, and has hundreds of human teeth hammered in along its entire length.
Once per day, the staff can be touched to a humanoid corpse to transform that corpse into a ghoul for 10 minutes. The ghoul is charmed by the staff’s user and fights for that creature. The ghoul arises ravenously hungry, however, and as soon as a creature it injured is killed, the ghoul spends the rest of its 10 minutes devouring that creature.
Any ghoul within 30 feet of Vardesain’s Ghastly Stave has advantage on saving throws against effects that turn undead.
Curse. A week after attuning to Vardesain’s Ghastly Stave, a creature starts taking on the appearance of a corpse. Their skin becomes pale, and they develop sunken cheeks and deep shadows around their eyes. After two weeks, the flesh of their hands is shrunken and pulls away from their fingernails, their lips draw back and their gums recede, and their hair begins falling out. After three weeks, they are nearly indistinguishable from a darakhul.
Scarred Lands Creature Collection (OGL 5e)
Acid Shambler: The acid shambler was one of the many horrors spawned in the aftermath of the Divine War, as the wild energies released by the titan’s defeat and imprisonment warped the living — and unliving — matter in their vicinity and gave rise to whole new races of loathsome monsters.
The shamblers are corpses brought back to horrific, agonizing life by a strange transformation of their blood. The thick reddish-black ichor that surges through their dead veins both animates and deteriorates them from the inside out due to its highly acidic properties.
Alley Reaper: The alley reaper was an assassin in life, one particularly ruthless, cunning and deceitful, who died with blood on their hands.
Ashcloud: A scourge to all, these undead are blamed by the divine on Chern, whereas titanspawn tend to point their fingers at Belsameth or Vangal.
Blood Zombie: These are the undead spirits of sailors who died on the Blood Sea, especially those who died violently on a vessel overcome with blood barnacles.
Burned One: Burned ones appear as humans who have been burned to the bone, eternally seared by the scorching judgment of Vangal.
If the burned one kills a cleric through use of its immolation feature the cleric rises within 24 hours as a burned one. If the resurrection spell is cast first, it prevents this from occurring and restores the cleric to life.
The faithful of Vangal are granted power and strength they use to crush all who oppose them. For this, the priests of the Ravager are reviled and feared throughout the Scarred Lands, but woe to the servant who turns their back upon their dark god, or who commits sacrilege in their quest for power. Those who have betrayed the Ravager find themselves stripped of their powers and hunted by their former brethren. If captured, these ex–priests are subjected to a ritual that leaves them as nothing but a burned husk, destined to roam the earth tormented in an agony of eternal flames as burned ones.
Chardun-Slain: Good soldiers never stop fighting. Great ones don’t even stop when they’re dead. The god Chardun, the Great General, awards distinguished soldiers the gift to carry on their wars after death. Chardun-slain rise one full year after their deaths and resume whatever assignment cost them their lives, be it laying siege to a town, guarding a bridge, or winning a battle.
Fleshcrawler: Fleshcrawlers were once wicked humans who made dark bargains and ultimately were taken to the Abyssal Caldera, where demon lords made them undead and gave them dark gifts.
Ghoul Ice: Sages say that ice ghouls were once humans that made a terrible bargain with Gaurak: to survive a terrible winter, they became cannibals.
Ghoul Poisonbearer: The poisonbearer ghoul is yet another undead creation of the Ghoul King, lord of the Isle of the Dead.
Should the target die while poisoned [by a poisonbearer ghoul's death spray], then it rises the next midnight as a poisonbearer ghoul.
Should the target die while poisoned [by a poisonbearer ghoul's bite], then it rises the next midnight as a poisonbearer ghoul.
Should the target die while poisoned [by a poisonbearer ghoul's spit], then it rises the next midnight as a poisonbearer ghoul.
Inn-Wight, Ghost of a Child Who Does Not Realize It is Dead: Inn-wights are the ghosts of children who do not realize that they are dead, and they wander a city in search of warmth and comfort.
Love-Scorned Soul, Undead Remains of a Particularly Strong-Willed Person Who Died Tragically Because of Their love for Another: These sad creatures are the undead remains of particularly strong-willed people who died tragically because of their love for another. A woman slain en route to the altar, a man who fell from his bedroom window after finding his lover in the arms of another, victims of the Unhallowed monster known as the False Lover — any of these might return as a love-scorned soul. Embittered and warped by their deaths, love-scorned souls appear as spectral versions of their former lives, their once happy features twisted by sorrow, anger, despair, and hatred.
Marrow Knight: The necromancers of Hollowfaust have devised many kinds of undead to act as their servants and soldiers, and one of their crowning achievements is the elite cavalry called marrow knights.
Through the rites of their creation they are compelled to obey the necromancers of Hollowfaust; they possess no other ambition.
Memory-Eater: Creatures slain by a memory-eater arise in 1d6 days as new memory-eaters.
This type of ghoul retains some of its former intelligence, as well as fragments of memories, to the point of not recognizing — or not being willing to accept — its undead state. Cursed to wander the land, wracked by the anguish of the dead and a yearning for its lost life, a memory-eater often seeks out clothing, possessions, and especially companions to which it retains some lingering connection, and will try to resume the life cut short. When rebuffed, and forced to acknowledge the truth, a memory-eater will fly into a berserk killing rage with a hatred proportional to its former affection. Its victims then arise as new memory-eaters, and the cycle begins anew.
Mistwalker: Most of these spirits are only looking for release, and will ask mortals to help them with unfinished tasks, sometimes as simple as delivering a message to the living.
Night-Touched: The night-touched are one of the many varieties of creatures created by Hrinruuk, it is said — in this case, an experiment that combined the essence of demonic fiends with the negative energies of the shadow realms. The results were monstrous beings that are almost alive, part fiend and part undead.
Hrinruuk created several breeds of night-touched, each of which was granted different powers to make the chase more interesting.
Night-Touched Controller: When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead.
Night-Touched Hound: Stories still told by titanspawn claim that Hrinruuk created these hounds as part of a game he devised for himself: He would set them loose after the same prey he sought, and then challenge himself to find, defeat, and capture the prey before the hounds could even track it down.
Pain Doll: “It is ideal to start with a living subject, securely restrained and well-nourished. The longer into the ritual they survive, the more active and aggressive the pain doll will be, so encourage them to resist your magic until the last. You can begin with the twelve dozen rusted needles, almost anyone will survive their insertion, and then continue on to hammer in the joint spikes as indicated in diagram 13-A….” from the Mad Magister Leut’s treatise on the creation of pain dolls.
Reverent Spirit: These creatures were once devout mortals whose sense of morality and convictions allowed them to bypass the thresholds of death and return to the living world.
Reverent spirits were once the sorts of folks who spent most of their spare time at church, either in service or worship. They were the first to volunteer for a project and the last to leave the halls.
Tattooed Corpse: The sorceresses of Albadia are acknowledged as experts in the arcane practice of tattoo magic. What is less known is the darker side of this skill, in which the sorceresses combine forces with necromancers or tribal shamans to inscribe enchanted tattoos upon reanimated corpses. Special skills must be used to inscribe the marks on their flesh and an individual tattooed corpse can bear 1-4 tattoos.
Unhallowed: Sometimes, maybe once in a hundred years, a child favored by the gods is born. The baby seems destined for greatness: stronger, swifter, smarter or more beautiful than any other. Most of these children achieve their destiny and change the world for the better. But it is a fundamental truth of the universe that the gods expect much from those who receive their greatest gifts.
Sometimes that trust is betrayed. With a single act of treachery, a blessed individual might spurn the gods and waste their gifts. Such a violation of trust earns the eternal enmity of the gods. Such powerful individuals do not pass into the afterlife easily — they cling to the world of the living by sheer tenacity, knowing what punishments await them beyond.
Unhallowed The Faithless Knight: A faithless knight was once a bold and noble warrior who, in desperation, committed an act of terrible cowardice or dishonor so great that it violated the most essential tenets of his faith.
Unhallowed The False Lover: The false lover was once the paragon of charm and beauty, who effortlessly won the hearts and souls of any who looked upon them. It inspired heroes and heroines to great deeds, gave birth to new forms of art and literature; transforming the cultures of entire kingdoms with its wit and grace. Ultimately, however, it betrayed those dreams, crushing the spirits of those who loved it, sometimes simply because it could.
Unhallowed The Forsaken Priest: There is no greater crime in the eyes of the gods than perfidy, when a priest forsakes their vows of obedience and uses their influence to lead innocent members of the faith down paths of corruption and iniquity. The forsaken priest is a creature who betrayed the highest principles of its patron deity and became a force of malevolence and temptation to any soul caught in its clutches.
Unhallowed The Treacherous Thief: The treacherous thief was cursed by the gods for betraying the trust of others, all for petty greed. It once used its skills to steal from those who had almost nothing to call their own, simply for the joy of taking. It killed for a handful of coins, or just to watch them die. And now there is no treasure in the world rich enough to buy its way out of damnation.
Vengeful Sentry: It is believed that the vengeful sentry was once a trainer of sentry crows who later perished at the hands of Virduk’s forces in Irontooth Pass.
Horror: ?
Loathsome Monster: ?
Creature: ?
Dark Cloaked Form: ?
Burned Husk: ?
Abomination: ?
Shambling Corpse: ?
Desiccated Shambling Corpse: ?
Humanoid With Black Veins Showing Through Unwholesomely Dead-White Flesh: ?
Human-Like Creature: ?
Risen Corpse: ?
Shimmering Insubstantial Form of a Child: ?
Wandering Inn-Wight: ?
Sad Creature: ?
Servant: ?
Soldier: ?
Elite Cavalry: ?
Steed: ?
Spirit: ?
Wispy Insubstantial Shape: ?
Monstrous Being: ?
Strange Being: ?
Reanimated Corpse: ?
Ancient Tattooed Corpse: ?
Tormented Spirit: ?
Tankaras the Tortured, Unhallowed: ?
King Virduk, Unhallowed: ?
Queen Geleeda, Unhallowed: ?
Hideous Near-Skeletal Corpse: ?
Dark and Restless Spirit: ?
Undead, True Undead, Undead Creature: ?
Bloated Undead: ?
Undead Spirit ?
Undead Warrior: ?
Undead Creation: ?
Undead Remains: ?
Simple Undead: When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead. However, their mastery is so great that they can force spirits back into the material realm, animating simple undead seemingly at will.
Undead Servitor: ?
Ghost: ?
Deadly Ghost: ?
Ghoul: ?
Ghoul King, Lord of the Isle of the Dead: ?
Ghoulish Being: ?
Skeleton, Undead Skeleton: ?
Skeletal Creature: ?
Skeleton of a Centaur: ?
Skeleton of a Man-Beast: ?
Zombie, Walking Dead, Shambling Undead, Corpse, Lifeless Zombie: The corpse whisperer can revive the recently dead by speaking directly into their ears, creating a new follower that immediately joins the creature’s minions against its former friends. This functions as the animate dead spell, save that the corpse cannot be more than an hour dead and always rises as a zombie. There is no limit to the number of zombies the corpse whisperer can control. Zombies created through this ability always obey the corpse whisperer’s commands and the duration is unlimited.
Corpse whisperers are a titanspawn race adopted long ago by Belsameth and empowered to raise armies of the undead to lead against the death goddess’s enemies. There is a connection between the living and the dead that a corpse whisperer exploits, breathing new unlife into the recently departed so that it joins the corpse whisperer’s ranks of walking dead.
A humanoid slain by [a night-touched controller’s life drain] attack rises 24 hours later as a zombie under the night-touched controller’s control, unless the humanoid is restored to life or its body is destroyed.
If a creature [wearing four of a shackledeath's manacles] is killed by [the shackledeath's punishment] power, it becomes a zombie under the control of the shackledeath.
Intact Zombie: ?
Enhanced Zombie: ?
The shamblers are corpses brought back to horrific, agonizing life by a strange transformation of their blood. The thick reddish-black ichor that surges through their dead veins both animates and deteriorates them from the inside out due to its highly acidic properties.
Alley Reaper: The alley reaper was an assassin in life, one particularly ruthless, cunning and deceitful, who died with blood on their hands.
Ashcloud: A scourge to all, these undead are blamed by the divine on Chern, whereas titanspawn tend to point their fingers at Belsameth or Vangal.
Blood Zombie: These are the undead spirits of sailors who died on the Blood Sea, especially those who died violently on a vessel overcome with blood barnacles.
Burned One: Burned ones appear as humans who have been burned to the bone, eternally seared by the scorching judgment of Vangal.
If the burned one kills a cleric through use of its immolation feature the cleric rises within 24 hours as a burned one. If the resurrection spell is cast first, it prevents this from occurring and restores the cleric to life.
The faithful of Vangal are granted power and strength they use to crush all who oppose them. For this, the priests of the Ravager are reviled and feared throughout the Scarred Lands, but woe to the servant who turns their back upon their dark god, or who commits sacrilege in their quest for power. Those who have betrayed the Ravager find themselves stripped of their powers and hunted by their former brethren. If captured, these ex–priests are subjected to a ritual that leaves them as nothing but a burned husk, destined to roam the earth tormented in an agony of eternal flames as burned ones.
Chardun-Slain: Good soldiers never stop fighting. Great ones don’t even stop when they’re dead. The god Chardun, the Great General, awards distinguished soldiers the gift to carry on their wars after death. Chardun-slain rise one full year after their deaths and resume whatever assignment cost them their lives, be it laying siege to a town, guarding a bridge, or winning a battle.
Fleshcrawler: Fleshcrawlers were once wicked humans who made dark bargains and ultimately were taken to the Abyssal Caldera, where demon lords made them undead and gave them dark gifts.
Ghoul Ice: Sages say that ice ghouls were once humans that made a terrible bargain with Gaurak: to survive a terrible winter, they became cannibals.
Ghoul Poisonbearer: The poisonbearer ghoul is yet another undead creation of the Ghoul King, lord of the Isle of the Dead.
Should the target die while poisoned [by a poisonbearer ghoul's death spray], then it rises the next midnight as a poisonbearer ghoul.
Should the target die while poisoned [by a poisonbearer ghoul's bite], then it rises the next midnight as a poisonbearer ghoul.
Should the target die while poisoned [by a poisonbearer ghoul's spit], then it rises the next midnight as a poisonbearer ghoul.
Inn-Wight, Ghost of a Child Who Does Not Realize It is Dead: Inn-wights are the ghosts of children who do not realize that they are dead, and they wander a city in search of warmth and comfort.
Love-Scorned Soul, Undead Remains of a Particularly Strong-Willed Person Who Died Tragically Because of Their love for Another: These sad creatures are the undead remains of particularly strong-willed people who died tragically because of their love for another. A woman slain en route to the altar, a man who fell from his bedroom window after finding his lover in the arms of another, victims of the Unhallowed monster known as the False Lover — any of these might return as a love-scorned soul. Embittered and warped by their deaths, love-scorned souls appear as spectral versions of their former lives, their once happy features twisted by sorrow, anger, despair, and hatred.
Marrow Knight: The necromancers of Hollowfaust have devised many kinds of undead to act as their servants and soldiers, and one of their crowning achievements is the elite cavalry called marrow knights.
Through the rites of their creation they are compelled to obey the necromancers of Hollowfaust; they possess no other ambition.
Memory-Eater: Creatures slain by a memory-eater arise in 1d6 days as new memory-eaters.
This type of ghoul retains some of its former intelligence, as well as fragments of memories, to the point of not recognizing — or not being willing to accept — its undead state. Cursed to wander the land, wracked by the anguish of the dead and a yearning for its lost life, a memory-eater often seeks out clothing, possessions, and especially companions to which it retains some lingering connection, and will try to resume the life cut short. When rebuffed, and forced to acknowledge the truth, a memory-eater will fly into a berserk killing rage with a hatred proportional to its former affection. Its victims then arise as new memory-eaters, and the cycle begins anew.
Mistwalker: Most of these spirits are only looking for release, and will ask mortals to help them with unfinished tasks, sometimes as simple as delivering a message to the living.
Night-Touched: The night-touched are one of the many varieties of creatures created by Hrinruuk, it is said — in this case, an experiment that combined the essence of demonic fiends with the negative energies of the shadow realms. The results were monstrous beings that are almost alive, part fiend and part undead.
Hrinruuk created several breeds of night-touched, each of which was granted different powers to make the chase more interesting.
Night-Touched Controller: When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead.
Night-Touched Hound: Stories still told by titanspawn claim that Hrinruuk created these hounds as part of a game he devised for himself: He would set them loose after the same prey he sought, and then challenge himself to find, defeat, and capture the prey before the hounds could even track it down.
Pain Doll: “It is ideal to start with a living subject, securely restrained and well-nourished. The longer into the ritual they survive, the more active and aggressive the pain doll will be, so encourage them to resist your magic until the last. You can begin with the twelve dozen rusted needles, almost anyone will survive their insertion, and then continue on to hammer in the joint spikes as indicated in diagram 13-A….” from the Mad Magister Leut’s treatise on the creation of pain dolls.
Reverent Spirit: These creatures were once devout mortals whose sense of morality and convictions allowed them to bypass the thresholds of death and return to the living world.
Reverent spirits were once the sorts of folks who spent most of their spare time at church, either in service or worship. They were the first to volunteer for a project and the last to leave the halls.
Tattooed Corpse: The sorceresses of Albadia are acknowledged as experts in the arcane practice of tattoo magic. What is less known is the darker side of this skill, in which the sorceresses combine forces with necromancers or tribal shamans to inscribe enchanted tattoos upon reanimated corpses. Special skills must be used to inscribe the marks on their flesh and an individual tattooed corpse can bear 1-4 tattoos.
Unhallowed: Sometimes, maybe once in a hundred years, a child favored by the gods is born. The baby seems destined for greatness: stronger, swifter, smarter or more beautiful than any other. Most of these children achieve their destiny and change the world for the better. But it is a fundamental truth of the universe that the gods expect much from those who receive their greatest gifts.
Sometimes that trust is betrayed. With a single act of treachery, a blessed individual might spurn the gods and waste their gifts. Such a violation of trust earns the eternal enmity of the gods. Such powerful individuals do not pass into the afterlife easily — they cling to the world of the living by sheer tenacity, knowing what punishments await them beyond.
Unhallowed The Faithless Knight: A faithless knight was once a bold and noble warrior who, in desperation, committed an act of terrible cowardice or dishonor so great that it violated the most essential tenets of his faith.
Unhallowed The False Lover: The false lover was once the paragon of charm and beauty, who effortlessly won the hearts and souls of any who looked upon them. It inspired heroes and heroines to great deeds, gave birth to new forms of art and literature; transforming the cultures of entire kingdoms with its wit and grace. Ultimately, however, it betrayed those dreams, crushing the spirits of those who loved it, sometimes simply because it could.
Unhallowed The Forsaken Priest: There is no greater crime in the eyes of the gods than perfidy, when a priest forsakes their vows of obedience and uses their influence to lead innocent members of the faith down paths of corruption and iniquity. The forsaken priest is a creature who betrayed the highest principles of its patron deity and became a force of malevolence and temptation to any soul caught in its clutches.
Unhallowed The Treacherous Thief: The treacherous thief was cursed by the gods for betraying the trust of others, all for petty greed. It once used its skills to steal from those who had almost nothing to call their own, simply for the joy of taking. It killed for a handful of coins, or just to watch them die. And now there is no treasure in the world rich enough to buy its way out of damnation.
Vengeful Sentry: It is believed that the vengeful sentry was once a trainer of sentry crows who later perished at the hands of Virduk’s forces in Irontooth Pass.
Horror: ?
Loathsome Monster: ?
Creature: ?
Dark Cloaked Form: ?
Burned Husk: ?
Abomination: ?
Shambling Corpse: ?
Desiccated Shambling Corpse: ?
Humanoid With Black Veins Showing Through Unwholesomely Dead-White Flesh: ?
Human-Like Creature: ?
Risen Corpse: ?
Shimmering Insubstantial Form of a Child: ?
Wandering Inn-Wight: ?
Sad Creature: ?
Servant: ?
Soldier: ?
Elite Cavalry: ?
Steed: ?
Spirit: ?
Wispy Insubstantial Shape: ?
Monstrous Being: ?
Strange Being: ?
Reanimated Corpse: ?
Ancient Tattooed Corpse: ?
Tormented Spirit: ?
Tankaras the Tortured, Unhallowed: ?
King Virduk, Unhallowed: ?
Queen Geleeda, Unhallowed: ?
Hideous Near-Skeletal Corpse: ?
Dark and Restless Spirit: ?
Undead, True Undead, Undead Creature: ?
Bloated Undead: ?
Undead Spirit ?
Undead Warrior: ?
Undead Creation: ?
Undead Remains: ?
Simple Undead: When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead. However, their mastery is so great that they can force spirits back into the material realm, animating simple undead seemingly at will.
Undead Servitor: ?
Ghost: ?
Deadly Ghost: ?
Ghoul: ?
Ghoul King, Lord of the Isle of the Dead: ?
Ghoulish Being: ?
Skeleton, Undead Skeleton: ?
Skeletal Creature: ?
Skeleton of a Centaur: ?
Skeleton of a Man-Beast: ?
Zombie, Walking Dead, Shambling Undead, Corpse, Lifeless Zombie: The corpse whisperer can revive the recently dead by speaking directly into their ears, creating a new follower that immediately joins the creature’s minions against its former friends. This functions as the animate dead spell, save that the corpse cannot be more than an hour dead and always rises as a zombie. There is no limit to the number of zombies the corpse whisperer can control. Zombies created through this ability always obey the corpse whisperer’s commands and the duration is unlimited.
Corpse whisperers are a titanspawn race adopted long ago by Belsameth and empowered to raise armies of the undead to lead against the death goddess’s enemies. There is a connection between the living and the dead that a corpse whisperer exploits, breathing new unlife into the recently departed so that it joins the corpse whisperer’s ranks of walking dead.
A humanoid slain by [a night-touched controller’s life drain] attack rises 24 hours later as a zombie under the night-touched controller’s control, unless the humanoid is restored to life or its body is destroyed.
If a creature [wearing four of a shackledeath's manacles] is killed by [the shackledeath's punishment] power, it becomes a zombie under the control of the shackledeath.
Intact Zombie: ?
Enhanced Zombie: ?
Scarred Lands Player's Guide (OGL 5e)
Night-Touched: The night-touched are one of many varieties of creatures created by Hrinruuk, it is said — in this case, an experiment that combined the essence of demonic outsiders with the negative energies of the shadow realms. The results were monstrous beings that are almost alive, part fiend and part undead.
Hrinruuk created several breeds of night-touched, each of which was granted different powers to make the chase more interesting.
Night-Touched Controller: When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead.
Night-Touched Hound: Stories still told by titanspawn claim that Hrinruuk created these hounds as part of a game he devised for himself: He would set them loose after the same prey he sought, and then challenge himself to find, defeat, and capture the prey before the hounds could even track it down.
Undead, Undead Creature: Chardun is selfish and egotistical, but not mindlessly violent like Vangal. He always seeks to rule, by any means necessary, and he attracts followers who seek dominion over both foes and fellows alike (including through animating them as undead).
Red Witch slitherin fight with magic, using charmed or summoned monsters or animating undead to do the physical fighting for them.
Death Domain Death's Master power.
Sapient Undead: ?
Mindless Undead: ?
Powerful Undead Ruler: ?
Powerful Undead Being: ?
Temporary Undead Minion: Animate Undead Minion spell.
Incorporeal Undead Creature: ?
Uncontrolled Undead: ?
Rogue Undead: ?
Grotesque Undead Experiment: ?
Undead Guardian: ?
Ghoulish Undead: ?
Ilkusthra the Autumn King, Legendary Undead Druid: ?
Undead Spirit: ?
Simple Undead: When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead. However, their mastery is so great that they can force spirits back into the material realm, animating simple undead seemingly at will.
Undead Servitor: ?
Ghast: ?
Ghost: The Divine War left a plague of ghosts, spirits, and walking dead in its wake, especially in places like the Devil’s March, the Festering Fields, and the Perforated Plains.
The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper.
Spirit: The Divine War left a plague of ghosts, spirits, and walking dead in its wake, especially in places like the Devil’s March, the Festering Fields, and the Perforated Plains.
Spirit of a Fallen Legionnaire Officer: The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper.
Walking Dead: The Divine War left a plague of ghosts, spirits, and walking dead in its wake, especially in places like the Devil’s March, the Festering Fields, and the Perforated Plains.
Kaav, Hateful Ghost, Fell Spirit: He is the last member of the titan cult, left to curse the gods who showed no mercy to his people or his empire.
Ghostly Legionnaire: ?
Ghoul: ?
Ghoul King of Huros: ?
Ice Ghoul: ?
Inhuman Ghoul: ?
Emperor Laeren, Great Lich-Sorcerer: ?
Shadow, Undead Shadow: The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper.
Shadow Traitor spell.
Skeleton: Animate Undead Minion spell.
Chardun's Army, Raise the Eternal Army spell.
Uncontrolled Skeleton: ?
Specter: The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper.
Wraith: The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper.
Zombie, Mere Zombie: A humanoid slain by [a night-touched controller's life drain] attack rises 24 hours later as a zombie under the night-touched controller’s control, unless the humanoid is restored to life or its body is destroyed.
Animate Undead Minion spell.
Chardun's Army, Raise the Eternal Army spell.
Uncontrolled Zombie: ?
Animate Undead Minion
1st-level necromancy
Followers of Chardun created this spell as a means for junior clerics to enslave the dead. Priests of Chardun see this magic as a way to gain a temporary guardian and strike fear into their enemies. Over time, the rituals to perform this black magic leaked out of religious circles and became secularized, so necromancers who use arcane power can now learn this spell.
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (part of a dead humanoid)
Duration: Concentration, up to 1 hour
This spell creates a temporary undead minion. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. The spell makes the bones into an undead skeleton or the corpse into a zombie (the DM has the creature’s statistics). You can use a bonus action to mentally command a creature you animated with this spell if the creature is within 30 feet of you. The creature follows your command until the task is complete. If it has no command, the target acts only to defend itself.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate or one additional undead for each slot level above 1st. Each creature must come from a different corpse or pile of bones. Whenever you take a bonus action to command your minions, you can give the same command to multiple creatures you animated with this spell.
Chardun’s Army
3rd-level necromancy (divine, true ritual)
Chardun originated this ritual, sometimes called raise the eternal army, during a crucial battle in the Titanswar. The Great General’s forces took heavy losses destroying a titanspawn horde, and Chardun had barely a moment to savor his hard-won victory when the titan Thulkas was reported approaching with another army. The Slaver knew his remaining troops would not be enough, so he devised this ritual for his worshipers to raise the remains of his original troops. His black magic won that day.
Casting Time: 3 hours
Range: Self (150-foot radius)
Components: V, S, M (a jeweled warscepter, which is not consumed in casting)
Duration: 3 days (see below)
You must cast this ritual so that it ends during nighttime. Corpses and bones of Small and Medium humanoids within a 150-foot radius of you animate as up to 40 undead under your control, assuming enough remains are present. Bones become skeletons and corpses become zombies. Alternatively, you can assert control over uncontrolled skeletons or zombies in the area, but the maximum number of undead created or controlled remains limited to 40. You can use a bonus action to mentally command any creature created or controlled with this ritual, as long as the creature is within 150 feet of you. To command multiple creatures at one time, you must issue them all the same command. When the duration ends, 75 percent of the undead created with this ritual are destroyed and turn to ash. The remaining undead become uncontrolled. However, if uncontrolled undead have a clear task remaining when they become uncontrolled, they tend to keep performing that task.
At Higher Levels. When you cast this ritual using a spell slot of 4th level or higher, the ritual’s radius and range of control doubles for each slot level above 3rd, to a maximum of 9,600 feet using a 9th-level slot. In addition, you can animate up to 10 more undead per slot level above 3rd.
Shadow Traitor
4th-level necromancy
Penumbral lords and followers of Belsameth use this spell often against their enemies, and both groups claim to have originated the spell.
Casting Time: 1 action
Range: 30 feet
Components: S, M (a drop of tar or pitch)
Duration: Instantaneous
You can cast this spell only in an area where no sunlight is present. Choose one humanoid or humanoid corpse that you can see within range. The target’s shadow becomes an undead shadow. If your target is a living humanoid, the shadow attacks the target until one or the other is destroyed. If the target is killed by the shadow or is already a corpse, then the shadow is under your control for 24 hours.
You can also cast this spell on an undead shadow you currently control to reassert control over it for another 24 hours, or you can include the shadow as if it were a ghoul when you cast create undead to reassert control over undead.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose one additional target for each slot level above 3rd. If you cast this spell to reassert control over shadows, you can reassert control over one additional shadow per slot level above 3rd.
Death’s Master
Starting at 17th level, you learn the finger of death spell. It counts as a cleric spell for you. You always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
When you cast finger of death, you may add your Wisdom modifier to the necrotic damage you deal. You apply this extra damage after the target makes its saving throw.
When you kill a humanoid using finger of death, it rises under your command as any appropriate type of undead up to CR 4 that you choose, rather than rising as a mere zombie.
Hrinruuk created several breeds of night-touched, each of which was granted different powers to make the chase more interesting.
Night-Touched Controller: When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead.
Night-Touched Hound: Stories still told by titanspawn claim that Hrinruuk created these hounds as part of a game he devised for himself: He would set them loose after the same prey he sought, and then challenge himself to find, defeat, and capture the prey before the hounds could even track it down.
Undead, Undead Creature: Chardun is selfish and egotistical, but not mindlessly violent like Vangal. He always seeks to rule, by any means necessary, and he attracts followers who seek dominion over both foes and fellows alike (including through animating them as undead).
Red Witch slitherin fight with magic, using charmed or summoned monsters or animating undead to do the physical fighting for them.
Death Domain Death's Master power.
Sapient Undead: ?
Mindless Undead: ?
Powerful Undead Ruler: ?
Powerful Undead Being: ?
Temporary Undead Minion: Animate Undead Minion spell.
Incorporeal Undead Creature: ?
Uncontrolled Undead: ?
Rogue Undead: ?
Grotesque Undead Experiment: ?
Undead Guardian: ?
Ghoulish Undead: ?
Ilkusthra the Autumn King, Legendary Undead Druid: ?
Undead Spirit: ?
Simple Undead: When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead. However, their mastery is so great that they can force spirits back into the material realm, animating simple undead seemingly at will.
Undead Servitor: ?
Ghast: ?
Ghost: The Divine War left a plague of ghosts, spirits, and walking dead in its wake, especially in places like the Devil’s March, the Festering Fields, and the Perforated Plains.
The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper.
Spirit: The Divine War left a plague of ghosts, spirits, and walking dead in its wake, especially in places like the Devil’s March, the Festering Fields, and the Perforated Plains.
Spirit of a Fallen Legionnaire Officer: The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper.
Walking Dead: The Divine War left a plague of ghosts, spirits, and walking dead in its wake, especially in places like the Devil’s March, the Festering Fields, and the Perforated Plains.
Kaav, Hateful Ghost, Fell Spirit: He is the last member of the titan cult, left to curse the gods who showed no mercy to his people or his empire.
Ghostly Legionnaire: ?
Ghoul: ?
Ghoul King of Huros: ?
Ice Ghoul: ?
Inhuman Ghoul: ?
Emperor Laeren, Great Lich-Sorcerer: ?
Shadow, Undead Shadow: The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper.
Shadow Traitor spell.
Skeleton: Animate Undead Minion spell.
Chardun's Army, Raise the Eternal Army spell.
Uncontrolled Skeleton: ?
Specter: The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper.
Wraith: The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper.
Zombie, Mere Zombie: A humanoid slain by [a night-touched controller's life drain] attack rises 24 hours later as a zombie under the night-touched controller’s control, unless the humanoid is restored to life or its body is destroyed.
Animate Undead Minion spell.
Chardun's Army, Raise the Eternal Army spell.
Uncontrolled Zombie: ?
Animate Undead Minion
1st-level necromancy
Followers of Chardun created this spell as a means for junior clerics to enslave the dead. Priests of Chardun see this magic as a way to gain a temporary guardian and strike fear into their enemies. Over time, the rituals to perform this black magic leaked out of religious circles and became secularized, so necromancers who use arcane power can now learn this spell.
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (part of a dead humanoid)
Duration: Concentration, up to 1 hour
This spell creates a temporary undead minion. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. The spell makes the bones into an undead skeleton or the corpse into a zombie (the DM has the creature’s statistics). You can use a bonus action to mentally command a creature you animated with this spell if the creature is within 30 feet of you. The creature follows your command until the task is complete. If it has no command, the target acts only to defend itself.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate or one additional undead for each slot level above 1st. Each creature must come from a different corpse or pile of bones. Whenever you take a bonus action to command your minions, you can give the same command to multiple creatures you animated with this spell.
Chardun’s Army
3rd-level necromancy (divine, true ritual)
Chardun originated this ritual, sometimes called raise the eternal army, during a crucial battle in the Titanswar. The Great General’s forces took heavy losses destroying a titanspawn horde, and Chardun had barely a moment to savor his hard-won victory when the titan Thulkas was reported approaching with another army. The Slaver knew his remaining troops would not be enough, so he devised this ritual for his worshipers to raise the remains of his original troops. His black magic won that day.
Casting Time: 3 hours
Range: Self (150-foot radius)
Components: V, S, M (a jeweled warscepter, which is not consumed in casting)
Duration: 3 days (see below)
You must cast this ritual so that it ends during nighttime. Corpses and bones of Small and Medium humanoids within a 150-foot radius of you animate as up to 40 undead under your control, assuming enough remains are present. Bones become skeletons and corpses become zombies. Alternatively, you can assert control over uncontrolled skeletons or zombies in the area, but the maximum number of undead created or controlled remains limited to 40. You can use a bonus action to mentally command any creature created or controlled with this ritual, as long as the creature is within 150 feet of you. To command multiple creatures at one time, you must issue them all the same command. When the duration ends, 75 percent of the undead created with this ritual are destroyed and turn to ash. The remaining undead become uncontrolled. However, if uncontrolled undead have a clear task remaining when they become uncontrolled, they tend to keep performing that task.
At Higher Levels. When you cast this ritual using a spell slot of 4th level or higher, the ritual’s radius and range of control doubles for each slot level above 3rd, to a maximum of 9,600 feet using a 9th-level slot. In addition, you can animate up to 10 more undead per slot level above 3rd.
Shadow Traitor
4th-level necromancy
Penumbral lords and followers of Belsameth use this spell often against their enemies, and both groups claim to have originated the spell.
Casting Time: 1 action
Range: 30 feet
Components: S, M (a drop of tar or pitch)
Duration: Instantaneous
You can cast this spell only in an area where no sunlight is present. Choose one humanoid or humanoid corpse that you can see within range. The target’s shadow becomes an undead shadow. If your target is a living humanoid, the shadow attacks the target until one or the other is destroyed. If the target is killed by the shadow or is already a corpse, then the shadow is under your control for 24 hours.
You can also cast this spell on an undead shadow you currently control to reassert control over it for another 24 hours, or you can include the shadow as if it were a ghoul when you cast create undead to reassert control over undead.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose one additional target for each slot level above 3rd. If you cast this spell to reassert control over shadows, you can reassert control over one additional shadow per slot level above 3rd.
Death’s Master
Starting at 17th level, you learn the finger of death spell. It counts as a cleric spell for you. You always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
When you cast finger of death, you may add your Wisdom modifier to the necrotic damage you deal. You apply this extra damage after the target makes its saving throw.
When you kill a humanoid using finger of death, it rises under your command as any appropriate type of undead up to CR 4 that you choose, rather than rising as a mere zombie.
Sea King’s Malice
Lacedon: ?
Aquatic Type of Ghoul: ?
Lacedon, Terrible Creature: ?
Ghoul: ?
Undead: ?
Zombie: ?
Aquatic Type of Ghoul: ?
Lacedon, Terrible Creature: ?
Ghoul: ?
Undead: ?
Zombie: ?
Sea King’s Malice: Appendices (5e)
Lacedon: ?
Aquatic Type of Ghoul: ?
Ghoul: ?
Undead: ?
Aquatic Type of Ghoul: ?
Ghoul: ?
Undead: ?
Sea Monsters (5E)
Bone Ship: Formed from the collective consciousnesses of dead sailors bound within the bleached bones of giant aquatic creatures, bone ships hunt the seas without mercy, destroying ships and slaying the living wherever they are encountered.
The creation of a bone ship can occur in many different ways. Some bone ships arise as servants of evil gods, pawns to their vile wills. Certain powerful necromantic rituals can also create bone ships. Such rituals typically require those performing them to sacrifice dozens of humanoid creatures and trap the victims’ souls. Other bone ships result from ships being destroyed in horrific and catastrophic events. The souls of the sailors who died in such a disaster, unable to find peace, slowly form a bone ship on the ocean’s bottom before rising to the surface to take vengeance on the living. No matter how they’re created, bone ships retain jumbled memories of the previous lives of the souls bound to them—though all bone ships attack any creatures they encounter, each ship’s unique origin and collection of souls burns a particular objective into its very nature. A bone ship created by an evil god might target ships bearing the flags of an opposing faith or enemy of that god, while a bone ship created in a ritual is ingrained with a specific purpose that forces it to enact its creator’s will. Certain bone ships viciously target ships from one or more nations, either those from the dead sailors’ former nation if they seek revenge, or those from a rival nation the sailors hated in life.
The souls of numerous sailors and sea creatures form the bone ship’s collective consciousness and hull.
Draugr: These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects.
Any humanoid killed by the draugr crew rises as a draugr 1d4 rounds later, healing the draugr crew by a number of hit points equal to twice the humanoid’s Hit Dice.
Draugr Captain: ?
Draugr Crewmember: ?
Draugr NPC: ?
Duppy, Spirit of a Cruel Brutal Sailor Who Died By Violence on Land Away From His Ship and Crew and Thus Was Unable to Receive a Proper Burial at Sea: A duppy is the spirit of a cruel and brutal sailor who died by violence on land, away from his ship and crew, and thus was unable to receive a proper burial at sea.
Some tales claim that duppies arise near the treasures they buried while they were still alive, and ambitious sailors who buy into these stories might attempt to capture a duppy.
Globster: For a time, sages believed globsters were undead—that they were simply undulating wads of rotting flesh animated with a drive to feed.
Sea Bonze: Sea bonzes are formed from the combined despair and horror of death at sea, such as when a ship sinks and its entire crew drowns. No single restless soul empowers a sea bonze—it combines the anger and doom of all who die in such close proximity.
Bone Ship, Hulking Undead Monstrosity: ?
Draugr, Barnacle-Encrusted Walking Corpse, Foul Being, Corpse, Animated Corpse: ?
Draugr, Undead Pirate: ?
Duppy, Spectral Being, Ghostly Monster, Horror: ?
Globster, Undulating Wad of Rotting Flesh: ?
Sea Bonze, Mammoth Ship-Wrecker, Angry Spirit, Enormous Monster: ?
Undead Aquatic Abductor: ?
Undead, Undead Creature: ?
Ghoul: ?
Standard Flying Will-o'-Wisp: It is rare but not unheard of for jorganth to abandon the deep waters and crawl up onto the continental shelf and coastal reef waters, and thence even into tidewaters, bays, saltwater sloughs, and similar coastal wetlands. These jorganth are much like their deep-dwelling kin, but they are able to give birth to standard flying will-o’-wisps rather than will-o’-the-deeps.
Will-o'-Wisp Will-o'-the-Deep: ?
Zombie: ?
The creation of a bone ship can occur in many different ways. Some bone ships arise as servants of evil gods, pawns to their vile wills. Certain powerful necromantic rituals can also create bone ships. Such rituals typically require those performing them to sacrifice dozens of humanoid creatures and trap the victims’ souls. Other bone ships result from ships being destroyed in horrific and catastrophic events. The souls of the sailors who died in such a disaster, unable to find peace, slowly form a bone ship on the ocean’s bottom before rising to the surface to take vengeance on the living. No matter how they’re created, bone ships retain jumbled memories of the previous lives of the souls bound to them—though all bone ships attack any creatures they encounter, each ship’s unique origin and collection of souls burns a particular objective into its very nature. A bone ship created by an evil god might target ships bearing the flags of an opposing faith or enemy of that god, while a bone ship created in a ritual is ingrained with a specific purpose that forces it to enact its creator’s will. Certain bone ships viciously target ships from one or more nations, either those from the dead sailors’ former nation if they seek revenge, or those from a rival nation the sailors hated in life.
The souls of numerous sailors and sea creatures form the bone ship’s collective consciousness and hull.
Draugr: These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects.
Any humanoid killed by the draugr crew rises as a draugr 1d4 rounds later, healing the draugr crew by a number of hit points equal to twice the humanoid’s Hit Dice.
Draugr Captain: ?
Draugr Crewmember: ?
Draugr NPC: ?
Duppy, Spirit of a Cruel Brutal Sailor Who Died By Violence on Land Away From His Ship and Crew and Thus Was Unable to Receive a Proper Burial at Sea: A duppy is the spirit of a cruel and brutal sailor who died by violence on land, away from his ship and crew, and thus was unable to receive a proper burial at sea.
Some tales claim that duppies arise near the treasures they buried while they were still alive, and ambitious sailors who buy into these stories might attempt to capture a duppy.
Globster: For a time, sages believed globsters were undead—that they were simply undulating wads of rotting flesh animated with a drive to feed.
Sea Bonze: Sea bonzes are formed from the combined despair and horror of death at sea, such as when a ship sinks and its entire crew drowns. No single restless soul empowers a sea bonze—it combines the anger and doom of all who die in such close proximity.
Bone Ship, Hulking Undead Monstrosity: ?
Draugr, Barnacle-Encrusted Walking Corpse, Foul Being, Corpse, Animated Corpse: ?
Draugr, Undead Pirate: ?
Duppy, Spectral Being, Ghostly Monster, Horror: ?
Globster, Undulating Wad of Rotting Flesh: ?
Sea Bonze, Mammoth Ship-Wrecker, Angry Spirit, Enormous Monster: ?
Undead Aquatic Abductor: ?
Undead, Undead Creature: ?
Ghoul: ?
Standard Flying Will-o'-Wisp: It is rare but not unheard of for jorganth to abandon the deep waters and crawl up onto the continental shelf and coastal reef waters, and thence even into tidewaters, bays, saltwater sloughs, and similar coastal wetlands. These jorganth are much like their deep-dwelling kin, but they are able to give birth to standard flying will-o’-wisps rather than will-o’-the-deeps.
Will-o'-Wisp Will-o'-the-Deep: ?
Zombie: ?
Secrets of the Vault: Friend or Foe Volume 1
The Harvest, Swarm of Zombie Ravens: ?
Undead: ?
Undead: ?
Shadow of the Seeker
Banshee ?
Eldritch Issyen Knight: ?
Eldritch Seeker: ?
Specter: ?
Sythyss Knight: ?
Ayla Paryth, Banshee, Spirit of a Deceased Iosan, Shade, Ghost, Hungry Ghost, Wispy Spectral Figure, Elf Spirit, Elven Spirit, Lead Spirit, Former Knight of House Issyen, Spirit: “Fantastic. As you can judge by my charming appearance, things in Ios aren’t as they used to be. A few years ago, I watched as my superior and the vast majority of my fellow soldiers dropped dead before my eyes. I, and a few others, were spared death—in a way.
“Whatever it was that killed them all, not all of my brothers and sisters passed on peacefully. Some linger still in the walls of the Gate of Storms, their troubled spirits unable to pass on to, well, to whatever awaits my people now.
Seeker Theryn Eyvreyn, Eldritch, Former Seeker, Nefarious Seeker, Former Member of the Seeker Sect, Master, Creator, Mad Seeker, Heretical Seeker, Lean Dark-Haired Eldritch, Undead Black-Eyed Elf, Rogue Seeker, Undead Seeker: Shortly after he crossed into Ios, the warcaster Elara and her cohort slew the last Iosan gods. When Scyrah and her brother Nyssor died, a spiritual shockwave radiated from the Iosan capital to the edges of the nation’s borders. Apart from the soulless, every living Iosan and Nyss within the nation in that moment either died or transformed into an undead eldritch. Eyvreyn was among the latter.
He was transformed into an eldritch when tragedy befell his people.
Seeker Shaela Hallyr, Eldritch, Senior Seeker, Calculating Opportunist, Senior Speaker of the Moon Arch, Undead Black-Eyed Elf: ?
Spirit Weaker: “Fantastic. As you can judge by my charming appearance, things in Ios aren’t as they used to be. A few years ago, I watched as my superior and the vast majority of my fellow soldiers dropped dead before my eyes. I, and a few others, were spared death—in a way. (Shadow of the Seeker)
“Whatever it was that killed them all, not all of my brothers and sisters passed on peacefully. Some linger still in the walls of the Gate of Storms, their troubled spirits unable to pass on to, well, to whatever awaits my people now. (Shadow of the Seeker)
Spirit Weaker, Elf Spirit, Elven Spirit, Ghost, Hungry Ghost, Shade, Spirit, Spirit of a Deceased Iosan, Wispy Spectral Figure: ?
Sythyss: In the intervening years, Eyvreyn and his agents have scoured Immoren for these candidates, luring them with promises of great power or abducting them by force. Those who meet his criteria were given promises of standing with him in the Veld in Urcaen as fellow gods—a promise the former Seeker has no intentions of keeping. The others were either consumed to feed Eyvreyn and his allies, or they were transformed into sythyss servants to act as agents and protectors.
Sythyss Servant, Agent: ?
Sythyss Servant, Protector: ?
The Gravewhisper, Sythyss Knight, Sythyss, Undead Servant, Sythyss Commander, Sythyss Champion, Iosan With the Pallid Complexion of the Dead, Unshakable Servant, Grim Sythyss Knight: The Gravewhisper was once a knight of House Issyen serving at the Gate of Storms but was transformed after an encounter with the eldritch Theryn Eyvreyn.
Sythyss Creation: ?
Emrys, Sythyss: ?
Gwilym, Sythyss: ?
Lestyn, Sythyss: ?
Rhydian, Sythyss: ?
Sythyss Scout: ?
Sythyss Protector: ?
Sythyss Knight, Sythyss Escort: ?
Eldritch, Unliving Eldritch: Following the invasion of hellish infernals into the occupied lands, the elven kingdom of Ios underwent a change that transformed all the living ensouled elves inside its borders into unliving eldritch.
Shortly after he crossed into Ios, the warcaster Elara and her cohort slew the last Iosan gods. When Scyrah and her brother Nyssor died, a spiritual shockwave radiated from the Iosan capital to the edges of the nation’s borders. Apart from the soulless, every living Iosan and Nyss within the nation in that moment either died or transformed into an undead eldritch.
Feralgeist: ?
Riven: ?
Eldritch, Essence Draining Undead: ?
Avross Alcyan, Eldritch, Young Eldritch, Eldritch Child, Small Hooded Figure, Undead Black-Eyed Elf: Her son Avross was in Ios when the elven gods were killed and like all elves within the borders who survived that moment was transformed into an eldritch a kind of essence draining undead.
They were nearly free of Ios, near the Gate of Storms in the Archenbough Forest, when tragedy struck. Erys isn’t sure exactly what transpired, but a great occult force ripped through the kingdom. His family fled as fast as they could. He and his wife Veryth made it past the border in time, but his son did not. They watched as their son transformed into an undead creature—an eldritch.
Iosan Eldritch: ?
Ambitious Eldritch: ?
Renyll Syvas, Eldritch, Former Mage-Hunter Assassin, Mage Hunter Commander: She doesn’t know what caused her to become an eldritch while so many others died. But it seemed to have had something to do with the spirits of those who were in Ios when it happened.
Influential Eldritch: ?
Ayred, Eldritch Knight, Undead Elf: ?
Revalor Ellowuyr, Eldritch, Undead Elf: ?
Arsyr Kelycis Issyen, Eldritch, Leader of the Gate of Storms, Confident Young Eldritch, Caretaker: Like most of his fellow Iosans, he can’t say precisely what happened to cause his alteration or why he was only one of those at the Gate of Storms who underwent it.
Dominie Hycienth, Eldritch, Undead Black-Eyed Elf: ?
Aelyth Silowuyr, Eldritch, Undead Black-Eyed Elf: ?
Dawnlord Cyrsyll Nyarr, Eldritch, Undead Black-Eyed Elf: ?
Saeryth Ryvaal, Eldritch, Undead Black-Eyed Elf: ?
Lothvyn, Eldritch, Undead Black-Eyed Elf, Ancient Eldritch: ?
Hungry Feralgeist: ?
Kaelon Vyrik, Riven, Spirit of a Former Priest, Sinister Presence, Powerful Undead Creature, Mad Spirit: The sanctuary has become the home of a riven, created by the sudden death of Scyrah.
Undead, Undead Creature: ?
Undead Guardian: ?
Shadowy Undead: ?
Wraith: The City of the Wind is haunted by the spirits of hundreds of elves who were murdered by the priests whom they once trusted.
Wraith, Spirit, Shade: ?
Eldritch Issyen Knight: ?
Eldritch Seeker: ?
Specter: ?
Sythyss Knight: ?
Ayla Paryth, Banshee, Spirit of a Deceased Iosan, Shade, Ghost, Hungry Ghost, Wispy Spectral Figure, Elf Spirit, Elven Spirit, Lead Spirit, Former Knight of House Issyen, Spirit: “Fantastic. As you can judge by my charming appearance, things in Ios aren’t as they used to be. A few years ago, I watched as my superior and the vast majority of my fellow soldiers dropped dead before my eyes. I, and a few others, were spared death—in a way.
“Whatever it was that killed them all, not all of my brothers and sisters passed on peacefully. Some linger still in the walls of the Gate of Storms, their troubled spirits unable to pass on to, well, to whatever awaits my people now.
Seeker Theryn Eyvreyn, Eldritch, Former Seeker, Nefarious Seeker, Former Member of the Seeker Sect, Master, Creator, Mad Seeker, Heretical Seeker, Lean Dark-Haired Eldritch, Undead Black-Eyed Elf, Rogue Seeker, Undead Seeker: Shortly after he crossed into Ios, the warcaster Elara and her cohort slew the last Iosan gods. When Scyrah and her brother Nyssor died, a spiritual shockwave radiated from the Iosan capital to the edges of the nation’s borders. Apart from the soulless, every living Iosan and Nyss within the nation in that moment either died or transformed into an undead eldritch. Eyvreyn was among the latter.
He was transformed into an eldritch when tragedy befell his people.
Seeker Shaela Hallyr, Eldritch, Senior Seeker, Calculating Opportunist, Senior Speaker of the Moon Arch, Undead Black-Eyed Elf: ?
Spirit Weaker: “Fantastic. As you can judge by my charming appearance, things in Ios aren’t as they used to be. A few years ago, I watched as my superior and the vast majority of my fellow soldiers dropped dead before my eyes. I, and a few others, were spared death—in a way. (Shadow of the Seeker)
“Whatever it was that killed them all, not all of my brothers and sisters passed on peacefully. Some linger still in the walls of the Gate of Storms, their troubled spirits unable to pass on to, well, to whatever awaits my people now. (Shadow of the Seeker)
Spirit Weaker, Elf Spirit, Elven Spirit, Ghost, Hungry Ghost, Shade, Spirit, Spirit of a Deceased Iosan, Wispy Spectral Figure: ?
Sythyss: In the intervening years, Eyvreyn and his agents have scoured Immoren for these candidates, luring them with promises of great power or abducting them by force. Those who meet his criteria were given promises of standing with him in the Veld in Urcaen as fellow gods—a promise the former Seeker has no intentions of keeping. The others were either consumed to feed Eyvreyn and his allies, or they were transformed into sythyss servants to act as agents and protectors.
Sythyss Servant, Agent: ?
Sythyss Servant, Protector: ?
The Gravewhisper, Sythyss Knight, Sythyss, Undead Servant, Sythyss Commander, Sythyss Champion, Iosan With the Pallid Complexion of the Dead, Unshakable Servant, Grim Sythyss Knight: The Gravewhisper was once a knight of House Issyen serving at the Gate of Storms but was transformed after an encounter with the eldritch Theryn Eyvreyn.
Sythyss Creation: ?
Emrys, Sythyss: ?
Gwilym, Sythyss: ?
Lestyn, Sythyss: ?
Rhydian, Sythyss: ?
Sythyss Scout: ?
Sythyss Protector: ?
Sythyss Knight, Sythyss Escort: ?
Eldritch, Unliving Eldritch: Following the invasion of hellish infernals into the occupied lands, the elven kingdom of Ios underwent a change that transformed all the living ensouled elves inside its borders into unliving eldritch.
Shortly after he crossed into Ios, the warcaster Elara and her cohort slew the last Iosan gods. When Scyrah and her brother Nyssor died, a spiritual shockwave radiated from the Iosan capital to the edges of the nation’s borders. Apart from the soulless, every living Iosan and Nyss within the nation in that moment either died or transformed into an undead eldritch.
Feralgeist: ?
Riven: ?
Eldritch, Essence Draining Undead: ?
Avross Alcyan, Eldritch, Young Eldritch, Eldritch Child, Small Hooded Figure, Undead Black-Eyed Elf: Her son Avross was in Ios when the elven gods were killed and like all elves within the borders who survived that moment was transformed into an eldritch a kind of essence draining undead.
They were nearly free of Ios, near the Gate of Storms in the Archenbough Forest, when tragedy struck. Erys isn’t sure exactly what transpired, but a great occult force ripped through the kingdom. His family fled as fast as they could. He and his wife Veryth made it past the border in time, but his son did not. They watched as their son transformed into an undead creature—an eldritch.
Iosan Eldritch: ?
Ambitious Eldritch: ?
Renyll Syvas, Eldritch, Former Mage-Hunter Assassin, Mage Hunter Commander: She doesn’t know what caused her to become an eldritch while so many others died. But it seemed to have had something to do with the spirits of those who were in Ios when it happened.
Influential Eldritch: ?
Ayred, Eldritch Knight, Undead Elf: ?
Revalor Ellowuyr, Eldritch, Undead Elf: ?
Arsyr Kelycis Issyen, Eldritch, Leader of the Gate of Storms, Confident Young Eldritch, Caretaker: Like most of his fellow Iosans, he can’t say precisely what happened to cause his alteration or why he was only one of those at the Gate of Storms who underwent it.
Dominie Hycienth, Eldritch, Undead Black-Eyed Elf: ?
Aelyth Silowuyr, Eldritch, Undead Black-Eyed Elf: ?
Dawnlord Cyrsyll Nyarr, Eldritch, Undead Black-Eyed Elf: ?
Saeryth Ryvaal, Eldritch, Undead Black-Eyed Elf: ?
Lothvyn, Eldritch, Undead Black-Eyed Elf, Ancient Eldritch: ?
Hungry Feralgeist: ?
Kaelon Vyrik, Riven, Spirit of a Former Priest, Sinister Presence, Powerful Undead Creature, Mad Spirit: The sanctuary has become the home of a riven, created by the sudden death of Scyrah.
Undead, Undead Creature: ?
Undead Guardian: ?
Shadowy Undead: ?
Wraith: The City of the Wind is haunted by the spirits of hundreds of elves who were murdered by the priests whom they once trusted.
Wraith, Spirit, Shade: ?
Shadowdark RPG Quickstart Set
Undead, Undead Creature: ?
Undead Sorcerer: ?
Vicious Creature: ?
Ghost: ?
Ghost, Wavering Spirit: ?
Weeping Ghost: ?
Skeleton: ?
Skeleton, Bleach-Boned Skeleton With Red Pinpoints of Light in its Eyes: ?
Armored Skeleton: ?
Skeleton, Dead Adventurer: ?
Skeleton, Dead Warrior-Mage: ?
Wight: ?
Wight, Pale Armored Undead Warrior With Sinister Intelligence: ?
Undead Sorcerer: ?
Vicious Creature: ?
Ghost: ?
Ghost, Wavering Spirit: ?
Weeping Ghost: ?
Skeleton: ?
Skeleton, Bleach-Boned Skeleton With Red Pinpoints of Light in its Eyes: ?
Armored Skeleton: ?
Skeleton, Dead Adventurer: ?
Skeleton, Dead Warrior-Mage: ?
Wight: ?
Wight, Pale Armored Undead Warrior With Sinister Intelligence: ?
Shadowed Keep on the Borderlands (5e)
Einar Ironwolf, Ghost, Ghost of Valentin's Slain Son, Translucent Figure of a Young Boy, Pitiful Remnant of One of Those Who Died in the Keep's Fall: Valentin and Kaarina’s only child, Einar was brutally slain when the keep fell. The trauma of his death, and the separation from his parents anchored his soul to the Material Plane.
During the keep’s fall, Einar Ironwolf was slain here, but his spirit lingers on, unable to find rest until he is laid to rest with his parents.
Gravechill Skeleton: Sadly, the corruption emanating from the Chasm of Ebon Depths (U6) has animated some of the remains as fell undead creatures.
Shadow: If a non-evil humanoid dies from this [shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Zombie: ?
Gravechill Skeleton, Fell Undead Creature, Ice-Wreathed Skeleton: ?
Shadow, Amorphous Silent Killer: ?
Sodden Zombie, Sodden Human Zombie: The zombies are so water-logged they have fire resistance while in the pit and for one hour after they emerge.
Undead: ?
Corporeal Undead: ?
Incorporeal Undead: ?
Foul Creature: ?
Ghost: ?
Ghost, Incorporeal Undead: ?
Ghoul, Corporeal Undead: ?
Skeleton, Normal Skeleton: ?
Skeletal Pirate: ?
Skeleton, Corporeal Undead: ?
Spectre, Incorporeal Undead: ?
During the keep’s fall, Einar Ironwolf was slain here, but his spirit lingers on, unable to find rest until he is laid to rest with his parents.
Gravechill Skeleton: Sadly, the corruption emanating from the Chasm of Ebon Depths (U6) has animated some of the remains as fell undead creatures.
Shadow: If a non-evil humanoid dies from this [shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Zombie: ?
Gravechill Skeleton, Fell Undead Creature, Ice-Wreathed Skeleton: ?
Shadow, Amorphous Silent Killer: ?
Sodden Zombie, Sodden Human Zombie: The zombies are so water-logged they have fire resistance while in the pit and for one hour after they emerge.
Undead: ?
Corporeal Undead: ?
Incorporeal Undead: ?
Foul Creature: ?
Ghost: ?
Ghost, Incorporeal Undead: ?
Ghoul, Corporeal Undead: ?
Skeleton, Normal Skeleton: ?
Skeletal Pirate: ?
Skeleton, Corporeal Undead: ?
Spectre, Incorporeal Undead: ?
Shadows of the Dusk Queen for 5th Edition
Zombie: ?
Shadow: ?
Skeleton: ?
Wraith: ?
Specter: ?
Aazael, Dread Knight, Undead Warrior: Aazael’s armor is a preternatural second skin fused over the desiccated flesh and scarred bones locked within; the undead warrior’s life force lingers on in his armor, much like a lich’s essence is bound within a phylactery.
Lich: ?
Undead: ?
Shadow: ?
Skeleton: ?
Wraith: ?
Specter: ?
Aazael, Dread Knight, Undead Warrior: Aazael’s armor is a preternatural second skin fused over the desiccated flesh and scarred bones locked within; the undead warrior’s life force lingers on in his armor, much like a lich’s essence is bound within a phylactery.
Lich: ?
Undead: ?
Shadows Over Driftchapel - Adventure Kit
Undead: ?
Undead Husk: ?
Patchwork Creature, Macabre Chimeric Creature Seeping With Gloam: ?
Ghast: Once innumerable, now twisted and warped by the Gloam, the few remaining elves seek to usurp humanity with dark magic. Halting their ages-old feud with the maligned, stone-skinned dwarves, these ghasts live like vermin beneath the earth and in the dark wilds.
This jagged mountain range is said to house the last city of the dwarves, given over to the Gloam. Now ghasts in service to the darkness, the twisted dwarves craft vile weapons and armor for the minions that spill over the Mournwall and into the Crownlands.
Ghastly Elf: ?
Ghast Headhunter: ?
Vicious Ghast: ?
Ghast, Twisted Dwarf: ?
Lurking Ghast: ?
Ghoul Husk: This small village was formerly surrounded by sprawling farmlands before the Gloam seeped up from its fields and pastures and made them barren. Husks are all that remain of its people, animated in death to tend the blighted fields.
Skeletal Warrior: ?
Risen Dead: ?
Animated Dead: ?
Undead Husk: ?
Patchwork Creature, Macabre Chimeric Creature Seeping With Gloam: ?
Ghast: Once innumerable, now twisted and warped by the Gloam, the few remaining elves seek to usurp humanity with dark magic. Halting their ages-old feud with the maligned, stone-skinned dwarves, these ghasts live like vermin beneath the earth and in the dark wilds.
This jagged mountain range is said to house the last city of the dwarves, given over to the Gloam. Now ghasts in service to the darkness, the twisted dwarves craft vile weapons and armor for the minions that spill over the Mournwall and into the Crownlands.
Ghastly Elf: ?
Ghast Headhunter: ?
Vicious Ghast: ?
Ghast, Twisted Dwarf: ?
Lurking Ghast: ?
Ghoul Husk: This small village was formerly surrounded by sprawling farmlands before the Gloam seeped up from its fields and pastures and made them barren. Husks are all that remain of its people, animated in death to tend the blighted fields.
Skeletal Warrior: ?
Risen Dead: ?
Animated Dead: ?
Shadows over Vathak: Explorer's Guide (5th Edition)
Undead Master: ?
Undead: Dark magics of necromancers and those that worship the Old Ones reanimate waves of the dead on battlefields, and with so many dying horrifically at the hands of monsters, murders, or worse, “uneasy spirits” are closer to wrathful.
Undead Monstrosity: ?
Ghost: ?
Nosferatu King: ?
Vampire Lord: ?
Vampire: ?
Walking Dead: ?
Undead: Dark magics of necromancers and those that worship the Old Ones reanimate waves of the dead on battlefields, and with so many dying horrifically at the hands of monsters, murders, or worse, “uneasy spirits” are closer to wrathful.
Undead Monstrosity: ?
Ghost: ?
Nosferatu King: ?
Vampire Lord: ?
Vampire: ?
Walking Dead: ?
Shadows over Vathak: The Hollowfield Harvest Festival (5th Edition)
Ghost: ?
Skeleton: ?
'Ole Father Danior, Wight: ?
Skeleton: ?
'Ole Father Danior, Wight: ?
Shunned Valley of the Three Tombs (5e)
Undead: ?
Aila, Alia, Ghost, Ghostly Lady of the Lake, Spirit: Aila was a neophyte druid who along with her companions stumbled into the valley while tracking an injured deer. While she examined the deer’s tracks the owlbear burst forth from its lair and surprised the group. It quickly killed three of the party and forced the lone survivor to flee. Seeing all was lost, Aila retreated into the lake. The owlbear did not follow her but waited on the bank for her to return. Eventually she tired and drowned and the owlbear wandered off after savaging the three slain adventurers.
Once the owlbear left, the lone survivor returned and buried all the remains (Area A) he could find. He couldn’t find Aila—but had seen her enter the mere—and so named the mere in her memory. Her spirit has haunted its waters ever since.
Ghost: The ghosts of those buried in its tombs haunt the valley.
Skeleton: ?
Ice-Wreathed Skeleton: ?
Tomb Guard, Goblin Skeleton: ?
Drezna, Hobgoblin Ghoul: Herein dwell Craz and Drezna. Lovers in life they rest together eternally. Horrifyingly, Drezna—depraved in life—rose as a ghoul and was so hungry she gnawed the flesh from her lover’s bones.
Craz, Hobgoblin Skeleton: Herein dwell Craz and Drezna. Lovers in life they rest together eternally. Horrifyingly, Drezna—depraved in life—rose as a ghoul and was so hungry she gnawed the flesh from her lover’s bones.
Craz, Skeleton Tomb Guard: Herein dwell Craz and Drezna. Lovers in life they rest together eternally. Horrifyingly, Drezna—depraved in life—rose as a ghoul and was so hungry she gnawed the flesh from her lover’s bones.
Aila, Alia, Ghost, Ghostly Lady of the Lake, Spirit: Aila was a neophyte druid who along with her companions stumbled into the valley while tracking an injured deer. While she examined the deer’s tracks the owlbear burst forth from its lair and surprised the group. It quickly killed three of the party and forced the lone survivor to flee. Seeing all was lost, Aila retreated into the lake. The owlbear did not follow her but waited on the bank for her to return. Eventually she tired and drowned and the owlbear wandered off after savaging the three slain adventurers.
Once the owlbear left, the lone survivor returned and buried all the remains (Area A) he could find. He couldn’t find Aila—but had seen her enter the mere—and so named the mere in her memory. Her spirit has haunted its waters ever since.
Ghost: The ghosts of those buried in its tombs haunt the valley.
Skeleton: ?
Ice-Wreathed Skeleton: ?
Tomb Guard, Goblin Skeleton: ?
Drezna, Hobgoblin Ghoul: Herein dwell Craz and Drezna. Lovers in life they rest together eternally. Horrifyingly, Drezna—depraved in life—rose as a ghoul and was so hungry she gnawed the flesh from her lover’s bones.
Craz, Hobgoblin Skeleton: Herein dwell Craz and Drezna. Lovers in life they rest together eternally. Horrifyingly, Drezna—depraved in life—rose as a ghoul and was so hungry she gnawed the flesh from her lover’s bones.
Craz, Skeleton Tomb Guard: Herein dwell Craz and Drezna. Lovers in life they rest together eternally. Horrifyingly, Drezna—depraved in life—rose as a ghoul and was so hungry she gnawed the flesh from her lover’s bones.
SideQuests: Temple of The Seven Sands
Shi'Rith Tao Vampire: ?
Shi'Rith Tao Vampire, Shambling Monster: ?
Shi'Rith Tao Vampire, Shambling Monster: ?
SideQuests: The Train Between Planes
Undead: ?
Ghost, Spirit: ?
Skeleton, Unsightly Creature: ?
Skeleton: ?
Ghost, Spirit: ?
Skeleton, Unsightly Creature: ?
Skeleton: ?
SideQuests: Wreckage of The Crimson Cove
Vengeful Spirit: ?
Reanimated Skeleton Crewmate: ?
The Pirate King, Ghost, Spectral Visage, Spirit: ?
Spirit of a Deceased Pirate: ?
Reanimated Skeleton Crewmate: ?
The Pirate King, Ghost, Spectral Visage, Spirit: ?
Spirit of a Deceased Pirate: ?
Simple Settings: Fairy Tales
Undead: ?
Simple Settings: Savage Lands
Undead: The presence of undead is not terribly prevalent, though certain magics, planar meddling, and primal energies could conspire to create them, though intelligent undead are less likely still.
Intelligent Undead: The presence of undead is not terribly prevalent, though certain magics, planar meddling, and primal energies could conspire to create them, though intelligent undead are less likely still.
Skeletal Pterodactyl, Skeletal Pteranodon: There are tar pits that seem to attract creatures with a siren call. Those creatures are dragged into an untimely death, only to arise once more as skeletal versions, once the tar pits have consumed the creatures of any other organic matter.
The skeletal pteranodon is one such creature.
Strange Ambling Skeleton: ?
Skeletal Creature: There are tar pits that seem to attract creatures with a siren call. Those creatures are dragged into an untimely death, only to arise once more as skeletal versions, once the tar pits have consumed the creatures of any other organic matter.
Murderous Undead: It is not sure what drives these creatures to kill, but some say that the tar pits command it. It has also been said that the skeletal creatures that crawl from the pits have been seen throwing their kills into the pits, to create yet more murderous undead.
Zombie: ?
Intelligent Undead: The presence of undead is not terribly prevalent, though certain magics, planar meddling, and primal energies could conspire to create them, though intelligent undead are less likely still.
Skeletal Pterodactyl, Skeletal Pteranodon: There are tar pits that seem to attract creatures with a siren call. Those creatures are dragged into an untimely death, only to arise once more as skeletal versions, once the tar pits have consumed the creatures of any other organic matter.
The skeletal pteranodon is one such creature.
Strange Ambling Skeleton: ?
Skeletal Creature: There are tar pits that seem to attract creatures with a siren call. Those creatures are dragged into an untimely death, only to arise once more as skeletal versions, once the tar pits have consumed the creatures of any other organic matter.
Murderous Undead: It is not sure what drives these creatures to kill, but some say that the tar pits command it. It has also been said that the skeletal creatures that crawl from the pits have been seen throwing their kills into the pits, to create yet more murderous undead.
Zombie: ?
Sinful Whispers (5e)
Cadaver: A humanoid slain by [a cadaver lord's bite] attack rises 24 hours later as a cadaver under the cadaver lord’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a cadaver lord's claw] attack rises 24 hours later as a cadaver under the cadaver lord’s control, unless the humanoid is restored to life or its body is destroyed.
Cadavers, undead sailors who perished in the perilous waters, prowl the rocks and reefs seeking to kill those who enter their territory.
The main cadaver force is led by Wily Roger, a vindictive captain marooned here ages ago by his mutinous crew. Set adrift in a small rowboat with four loyal crewmembers, the captain and his men died in the treacherous rocks and rip currents guarding the eastern shore. Wily Roger and his trusty band have haunted the waters around Dolentla Island ever since.
Cadaver Lord: ?
Crypt Thing: ?
Undead Sailor: ?
Wily Roger, Cadaver Lord, Vindictive Captain: The main cadaver force is led by Wily Roger, a vindictive captain marooned here ages ago by his mutinous crew. Set adrift in a small rowboat with four loyal crewmembers, the captain and his men died in the treacherous rocks and rip currents guarding the eastern shore. Wily Roger and his trusty band have haunted the waters around Dolentla Island ever since.
Undead, Undead Monster: ?
Gaunt Corpse: ?
Maximilian Sidrow, Ghost: Not all of the Dulcimer’s passengers survived their ordeal with the hawanis. Maximilian Sidrow resisted their attempts to render him unconscious, which forced the hawanis to resort to greater violence. The hawanis left Maximilian for dead, as they were instructed to bring live captives to Thalasskoptis. However, Maximilian was alive, yet unconscious and badly injured. When he regained consciousness, Maximilian dragged himself into the jungle to apparent safety. However, the exhausted and weakened Maximilian fell into one of the elves’ many camouflaged pits leftover from their days as Dolentla Island’s rulers. Maximilian died at the bottom of the insidious trap. Characters searching the area can locate the trail leading to Maximilian’s final resting place with a successful DC 15 Wisdom (Survival) check. However, Maximilian’s spirit does not rest in peace.
Maximilian’s violent and untimely death left his angry soul searching for vengeance.
A humanoid slain by [a cadaver lord's claw] attack rises 24 hours later as a cadaver under the cadaver lord’s control, unless the humanoid is restored to life or its body is destroyed.
Cadavers, undead sailors who perished in the perilous waters, prowl the rocks and reefs seeking to kill those who enter their territory.
The main cadaver force is led by Wily Roger, a vindictive captain marooned here ages ago by his mutinous crew. Set adrift in a small rowboat with four loyal crewmembers, the captain and his men died in the treacherous rocks and rip currents guarding the eastern shore. Wily Roger and his trusty band have haunted the waters around Dolentla Island ever since.
Cadaver Lord: ?
Crypt Thing: ?
Undead Sailor: ?
Wily Roger, Cadaver Lord, Vindictive Captain: The main cadaver force is led by Wily Roger, a vindictive captain marooned here ages ago by his mutinous crew. Set adrift in a small rowboat with four loyal crewmembers, the captain and his men died in the treacherous rocks and rip currents guarding the eastern shore. Wily Roger and his trusty band have haunted the waters around Dolentla Island ever since.
Undead, Undead Monster: ?
Gaunt Corpse: ?
Maximilian Sidrow, Ghost: Not all of the Dulcimer’s passengers survived their ordeal with the hawanis. Maximilian Sidrow resisted their attempts to render him unconscious, which forced the hawanis to resort to greater violence. The hawanis left Maximilian for dead, as they were instructed to bring live captives to Thalasskoptis. However, Maximilian was alive, yet unconscious and badly injured. When he regained consciousness, Maximilian dragged himself into the jungle to apparent safety. However, the exhausted and weakened Maximilian fell into one of the elves’ many camouflaged pits leftover from their days as Dolentla Island’s rulers. Maximilian died at the bottom of the insidious trap. Characters searching the area can locate the trail leading to Maximilian’s final resting place with a successful DC 15 Wisdom (Survival) check. However, Maximilian’s spirit does not rest in peace.
Maximilian’s violent and untimely death left his angry soul searching for vengeance.
Skeletons of the Illyrian Fleet
Nameless Warrior, Ghost, Apparition: The corpse of a warrior who lost its life in the wreckage of the battle between Illyria and the Dragon Empire has returned to life as a ghost. Its past is a mystery to it: name, rank, even allegiance. Death and decay stripped all of these things from the Nameless Warrior, who now exists as an apparition clothed in a naval uniform tattered beyond recognition and wrapped in a cloak made from a sun-bleached flag. The only thing it remembers is the face of the creature that killed it: a monster with a terrible, piscine face decorated with kelp-green frills and a maw filled with razor-sharp teeth. Tortured by a mind devoid of memories, the Nameless Warrior clings to its one purpose: to destroy the creature that ended its life—the four-armed sahuagin known only as the Sharktooth Scourge.
Undead Sahuagin, Undead Sea Devil: None know exactly how many sahuagin infest the lightless waters of the Middle Sea, and few care to know. Most humanoids can’t distinguish one shark-person from another, but a hulking, four-armed sahuagin known as the Sharktooth Scourge has gained a reputation in the Seven Cities. The Sharktooth Reef was named for the Scourge and his herd of shark-toothed sahuagin pirates.
However, the Scourge has suffered many terrible wounds in the years since his herd first began raiding ships traveling the Middle Sea. He feared death. He met with a sea witch in a hidden Septime cove and begged her to grant him eternal life so that he could survive his wounds. She granted his wish, but not as he expected. Her blessing bestowed upon the Scourge and his herd the curse of undeath.
Sharktooth Shaman: None know exactly how many sahuagin infest the lightless waters of the Middle Sea, and few care to know. Most humanoids can’t distinguish one shark-person from another, but a hulking, four-armed sahuagin known as the Sharktooth Scourge has gained a reputation in the Seven Cities. The Sharktooth Reef was named for the Scourge and his herd of shark-toothed sahuagin pirates.
However, the Scourge has suffered many terrible wounds in the years since his herd first began raiding ships traveling the Middle Sea. He feared death. He met with a sea witch in a hidden Septime cove and begged her to grant him eternal life so that he could survive his wounds. She granted his wish, but not as he expected. Her blessing bestowed upon the Scourge and his herd the curse of undeath.
Undead Sahuagin, Sharktooth Scourge: None know exactly how many sahuagin infest the lightless waters of the Middle Sea, and few care to know. Most humanoids can’t distinguish one shark-person from another, but a hulking, four-armed sahuagin known as the Sharktooth Scourge has gained a reputation in the Seven Cities. The Sharktooth Reef was named for the Scourge and his herd of shark-toothed sahuagin pirates.
However, the Scourge has suffered many terrible wounds in the years since his herd first began raiding ships traveling the Middle Sea. He feared death. He met with a sea witch in a hidden Septime cove and begged her to grant him eternal life so that he could survive his wounds. She granted his wish, but not as he expected. Her blessing bestowed upon the Scourge and his herd the curse of undeath.
Undead Sahuagin, Undead Sea Devil: None know exactly how many sahuagin infest the lightless waters of the Middle Sea, and few care to know. Most humanoids can’t distinguish one shark-person from another, but a hulking, four-armed sahuagin known as the Sharktooth Scourge has gained a reputation in the Seven Cities. The Sharktooth Reef was named for the Scourge and his herd of shark-toothed sahuagin pirates.
However, the Scourge has suffered many terrible wounds in the years since his herd first began raiding ships traveling the Middle Sea. He feared death. He met with a sea witch in a hidden Septime cove and begged her to grant him eternal life so that he could survive his wounds. She granted his wish, but not as he expected. Her blessing bestowed upon the Scourge and his herd the curse of undeath.
Sharktooth Shaman: None know exactly how many sahuagin infest the lightless waters of the Middle Sea, and few care to know. Most humanoids can’t distinguish one shark-person from another, but a hulking, four-armed sahuagin known as the Sharktooth Scourge has gained a reputation in the Seven Cities. The Sharktooth Reef was named for the Scourge and his herd of shark-toothed sahuagin pirates.
However, the Scourge has suffered many terrible wounds in the years since his herd first began raiding ships traveling the Middle Sea. He feared death. He met with a sea witch in a hidden Septime cove and begged her to grant him eternal life so that he could survive his wounds. She granted his wish, but not as he expected. Her blessing bestowed upon the Scourge and his herd the curse of undeath.
Undead Sahuagin, Sharktooth Scourge: None know exactly how many sahuagin infest the lightless waters of the Middle Sea, and few care to know. Most humanoids can’t distinguish one shark-person from another, but a hulking, four-armed sahuagin known as the Sharktooth Scourge has gained a reputation in the Seven Cities. The Sharktooth Reef was named for the Scourge and his herd of shark-toothed sahuagin pirates.
However, the Scourge has suffered many terrible wounds in the years since his herd first began raiding ships traveling the Middle Sea. He feared death. He met with a sea witch in a hidden Septime cove and begged her to grant him eternal life so that he could survive his wounds. She granted his wish, but not as he expected. Her blessing bestowed upon the Scourge and his herd the curse of undeath.
Skin Deep
Undead, Undead Creature: ?
Lich: ?
Shadow: ?
Vampire: ?
Lich: ?
Shadow: ?
Vampire: ?
Slaughter at Splinterfang Gorge (PF/5E)
Undead: The bodies of fallen elven warriors were harnessed by necromantic magic and thrown into the fray against their living kin.
Spragnokk, The Scourge of Rewlunrain, Bugbear Mummy, Hulking Clearly Undead Bugbear, Imposing Figure: As they descended the Gorge, the goblinoids discovered an odd tomb. After ransacking the sepulcher, the acolytes placed Spragnokk’s body inside. The clerics did not perform the final rites for their leader’s passing though; they poured runes of malice and revenge over his corpse, preparing for his necromantic return instead.
A century ago the goblinoid followers of Spragnokk uncovered Haspsnapper’s tomb, unceremoniously chucked the dwarf’s corpse out of his sarcophagus, and sealed their leader inside. Now, with the skies in the full throes of the Garnet Gales Aurora, Rhekular has invoked the ritual to revive Spragnokk with the life essence of innocents…
Once PCs arrive at the area, Rhekular will have reached the end of his portion of the ritual, the uttering of eldritch runes invoking Spragnokk’s necromantic revival. If the PCs reached the gorge during daylight hours, the northern winds will have picked up to 20 mph (no effect on ranged attacks) over the chasm while the inside remains eerily still. If the party arrives at night, the Garnet Gales Aurora will be in full bloom and the color of blood. As the party gets within a hundred or so feet of the gorge, read or paraphrase the following:
The bugbear trail leads through a wide plane of uneven grassland. Up ahead you see an immense, jagged wound in the earth. The gap, preceded by an odd array of stones to the east, widens out at perhaps one hundred feet as it continues to run west. You can hear the cries of infants coming from within the fissure.
If the party looks down into the gorge before or after confronting the bugbear guards at Area 1, read or paraphrase the following:
The gorge, lined with steep, slick walls, descends gradually into the earth, the end of the downward slope not easily identifiable. The angled floor of the gorge is strewn with boulders large and small. At a point where you deem the ravine’s slope is 50’-to-60’ below the earth’s surface, a cloud of fog can be seen hugging an area not far from the north wall of the fissure. The wails of the infants are much stronger now, the acoustics of the gorge amplifying their outcries.
Rhekular (Area 2) had a premonition about the enemy forces arriving to disrupt Spragnokk’s return. Rhekular read off a scroll of obscuring mist (4th level, 2 minutes remaining) to hide both himself and the tomb’s entrance (Area 2a) so he could finish the ritual’s last remaining verses in relative peace. He tied up the elven infants one at a time to his shield and then lowered them into the tomb via 2a. Once the infant reached the bottom of the shaft, Rhekular upended the shield via ropes so the young would roll off onto the floor into Area 3 (no damage). The PCs arrive just as Rhekular drops in the last offering.
The ritual revived not only Spragnokk, but five bugbear guards as well.
The elven hide scroll Rhekular carries once held the divine runes responsible for Spragnokk’s revival, but the writing on the foul parchment faded away once the ritual was fully cast.
Spragnokk, The Scourge of Rewlunrain, Fully Restored Bugbear Mummy: The foul rite has empowered Spragnokk with the ability to absorb the souls of his enemies for the remaining duration of the Garnet Gales Aurora. Rhekular brought only half of the ten kidnapped infants to the gorge so he would have a bargaining chip of sorts to keep Spragnokk in check; the bugbear warlord of old was renowned for killing his own kind whenever it suited him. Rhekular knows that undeath will likely amplify his ancestor’s base nature. Rhekular doesn’t want to deal with a fully restored Spragnokk (a 10th level cleric) until he sees how the bugbear mummy reacts to being brought back.
Spragnokk’s temporary soul absorption ability is not limited to elven young; he can just as easily suck the energy out of PCs as well. Spragnokk is a perspicacious adversary though, thus will not disrupt combat to harvest soul energy as long as one opponent is still on his or her feet within the tomb. Woe to downed PCs left behind by their party! A single elven PC can restore one level of cleric back to Spragnokk; alternately two nonelven PCs must be harvested to grant Spragnokk one level in cleric. Characters actually slain in combat will be useless to Spragnokk’s reaping. A Constitution DC 20 is required for the dying PC to resist the absorption. PCs who resist the absorption will be ripped apart by Spragnokk and his minions. Spragnokk can max out as a 10th level cleric while the Garnet Gales Aurora is taking place, but only if he has enough victims to harvest.
Bugbear Ghoul, Undead Bodyguard, Newly Risen Undead, Lesser Undead: The ritual revived not only Spragnokk, but five bugbear guards as well. The five were murdered by Spragnokk’s acolytes and stowed in 3 to watch over their lord. Rhekular’s ritual infused negative energy into the guards’ corpses, turning them into ghouls.
The ghouls were once bugbear guards of Spragnokk, sacrificed by his acolytes to protect their lord during his “brief departure.” The acolytes were not powerful enough to grant the corpses of the guards with unlife at the time, but these lesser priests foresaw the sentinels rising up during the second coming of Spragnokk, so the servants’ blades were left just in case.
Mummy Lord: ?
Spragnokk, The Scourge of Rewlunrain, Bugbear Mummy, Hulking Clearly Undead Bugbear, Imposing Figure: As they descended the Gorge, the goblinoids discovered an odd tomb. After ransacking the sepulcher, the acolytes placed Spragnokk’s body inside. The clerics did not perform the final rites for their leader’s passing though; they poured runes of malice and revenge over his corpse, preparing for his necromantic return instead.
A century ago the goblinoid followers of Spragnokk uncovered Haspsnapper’s tomb, unceremoniously chucked the dwarf’s corpse out of his sarcophagus, and sealed their leader inside. Now, with the skies in the full throes of the Garnet Gales Aurora, Rhekular has invoked the ritual to revive Spragnokk with the life essence of innocents…
Once PCs arrive at the area, Rhekular will have reached the end of his portion of the ritual, the uttering of eldritch runes invoking Spragnokk’s necromantic revival. If the PCs reached the gorge during daylight hours, the northern winds will have picked up to 20 mph (no effect on ranged attacks) over the chasm while the inside remains eerily still. If the party arrives at night, the Garnet Gales Aurora will be in full bloom and the color of blood. As the party gets within a hundred or so feet of the gorge, read or paraphrase the following:
The bugbear trail leads through a wide plane of uneven grassland. Up ahead you see an immense, jagged wound in the earth. The gap, preceded by an odd array of stones to the east, widens out at perhaps one hundred feet as it continues to run west. You can hear the cries of infants coming from within the fissure.
If the party looks down into the gorge before or after confronting the bugbear guards at Area 1, read or paraphrase the following:
The gorge, lined with steep, slick walls, descends gradually into the earth, the end of the downward slope not easily identifiable. The angled floor of the gorge is strewn with boulders large and small. At a point where you deem the ravine’s slope is 50’-to-60’ below the earth’s surface, a cloud of fog can be seen hugging an area not far from the north wall of the fissure. The wails of the infants are much stronger now, the acoustics of the gorge amplifying their outcries.
Rhekular (Area 2) had a premonition about the enemy forces arriving to disrupt Spragnokk’s return. Rhekular read off a scroll of obscuring mist (4th level, 2 minutes remaining) to hide both himself and the tomb’s entrance (Area 2a) so he could finish the ritual’s last remaining verses in relative peace. He tied up the elven infants one at a time to his shield and then lowered them into the tomb via 2a. Once the infant reached the bottom of the shaft, Rhekular upended the shield via ropes so the young would roll off onto the floor into Area 3 (no damage). The PCs arrive just as Rhekular drops in the last offering.
The ritual revived not only Spragnokk, but five bugbear guards as well.
The elven hide scroll Rhekular carries once held the divine runes responsible for Spragnokk’s revival, but the writing on the foul parchment faded away once the ritual was fully cast.
Spragnokk, The Scourge of Rewlunrain, Fully Restored Bugbear Mummy: The foul rite has empowered Spragnokk with the ability to absorb the souls of his enemies for the remaining duration of the Garnet Gales Aurora. Rhekular brought only half of the ten kidnapped infants to the gorge so he would have a bargaining chip of sorts to keep Spragnokk in check; the bugbear warlord of old was renowned for killing his own kind whenever it suited him. Rhekular knows that undeath will likely amplify his ancestor’s base nature. Rhekular doesn’t want to deal with a fully restored Spragnokk (a 10th level cleric) until he sees how the bugbear mummy reacts to being brought back.
Spragnokk’s temporary soul absorption ability is not limited to elven young; he can just as easily suck the energy out of PCs as well. Spragnokk is a perspicacious adversary though, thus will not disrupt combat to harvest soul energy as long as one opponent is still on his or her feet within the tomb. Woe to downed PCs left behind by their party! A single elven PC can restore one level of cleric back to Spragnokk; alternately two nonelven PCs must be harvested to grant Spragnokk one level in cleric. Characters actually slain in combat will be useless to Spragnokk’s reaping. A Constitution DC 20 is required for the dying PC to resist the absorption. PCs who resist the absorption will be ripped apart by Spragnokk and his minions. Spragnokk can max out as a 10th level cleric while the Garnet Gales Aurora is taking place, but only if he has enough victims to harvest.
Bugbear Ghoul, Undead Bodyguard, Newly Risen Undead, Lesser Undead: The ritual revived not only Spragnokk, but five bugbear guards as well. The five were murdered by Spragnokk’s acolytes and stowed in 3 to watch over their lord. Rhekular’s ritual infused negative energy into the guards’ corpses, turning them into ghouls.
The ghouls were once bugbear guards of Spragnokk, sacrificed by his acolytes to protect their lord during his “brief departure.” The acolytes were not powerful enough to grant the corpses of the guards with unlife at the time, but these lesser priests foresaw the sentinels rising up during the second coming of Spragnokk, so the servants’ blades were left just in case.
Mummy Lord: ?
Sly Flourish's Fantastic Adventures
Undead: One of the as-yet-unknown properties of voidwater sees dead bodies that are exposed to the substance for long periods transformed into undead. This is what caused Paulson Deepfathom and a number of other miners to rise as undead over the two months that their bodies were lost within the mine’s tunnels.
Paulson Deepfathom, Vengeful Ghast: During their investigation, the characters discover that the deaths in the mine are the result of workers killed in an accident two months before having been transformed into ravening ghouls that now roam the mine’s countless caverns. These undead are led by the vengeful ghast Paulson Deepfathom—Daronith’s twin brother. In the course of dealing with the undead, the adventurers discover the dark secret that long-term exposure to voidwater has caused this horrid transformation.
Daronith’s brother died in Deepfathom Well two months earlier, when an accident caused the mine’s drilling rig to crash down and seal the entrance shaft. His body was never found, and unknown to anyone else, that months-long exposure to voidwater has caused him to rise as a ghast that now lurks in the caverns of the mine.
One of the as-yet-unknown properties of voidwater sees dead bodies that are exposed to the substance for long periods transformed into undead. This is what caused Paulson Deepfathom and a number of other miners to rise as undead over the two months that their bodies were lost within the mine’s tunnels.
Ghast: ?
King Levendus Whitesparrow, Ghost, Pale Confused Benign Apparition: ?
Ravening Ghoul: During their investigation, the characters discover that the deaths in the mine are the result of workers killed in an accident two months before having been transformed into ravening ghouls that now roam the mine’s countless caverns. These undead are led by the vengeful ghast Paulson Deepfathom—Daronith’s twin brother. In the course of dealing with the undead, the adventurers discover the dark secret that long-term exposure to voidwater has caused this horrid transformation.
Ghoul: ?
Lizardfolk Ghoul: ?
Mummy: ?
Mummy With Bladed Hands, Blade-Handed Leather-Wrapped Mummy, Mummified Humanoid Arms Ending in Gleaming Blades: If things go poorly for Gloom, the fallen Lord of Murder responds by animating a mummy with bladed hands, which deals slashing damage instead of bludgeoning damage with its rotting fist attack.
Shadow: ?
Skeleton: ?
Specter: ?
Friendly Specter, Last Fading Essence of a Fallen Angel: As they travel across the crater, the characters might run into a friendly or hostile specter—the last fading essence of either a fallen angel or devil.
Hostile Specter, Last Fading Essence of a Devil: As they travel across the crater, the characters might run into a friendly or hostile specter—the last fading essence of either a fallen angel or devil.
Paulson Deepfathom, Vengeful Ghast: During their investigation, the characters discover that the deaths in the mine are the result of workers killed in an accident two months before having been transformed into ravening ghouls that now roam the mine’s countless caverns. These undead are led by the vengeful ghast Paulson Deepfathom—Daronith’s twin brother. In the course of dealing with the undead, the adventurers discover the dark secret that long-term exposure to voidwater has caused this horrid transformation.
Daronith’s brother died in Deepfathom Well two months earlier, when an accident caused the mine’s drilling rig to crash down and seal the entrance shaft. His body was never found, and unknown to anyone else, that months-long exposure to voidwater has caused him to rise as a ghast that now lurks in the caverns of the mine.
One of the as-yet-unknown properties of voidwater sees dead bodies that are exposed to the substance for long periods transformed into undead. This is what caused Paulson Deepfathom and a number of other miners to rise as undead over the two months that their bodies were lost within the mine’s tunnels.
Ghast: ?
King Levendus Whitesparrow, Ghost, Pale Confused Benign Apparition: ?
Ravening Ghoul: During their investigation, the characters discover that the deaths in the mine are the result of workers killed in an accident two months before having been transformed into ravening ghouls that now roam the mine’s countless caverns. These undead are led by the vengeful ghast Paulson Deepfathom—Daronith’s twin brother. In the course of dealing with the undead, the adventurers discover the dark secret that long-term exposure to voidwater has caused this horrid transformation.
Ghoul: ?
Lizardfolk Ghoul: ?
Mummy: ?
Mummy With Bladed Hands, Blade-Handed Leather-Wrapped Mummy, Mummified Humanoid Arms Ending in Gleaming Blades: If things go poorly for Gloom, the fallen Lord of Murder responds by animating a mummy with bladed hands, which deals slashing damage instead of bludgeoning damage with its rotting fist attack.
Shadow: ?
Skeleton: ?
Specter: ?
Friendly Specter, Last Fading Essence of a Fallen Angel: As they travel across the crater, the characters might run into a friendly or hostile specter—the last fading essence of either a fallen angel or devil.
Hostile Specter, Last Fading Essence of a Devil: As they travel across the crater, the characters might run into a friendly or hostile specter—the last fading essence of either a fallen angel or devil.
Snakes & Saloons v1.3 (5e)
Wendigo, Skinny Boney Creature That is Humanoid But Has the Head of a Deer's Skull: Wendigo are rumored to be creatures that are spawned from cannibalistic demons possessing and completely merging with the bodies of vulnerable outlanders. This transformation makes the new creature formed, the Wendigo, exist in a state of not quite being fully alive but it’s body also being unable rest until it’s unending hunger is finally sated.
Undead, Undead Creature: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Lich: ?
Shadow: ?
Skeleton: ?
Specter: ?
Spirit: ?
Poltergeist: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: ?
Undead, Undead Creature: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Lich: ?
Shadow: ?
Skeleton: ?
Specter: ?
Spirit: ?
Poltergeist: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: ?
Snowhaven
Undead: ?
Howard the Half-Pint, Ghost: ?
Teshe Bah Ancestor Lich: Generations before the Yetu exile, ten exemplary Yetu were blessed by the Three Voices and were given the power of undeath so they could guide their children for countless generations.
Teshe Bah Ancestor Lich, Powerful Protector, Great Ancestor, Mangled and Masked Mummified Yetu, Mummified Lich, Powerful Lich, Ancestral Yetu Lich: ?
Wight: ?
Howard the Half-Pint, Ghost: ?
Teshe Bah Ancestor Lich: Generations before the Yetu exile, ten exemplary Yetu were blessed by the Three Voices and were given the power of undeath so they could guide their children for countless generations.
Teshe Bah Ancestor Lich, Powerful Protector, Great Ancestor, Mangled and Masked Mummified Yetu, Mummified Lich, Powerful Lich, Ancestral Yetu Lich: ?
Wight: ?
Somnus Domina: Luxus' Guide to Kits'adria (5e Sourcebook)
Nogistune, First to Consume, Lich, Necromantic Lich, Dark Shadow: The most notorious of the First to Consume and a direct enemy of Kitsune, Nogistune fell from her good graces due to her hatred and selfishness. She resented being held in the sway of Luxus and Kitsune, and felt that her spark of divine power being connected to Kitsune was an unfair restriction. She searched for a way to elevate her station, and her answer came when she found and inadvertently unsealed an ancient arcane master from the primordial age preceding Somnus Domina. This entity thoroughly understood matters of undeath, the arcane, and divine ascension.
He granted Nogistune the means to become a lich, twisting her immortal nature to have her require no souls to sustain herself.
These nine Kits’adria served as the leaders of their kind for a long while, until several of them fell to the temptations of the Shadowfell and pulled back from the society they had helped to build. They turned to coveting the power Kitsune had spread among them, and their greed led them down dark paths. Two of these individuals became yokai lords and let their temptations run wild, while the other turned to darker magic still and became a necromantic lich with a unique, immortal soul.
She would remain within Kaiyo-ha’s sealing stone chamber until freed by Nogistune, who had a strong need for Tamamo no Mae’s talents. Nogistune needed two things: to use Tamamo no Mae’s arcane talents to oversee her full transformation into a lich, and to ambush Springmoon. Initially resistant to Nogistune’s control and against such an act of untamed evil, Tamamo no Mae fought back, but was overpowered. She agreed to assist her, if only to get vengeance on Springmoon.
Nogistune, Beast of Cataclysm, Apocalyptic Beast: This horrible form is the end result of Nogistune’s desire to become a god. If she managed to consume the souls of all of her siblings, she would contort into an apocalyptic beast that resembles a horrific, twisted reflection of Kitsune.
Undead Kits'adria: ?
Undead: ?
Ghost Fox Spirit: ?
Lich: ?
Vampire: ?
He granted Nogistune the means to become a lich, twisting her immortal nature to have her require no souls to sustain herself.
These nine Kits’adria served as the leaders of their kind for a long while, until several of them fell to the temptations of the Shadowfell and pulled back from the society they had helped to build. They turned to coveting the power Kitsune had spread among them, and their greed led them down dark paths. Two of these individuals became yokai lords and let their temptations run wild, while the other turned to darker magic still and became a necromantic lich with a unique, immortal soul.
She would remain within Kaiyo-ha’s sealing stone chamber until freed by Nogistune, who had a strong need for Tamamo no Mae’s talents. Nogistune needed two things: to use Tamamo no Mae’s arcane talents to oversee her full transformation into a lich, and to ambush Springmoon. Initially resistant to Nogistune’s control and against such an act of untamed evil, Tamamo no Mae fought back, but was overpowered. She agreed to assist her, if only to get vengeance on Springmoon.
Nogistune, Beast of Cataclysm, Apocalyptic Beast: This horrible form is the end result of Nogistune’s desire to become a god. If she managed to consume the souls of all of her siblings, she would contort into an apocalyptic beast that resembles a horrific, twisted reflection of Kitsune.
Undead Kits'adria: ?
Undead: ?
Ghost Fox Spirit: ?
Lich: ?
Vampire: ?
Song of the Nehmet
Undead: ?
Ghoul: ?
Ghost: ?
Shade: ?
Spirit of the Dead: ?
Wraith: ?
Ghoul: ?
Ghost: ?
Shade: ?
Spirit of the Dead: ?
Wraith: ?
Southern Cross Trading Company: Catalog Vol.1
Undead, Undead Being: Melee weapon cursed property: every creature slain with this weapon returns as an undead.
Ranged weapon cursed property: every creature slain with this weapon returns as an undead.
Skeleton: ?
Ranged weapon cursed property: every creature slain with this weapon returns as an undead.
Skeleton: ?
Southlands Player's Guide for 5th Edition
Undead, Undead Creature: ?
Minotaur Skeleton: ?
Zombie: ?
Minotaur Skeleton: ?
Zombie: ?
Southlands Worldbook for 5th Edition
Ghul: When an undead with the ability to raise more of their kind, such as a vampire, wight, or wraith, slays a geniekin or some other lesser elemental, the risen creature is a ghul instead.
Virtuoso Lich: A virtuoso lich is an artist whose love of art sustains it beyond death.
A virtuoso lich is created when an artist powerful in both its artistic and magical expression dies with art left undone. Such artists often die before completing or creating a masterpiece, and the torment of the art left undone couples with the artist’s powerful magical talents, turning the artist into a virtuoso lich. A virtuoso lich is bound to an object of art, such as a favorite musical instrument, painting, dance slippers, quill, or some other object of artistic expression that was significant to the lich in life. This piece of art is the lich’s phylactery.
Times have not been good for the Children of the Secret Springs, a tribe of water jinnborn. They wander the northern coastline of the Dominion, from the ruins of Jelle-Anda to the south and west as far away as Succhabar, stopping at springs and oases along the way, many of which are known only to them. Violent confrontations with angry nature spirits and desert trolls have thinned their numbers, and, worse still, those who have died have not traveled to the Hidden World as they should have. The Hidden World is a place of delights and wonders where jinnborn go after death if they have diligently followed the tenets of their sab siraat in life. Sages have theorized that the Hidden World is a hybrid of the Ethereal Plane and the Elemental Planes.
Instead, for some reason, the Children who have died recently have become monstrous ghuls and have returned to stalk the rest of the tribe.
Ghul-King: In the depths of one of the necropolis’s crypts, a ghul has apotheosized into a more powerful form.
Ghul, Monstrous Ghul: ?
God-Queen Jendayi Atla-Hebaya, Lady of Song and Beauty, Mistress of Prophecy, Friend to Isis and Wadjet, Mother of Temples, Divine Healer and Unerring Light, Virtuoso Lich: ?
Undead: ?
Undead Minotaur: ?
Undead Gnoll Warrior: ?
Chosen of Mot: Orcs of the Green Abyss that become undead are said to be the “Chosen of Mot,” who is Lord of the Undead and a close friend or even husband to the White Goddess.
Ibu Daripangan, Undead Behtu, Chief Priestess: ?
Intelligent Undead: ?
Undead With the Ability to Raise More of its Kind: ?
Undead Phoenix: ?
Ghast: ?
Menet Ka, Pitiful Ghost: The tale of Menet-Ka, a minor Nurian king of antiquity, is one of jealousy and hubris. The greedy monarch was turned into a pitiful ghost when his plans went awry and the ritual he performed to be reborn after his death backfired.
Ghost: Mot has three major works of scripture. They are, in order of availability, The Hand of Death, a stoic primer on correct action in the face of eternal nothingness; Revelations of Black Fire, a set of prophecies said to have been given to the lich-priest Astremolech; and the Fuligin Book of the Void, a work of such mind-blasting malevolence that anyone who reads it is often instantly transformed into a darakhul, a vampire, or a ghost.
Ghostly Marid: ?
Ghostly Titan: ?
Ghoul: Cult elders recruit temple slaves, and also perform the secret incantations to transform beggars into ghouls.
Chosen of Mot, Orc-Ghoul: ?
Ghoulish Follower: ?
Unclean Ghoul: ?
Ghoulkin: ?
Lich: Upon the death of a god-king or god-queen, the cult preserves and anoints the body before interring it, secure in the knowledge that these former rulers might return as mummies or liches if the gods decree the need is great enough.
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 vast ossuaries and cemeteries from desecration.
Yafram the Desolate, Human Lich: ?
Seth-rem Allasam, Lich: ?
Reborn Queen-Goddess Meskhenit, Mother of Destiny and Defender of the Realm, Lich: ?
God-Wizard Kuluma-Siris, Lich: ?
God-King Irsu Thanetsi Khamet, Keeper of the Passage to the Afterlife, Guardian of the Mysteries Beyond, Eye of Anu-Akma and Warden of the Red Portal, Witness to the Glories of Aten and the Depravities of Set, His Illuminated and Invincible Majesty, Returned to the Wadjet Throne and Rightful Heir to All Flesh, Lich: ?
Meskhenet, Lich: The tomb is over 1,000 years old and is said to be full of fiendish traps and wondrous treasures plundered by servants of the demonic god of thieves. A century ago, a renowned explorer and devotee of Nakresh named Meskhenet discovered the existence of the temple late in her life. Knowing death was close, she went inside the tomb, intending it to be her final resting place. A rockfall moments later buried the entrance, again concealing it from the outside world.
Meskhenet was surprised to find another explorer inside the tomb. She slew that trespasser in an epic magical battle and found out afterward that he had been researching a way to preserve himself after death. After taking up his work, Meskhenet transformed herself into a lich before she succumbed to old age.
Nula Nagoa, Archmage of Nangui, Eternal Lord of Kush, The Eternal Lord, Lich, Undead Ruler, Arch-Lich: ?
Ssessk’ai Us’kari, The Whisperer in Shadows, Five-Headed Naga Lich, Powerful Naga Lich: ?
Astremolech, Lich-Priest: ?
Jabir Al-Seki, Lich, High Priest, Necromancer: ?
Mummy: Upon the death of a god-king or god-queen, the cult preserves and anoints the body before interring it, secure in the knowledge that these former rulers might return as mummies or liches if the gods decree the need is great enough.
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 vast ossuaries and cemeteries from desecration.
God-King Sut-Akhaman, Mummy Lord: ?
God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal, Mummy Lord: ?
Scroll Mummy: ?
Gnoll Mummy: ?
Mummified Sphinx: ?
Hungry Shade: Long ago, the remnants of a Mharoti army were swallowed up by the desert and churned out as hungry shades.
Hungry Shade, Restless Spirit, Undead Spirit: ?
Goblin Skeleton: ?
Poltergeist: ?
Vampire: Mot has three major works of scripture. They are, in order of availability, The Hand of Death, a stoic primer on correct action in the face of eternal nothingness; Revelations of Black Fire, a set of prophecies said to have been given to the lich-priest Astremolech; and the Fuligin Book of the Void, a work of such mind-blasting malevolence that anyone who reads it is often instantly transformed into a darakhul, a vampire, or a ghost.
Khafash, Vampire-Orc, Chosen of Mot, High Priest: ?
Vampire, Undead With the Ability to Raise More of its Kind: ?
Wight: ?
Wight, Undead With the Ability to Raise More of its Kind: ?
Wraith, Chosen of Mot: ?
Wraith, Undead With the Ability to Raise More of its Kind: ?
Zombie, Normal Zombie: A necromancer is kidnapping slaves from the Ghatazi Salt Pits and leaving their infernal overseers dead. He’s taking the grateful “liberated” slaves to his redoubt, located between the salt pits and Saph-Saph, where he is subjecting them to experiments using the blood and fluids extracted from the dead devils. He is hoping to discover a method of creating more powerful zombies, but up till now his experiments have done nothing but kill the subjects and cause them to rise as normal zombies.
More Powerful Zombie: ?
Zombie, Gnoll Zombie: ?
Ogre Zombie: ?
Tanya Ollevit, Vampire Priestess: ?
Idrenn, Darakhul Shadowmancer: ?
Lost Minotaur, Undead Lost Minotaur: ?
Lost Minotaur, Undead Form of a Minotaur Who Shut Itself Inside and Failed to Escape, Foul Creature: ?
Baltsar, Lost Minotaur: ?
Lost Minotaur, Undead Minotaur: ?
Wakkil Al-Ghul, Darakhul Black Knight Commander, Famed Warrior, Arbiter of Law: ?
Sand Silhouette: ?
Accursed Defiler: ?
Angatra: ?
Sated Fang, Darakhul: ?
Sarcophogus Slime: ?
Rotting Wind: ?
Venomous Mummy: ?
Gray Thirster: ?
Virtuoso Lich: A virtuoso lich is an artist whose love of art sustains it beyond death.
A virtuoso lich is created when an artist powerful in both its artistic and magical expression dies with art left undone. Such artists often die before completing or creating a masterpiece, and the torment of the art left undone couples with the artist’s powerful magical talents, turning the artist into a virtuoso lich. A virtuoso lich is bound to an object of art, such as a favorite musical instrument, painting, dance slippers, quill, or some other object of artistic expression that was significant to the lich in life. This piece of art is the lich’s phylactery.
Times have not been good for the Children of the Secret Springs, a tribe of water jinnborn. They wander the northern coastline of the Dominion, from the ruins of Jelle-Anda to the south and west as far away as Succhabar, stopping at springs and oases along the way, many of which are known only to them. Violent confrontations with angry nature spirits and desert trolls have thinned their numbers, and, worse still, those who have died have not traveled to the Hidden World as they should have. The Hidden World is a place of delights and wonders where jinnborn go after death if they have diligently followed the tenets of their sab siraat in life. Sages have theorized that the Hidden World is a hybrid of the Ethereal Plane and the Elemental Planes.
Instead, for some reason, the Children who have died recently have become monstrous ghuls and have returned to stalk the rest of the tribe.
Ghul-King: In the depths of one of the necropolis’s crypts, a ghul has apotheosized into a more powerful form.
Ghul, Monstrous Ghul: ?
God-Queen Jendayi Atla-Hebaya, Lady of Song and Beauty, Mistress of Prophecy, Friend to Isis and Wadjet, Mother of Temples, Divine Healer and Unerring Light, Virtuoso Lich: ?
Undead: ?
Undead Minotaur: ?
Undead Gnoll Warrior: ?
Chosen of Mot: Orcs of the Green Abyss that become undead are said to be the “Chosen of Mot,” who is Lord of the Undead and a close friend or even husband to the White Goddess.
Ibu Daripangan, Undead Behtu, Chief Priestess: ?
Intelligent Undead: ?
Undead With the Ability to Raise More of its Kind: ?
Undead Phoenix: ?
Ghast: ?
Menet Ka, Pitiful Ghost: The tale of Menet-Ka, a minor Nurian king of antiquity, is one of jealousy and hubris. The greedy monarch was turned into a pitiful ghost when his plans went awry and the ritual he performed to be reborn after his death backfired.
Ghost: Mot has three major works of scripture. They are, in order of availability, The Hand of Death, a stoic primer on correct action in the face of eternal nothingness; Revelations of Black Fire, a set of prophecies said to have been given to the lich-priest Astremolech; and the Fuligin Book of the Void, a work of such mind-blasting malevolence that anyone who reads it is often instantly transformed into a darakhul, a vampire, or a ghost.
Ghostly Marid: ?
Ghostly Titan: ?
Ghoul: Cult elders recruit temple slaves, and also perform the secret incantations to transform beggars into ghouls.
Chosen of Mot, Orc-Ghoul: ?
Ghoulish Follower: ?
Unclean Ghoul: ?
Ghoulkin: ?
Lich: Upon the death of a god-king or god-queen, the cult preserves and anoints the body before interring it, secure in the knowledge that these former rulers might return as mummies or liches if the gods decree the need is great enough.
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 vast ossuaries and cemeteries from desecration.
Yafram the Desolate, Human Lich: ?
Seth-rem Allasam, Lich: ?
Reborn Queen-Goddess Meskhenit, Mother of Destiny and Defender of the Realm, Lich: ?
God-Wizard Kuluma-Siris, Lich: ?
God-King Irsu Thanetsi Khamet, Keeper of the Passage to the Afterlife, Guardian of the Mysteries Beyond, Eye of Anu-Akma and Warden of the Red Portal, Witness to the Glories of Aten and the Depravities of Set, His Illuminated and Invincible Majesty, Returned to the Wadjet Throne and Rightful Heir to All Flesh, Lich: ?
Meskhenet, Lich: The tomb is over 1,000 years old and is said to be full of fiendish traps and wondrous treasures plundered by servants of the demonic god of thieves. A century ago, a renowned explorer and devotee of Nakresh named Meskhenet discovered the existence of the temple late in her life. Knowing death was close, she went inside the tomb, intending it to be her final resting place. A rockfall moments later buried the entrance, again concealing it from the outside world.
Meskhenet was surprised to find another explorer inside the tomb. She slew that trespasser in an epic magical battle and found out afterward that he had been researching a way to preserve himself after death. After taking up his work, Meskhenet transformed herself into a lich before she succumbed to old age.
Nula Nagoa, Archmage of Nangui, Eternal Lord of Kush, The Eternal Lord, Lich, Undead Ruler, Arch-Lich: ?
Ssessk’ai Us’kari, The Whisperer in Shadows, Five-Headed Naga Lich, Powerful Naga Lich: ?
Astremolech, Lich-Priest: ?
Jabir Al-Seki, Lich, High Priest, Necromancer: ?
Mummy: Upon the death of a god-king or god-queen, the cult preserves and anoints the body before interring it, secure in the knowledge that these former rulers might return as mummies or liches if the gods decree the need is great enough.
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 vast ossuaries and cemeteries from desecration.
God-King Sut-Akhaman, Mummy Lord: ?
God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal, Mummy Lord: ?
Scroll Mummy: ?
Gnoll Mummy: ?
Mummified Sphinx: ?
Hungry Shade: Long ago, the remnants of a Mharoti army were swallowed up by the desert and churned out as hungry shades.
Hungry Shade, Restless Spirit, Undead Spirit: ?
Goblin Skeleton: ?
Poltergeist: ?
Vampire: Mot has three major works of scripture. They are, in order of availability, The Hand of Death, a stoic primer on correct action in the face of eternal nothingness; Revelations of Black Fire, a set of prophecies said to have been given to the lich-priest Astremolech; and the Fuligin Book of the Void, a work of such mind-blasting malevolence that anyone who reads it is often instantly transformed into a darakhul, a vampire, or a ghost.
Khafash, Vampire-Orc, Chosen of Mot, High Priest: ?
Vampire, Undead With the Ability to Raise More of its Kind: ?
Wight: ?
Wight, Undead With the Ability to Raise More of its Kind: ?
Wraith, Chosen of Mot: ?
Wraith, Undead With the Ability to Raise More of its Kind: ?
Zombie, Normal Zombie: A necromancer is kidnapping slaves from the Ghatazi Salt Pits and leaving their infernal overseers dead. He’s taking the grateful “liberated” slaves to his redoubt, located between the salt pits and Saph-Saph, where he is subjecting them to experiments using the blood and fluids extracted from the dead devils. He is hoping to discover a method of creating more powerful zombies, but up till now his experiments have done nothing but kill the subjects and cause them to rise as normal zombies.
More Powerful Zombie: ?
Zombie, Gnoll Zombie: ?
Ogre Zombie: ?
Tanya Ollevit, Vampire Priestess: ?
Idrenn, Darakhul Shadowmancer: ?
Lost Minotaur, Undead Lost Minotaur: ?
Lost Minotaur, Undead Form of a Minotaur Who Shut Itself Inside and Failed to Escape, Foul Creature: ?
Baltsar, Lost Minotaur: ?
Lost Minotaur, Undead Minotaur: ?
Wakkil Al-Ghul, Darakhul Black Knight Commander, Famed Warrior, Arbiter of Law: ?
Sand Silhouette: ?
Accursed Defiler: ?
Angatra: ?
Sated Fang, Darakhul: ?
Sarcophogus Slime: ?
Rotting Wind: ?
Venomous Mummy: ?
Gray Thirster: ?
Spaceships and Starwyrms: Core Sourcebook
Cyber Zombie: A cyber zombie is created when a normal humanoid with biological functions has replaced so much of their body with machinery that their biological mind goes into shock and spirals toward death. Exactly how much cyberware is required for a given person to enter this state varies, but the key factor that keeps this shock and death spiral from killing the humanoid and instead makes them a monster is how much of the cyberware is able to support their required bodily function and brain activity.
Regardless of what popular culture may postulate, becoming a cyber zombie starts with the death of the person. They are dead bodies animated by the cybertechnology integrated into their bodies. Though the energy that animates them is not necrotic, they retain features of both undead creatures and constructs such as the ancient flesh golems that magical societies perpetuated long ago. Because the creature is acting from electrical pulses of their own cyber systems, if left unchecked, they turn to aggressive instinct.
Undead, Undead Creature: ?
Undead Creature With a Physical Body: ?
Undead Humanoid Creature: ?
Ghoul: ?
Ghast: ?
Ghost: ?
Lich: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Will-o'-Wisp: ?
Wight: ?
Wraith: ?
Zombie: ?
Regardless of what popular culture may postulate, becoming a cyber zombie starts with the death of the person. They are dead bodies animated by the cybertechnology integrated into their bodies. Though the energy that animates them is not necrotic, they retain features of both undead creatures and constructs such as the ancient flesh golems that magical societies perpetuated long ago. Because the creature is acting from electrical pulses of their own cyber systems, if left unchecked, they turn to aggressive instinct.
Undead, Undead Creature: ?
Undead Creature With a Physical Body: ?
Undead Humanoid Creature: ?
Ghoul: ?
Ghast: ?
Ghost: ?
Lich: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Will-o'-Wisp: ?
Wight: ?
Wraith: ?
Zombie: ?
Species of Sundara: Elves (5E)
Undead: ?
Species of Sundara: Orcs (5E)
Mindless Undead: ?
Splinters of Faith 2022
Akruel Rathamon, The Evil One, Vampire Lord, Most Ancient of Undead, Death-Priest, Lover, Bloodthirsty Warlord, Warlord, Tyrant, Vampiric Priest-King, Evil Death-Priest, Death-Cult Leader, Risen Death-Priest, Vampire, Desiccated Corpse, Priest-King, Master, Vampire Death-Priest, Dangerous Death-Priest, Relic of Man's Ancient Past Undead Warlord: –582 I.R. Akruel’s soul is placed within the Frore Heart, and he rises as a vampire lord.
The tide of war ebbed and flowed, as it does, and Akruel’s fanatical forces in –583 I.R. couldn’t stem the good-aligned people rising against the death-cult leader. As his enemies rallied and marched by the thousands against Al-Sifon, the death-priest retreated to the place where his conquest began. He knew that death finally stood upon his doorstep. Not willing to give up — despite Aurikus whispering promises of the pleasures of death in his ear — Akruel devised one final plan to stave off the inevitable and to regain his master’s trust: He’d take his own life on his own terms before his enemies could do it.
Akruel brought together his remaining priests and together they crafted a heart composed of lifeless flesh and enchanted with the powers of hell. In the darkest hour of the coldest night under a lunar eclipse in –582 I.R., the priests raised their voices in a ritual chant and drew Akruel’s tainted soul into the abhorrent flesh. For a brief moment, the forces of good got their wish: The death-priest died. But as the moon slid from the grasp of penumbral shadows, the Frore Heart pulsed with a hellish might as immortal blood and Aurikus’ evil flowed anew through Akruel’s veins. Akruel’s body convulsed as the Frore Heart forever after claimed his soul.
Aurikus’ dark blessing transformed Akruel into the most ancient of undead: a vampire lord.
Aliak Tal Ashon, Ghost Cleric, Master of Necromancy: To lay her soul to rest, Aliak Tal Ashon’s body must be properly cremated and her remains interred. Characters could accomplish this by placing her ashes in an urn and placing the urn in an empty niche within the crypt.
Aliak Tal Ashon was a promising young Brood member. Her stance and beauty guaranteed her a quick rise in power. Jealous and fearful of her potential, the other members of the Brood of Hecate at the time sacrificed Aliak and left her body unburied in one of the many hidden crypt rooms below Abhor Brazier. The chamber was sealed to further the humiliation. Aliak returned a week later to slay the Brood member who drove the dagger into her body.
Ancient Specter: Specters who remain in the living world for long periods evolve into more powerful and bitterly angry beings who vent their rage and frustration on the living.
Bhuta: The spirit of a murdered person often possesses its original body to exact revenge on its killers.
Bleeding Horror Minotaur: ?
Blood Wight: ?
Bloody Bones: The skeletal remains of one of Lady Averlyne’s lovers rests at the bottom of the tub. She butchered the man while he bathed. Powerful negative energies changed the slain lover into a bloody bones A1 that oozes in the rotten sewage it now lies within.
Bloody Skeletal Dire Tiger: ?
Bodak: ?
Cadaver: Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial.
Cha Ookna, Vampiric Oni, Ogre Mage Vampire, New Recruit: ?
Crawling Hand: Crawling hands are horrid necromantic creations that wander darkened areas, often crypts, in search of living prey to choke the life out of them.
Crimthann the Putrid, Ghast Lord High Priest, Leader: ?
Crypt Thing: Through dark rituals, Set’s priests imbued the crypt thing with sentience.
Dread Wraith: Dread wraiths result when ordinary wraiths have spent decades or even centuries in the material plane, gaining strength and power as their hatred for the living grows ever stronger.
Exigua, Duergar Skeletal Warrior: ?
Fire Giant Skeleton Champion: ?
Fulcyst, Ghoul: Fulcyst, an entombed subpriest, was an appallingly evil man. He was among the longest-living survivors buried in the tomb and existed by devouring the other priests’ flesh. Finally, as he inhaled his last breath of stagnant air, Fulcyst pleaded with his dark lord for eternal life. Aurikus granted the wish, and Fulcyst’s body wasted away in death, withering into a ghoul.
Giant Squid Zombie: Even the relatively benign squid can be subject to the curse of undeath through necromancy or profane clerical spells.
A massive free-willed giant squid zombie lies in this chamber and attacks any who enter besides other undead and the two necromancers Occan and Kavali, who first animated it and still exercise some control over it.
Gunnvor, Fire Giant Skeletal Champion: ?
Haunt: The haunt is the spirit of a person who died before completing some vital task.
Huecuva, Undead Spirit of a Good Cleric Who Was Unfaithful to Their God and Turned to the Path of Evil Before Death: Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. They are condemned to roam the earth as robed undead.
These warriors are actually 3 huecuvas, undead priests who turned their back on their good-aligned deity of Iseleine. Their mission to destroy the temple of Orcus ended when the city was buried in the tsunami during the cataclysm (which might have even been caused by Iseleine to punish her wayward priests). As they slowly died of starvation within the wholly evil environment of the temple, the bronze darkskull of Orcus swayed them to reject the goddess who had abandoned them and left them to die.
Kamarupa, Distorted Soul of an Evil Priest Betrayed and Sacrificed to Their Deity: Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity.
Lavina Du Vaine, Ghost, Little Daughter, Adopted Daughter, Girl, Daughter, Little Ghost, Little Ghost Girl: Lavina Du Vaine was 11 years old when she died in 3487 I.R.
Her father, Lord Arnsworth Du Vaine, was a wealthy aristocrat, religious scholar, and wizard of some repute who proffered from the booming logging business in the hamlet of Carson’s Mill. In fact, Lord Arnsworth founded and owned the entire town, until he sold the land and split the business up and sold it for more than it was worth. His riches and status stretched the imaginations of even the greediest thieves. His wealth and leisure allowed him to research legends and myths — one of them being the fabled scepter of faiths lost during the War of Divine Discord in –579 I.R.
His only relative at that time was his much-younger half-sister, Averlyne, a reclusive spinster whose good looks were soured by her ill temper. Lord Arnsworth and Averlyne shared a father, but that was their only bond. In fact, she awaited the day when Arnsworth would shuffle off the mortal coil so she could take the family’s money to pay off the significant debts she had accumulated and owed to the Alantyr family in Bargarsport. Lord Arnsworth Du Vaine’s fortune was her key to buying a new life — or at least paying off the one she now found herself mired in.
But then fate threw her plans into chaos when an orphaned child appeared on Lord Arnsworth’s doorstep. Lord Arnsworth had spent his entire life alone, buried in books and commerce, withering away into an old man — but this unexpected child gave him a new perspective and filled his forlorn life with a joy he’d never known. He adopted the girl and named her Lavina after his beloved mother and showered her with whatever trinkets his money could buy. Her laughter filled his heart with joy and brought youthfulness back to his soul.
Lady Averlyne seethed at the thought of her money going to an outsider who had shown up out of the blue. The spinster hated Lavina with barely restrained rage, and she schemed from the start to get rid of this usurper. Averlyne was smart enough to know she couldn’t openly oppose her brother’s decision without being cut off by her doting half-sibling, however. Realizing his hold over the fortune, Averlyne resentfully accepted Lavina and called her “family” through gritted teeth. She called the girl much worse when Lord Arnsworth wasn’t around.
Lady Averlyne played the part of the aloof aunt for 10 years before her greed and desire — and mounting debts — finally overcame her. The fact that Lord Arnsworth — a man who had hovered near death’s door before the girl’s mysterious arrival — was now capering and laughing like a man half his age pushed Averlyne over the edge. With her debts threatening to overwhelm her, Averlyne had to act. Recent threats by the Alantyrs of Bargarsport fed her fears.
While Arnsworth traveled to the Island City of Jah Sezar to research details about the scepter of faiths and a lost temple known alternately as “Zendeth-Jan” or “Seraph,” Lady Averlyne devised a plan to kidnap Lavina and hold her for ransom. One night, Averlyne drugged the few members of the household staff with wine she had delivered via a courier who never knew her name. When the staff members were asleep in drugged blissfulness, Averlyne donned a demon-like boar’s mask and broke into the manor house. Her plan was to grab the girl out of her bedchamber and flee into the night with none the wiser. She would hand the girl over to brigands waiting to spirit her away — and who would kill her once Lord Arnsworth paid the ransom they demanded.
But Lavina awoke as the aging spinster crept into her bedroom. The demonic boar’s head was a nightmare made real to the little girl, who fled before the horrible visage, clutching her teddy bear to her in her panic.
Lady Averlyne couldn’t resist further tormenting the poor girl and pursued the terrified Lavina through the halls, screaming like a banshee behind her. Lavina shouted for help that never came as the servants slept unaware. Averlyne finally cornered the girl in the manor’s little-used subterranean cistern. While trying to hide from the demonic boar, Lavina slipped and fell to her death in the well beneath the house. Lady Averlyne was the only person there to watch the girl tumble and fall into the inky blackness.
Lich Shade: Lich shades are evil creatures who attempted to achieve lichdom but failed. The creature is not destroyed, nor does it become a lich, it becomes something in between.
Lord Arnsworth Du Vaine, Ghost, Father, Tortured Spirit, Troubled Spirit, Image, Apparition, Dead Religious Scholar: 3487 I.R. Lord Arnsworth’s adopted daughter Lavina vanishes while he is on a trip; Lord Arnsworth despairs after not uncovering her fate and hangs himself.
Devastated by this unexpected news, Lord Arnsworth returned immediately. But even with his magical powers and wealth, he never uncovered Lavina’s whereabouts or identified her kidnappers. Something blocked his magic, but he never suspected the answer was the lead cap right below his feet in the basement. Emotionally drained, Lord Arnsworth’s health crumbled as his age caught up with him at last. Leaving everything to his half-sister, Lord Arnsworth hung himself from the inner balcony of the manor’s tower in 3487 I.R.
His ghost can be put to rest by presenting proof that his daughter has been found and then exacting revenge on her killer.
If characters present the ghost with the stone of promises, Lavina’s stuffed bear, or her remains, the madness clouding Lord Arnsworth’s mind clears and he realizes his fate for the first time and finds peace. With this evidence, he gains his freedom from the necromantic ties binding him to the third floor.
It has been months since word came of my beloved daughter’s abduction. I’ve returned a broken man to a broken home. The joy she brought these halls is stilled now, her laughter gone. I hear her giggles in the halls still, but when I turn, my heart filling with joy, she is nowhere to be found.
My spirit is crushed; my heart is broken.
Deep in my soul, I fear she no longer lives, but even fickle death keeps her spirit hidden from me. I hope she awaits me when soon I cross the shrouded veil. That is the reunion I so desire.
My sister, dear Averlyne, I leave my wealth and home to you to care for until — and how I wish this as well! — Lavina should somehow return.
My life is lost, and I cannot bear to linger.
— Lord Arnsworth Du Vaine
Mohrg: They are the undead remnants of mortals who reveled in slaughter and slew innocents in life.
Mr. Giggles, Ghost Cat Familiar, Yellow-Striped Cat, Feline Guardian: ?
Nightwalker: ?
Skeleton Knight, Skeletal Knight: A skeletal knight returns from beyond when called to defend its master once again.
Spirit Naga Lich: ?
Swarm of Undead Bats: A priest driven mad by days of being buried alive animated the poor creatures to liven up his final moments.
Swarm of Undead Rats: A priest driven mad by days of being buried alive animated the poor creatures to liven up his final moments.
Zombie Shadow Hunter: On Day 3 of the Convocation of Radiance, the dark gods resurrect the spirit of Master Zillious’ serpent companion to destroy the characters. The snake returns as a zombie shadow hunter as various bones and the destroyed flesh of the wall of eyes (Area 5-1 in the evil version of the temple) reconstitute themselves into the 30-foot-long serpent.
Anc-Salmara, Ancient Specter, Former Priest of Set, Spirit: ?
Dromgool, The Motleys, Bhuta, Slain Human Fighter, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: This slain human fighter harbors a burning hatred of Lady Averlyne — and is one of the reasons why the woman doesn’t visit the manor these days. Lady Averlyne poisoned the burly man, then tried to drown him in a soup bowl when he collapsed unconscious at the table. She finally sliced his body apart out of spite when he didn’t die fast enough to suit her. Dromgool haunts the manor grounds as a bhuta A1 that rises from the compost heap whenever he feels Lady Averlyne’s presence.
Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Bleeding Horror Minotaur, Undead Hunter, Beast, Undead Monstrosity: ?
Vinclaira the Loyal, Blood Wight, Undead Hunter: ?
Bloody Bones, Six-Foot-Tall Evil Undead Spirit: ?
Bloody Skeletal Dire Tiger, Large Tiger Skeleton: ?
Cadaver, Angry Undead: ?
Cadaver, Undead Skeletal Remains of a Person Who Has Been Buried Alive: ?
Cadaver, Undead Skeletal Remains of a Person Who Has Been Given an Improper Burial: ?
Crawling Hand, Horrid Necromantic Creation, Severed Servant, Severed Hand, Crawling Claw: ?
Crypt Thing, Cursed Individual Guardian: ?
Fire Giant Skeletal Champion, Truly Terrifying Presence: ?
Giant Squid Zombie, Massive Free-Willed Giant Squid Zombie: ?
Gorgi, The Motleys, Haunt, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: This wily thief felt it was his “mission” to recover the stone of promises A2 — and then make off with the treasure for himself. Lady Averlyne killed him with his own lockpicks, piercing his organs with the slivers of metal. The young thief now wanders the manor as a haunt that still seeks the stone of promises. Gorgi’s spirit can be put to rest by showing him the stone.
Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Huecuva, Robed Undead: ?
Huecuva, Elvish Warrior, Undead Priest, Evil Undead, Protector, Guardian: ?
Kamarupa, Undead Creature Whose Gaze Strikes Fear in the Hearts of Even the Bravest, Spirit: ?
Kirolansh, Kamarupa, Dangerous Kamarupa: Naleshwar and his followers sacrificed Kirolansh, a high priest of Set, to the god of darkness. The angry Kirolansh’s enraged sprit soon returned as a kamarupa A1 but was unable to cross the seals Naleshwar used to protect the room.
Livonia Tols, Lich Shade: Livonia Tols (NE female lich shade) failed to become a lich but her newfound powers allowed her to rise up through the ranks of the Dogs of Orcus.
Lich Shade, Evil Creature Who Attempted to Achieve Lichdom But Failed: ?
Mohrg, Animated Skeleton With Living Writhing Entrails: ?
Leonidas, Large Mohrg: The hollow tower is the home of two of Akruel’s most feared assassins. Leonidas and Creighton once were ogre mages who assassinated local rulers and squelched uprisings of villagers who rejected Akruel’s reign. As Al-Sifon fell, Shah Rasalt cornered the murderers in their tower home. Several weeks after Leonidas and Creighton were slain, they reappeared as 2 large mohrgs (use mohrg A1 statblock with 204 [24d10 + 72] hit points, slam +8 attack, 30 [8d6 + 4] bludgeoning damage, DC 16 Constitution save against tongue attack) to haunt and terrorize looters.
Creighton, Large Mohrg: The hollow tower is the home of two of Akruel’s most feared assassins. Leonidas and Creighton once were ogre mages who assassinated local rulers and squelched uprisings of villagers who rejected Akruel’s reign. As Al-Sifon fell, Shah Rasalt cornered the murderers in their tower home. Several weeks after Leonidas and Creighton were slain, they reappeared as 2 large mohrgs (use mohrg A1 statblock with 204 [24d10 + 72] hit points, slam +8 attack, 30 [8d6 + 4] bludgeoning damage, DC 16 Constitution save against tongue attack) to haunt and terrorize looters.
Benjaldu, Nightwalker, Al-Sifon's Most Imposing Inhabitant, Collective Being of Pure Evil and Negative Energy Formed From the Undying Will of the Undead: ?
Nightwalker, Extraplanar Undead Creature: ?
Avnahei, Spirit Naga Lich, Horror, Ancient Naga, Master Tactician, General: ?
Spirit Naga Lich, Undead Naga, Powerful Spellcaster: ?
Swarm of Undead Bats, Zombie Bats, Undead Bats, Unfortunate Undead Animals, Poor Things: ?
Swarm of Undead Rats, Zombie Rats, Desiccated Rats, Unfortunate Undead Animals, Poor Things: ?
Zombie Shadow Hunter, Massive Rotting Serpent: ?
Zombie Shadow Hunter, 30-Foot-Long Serpent, Monstrous Zombie Shadow Hunter: ?
Undead, Undead Creature, Undead Entity: Those slain by the death-priest rose in death to swell the ranks of his undead army.
A shallow, freshly dug, cone-shaped depression around the monument contains the bodies of jungle villagers and other unfortunates in a grisly mass grave. The bodies are being readied for future animation as undead. Many of the corpses show signs of ritual deaths and even cannibalism.
Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.
Undead Minion: ?
Undead Hunter: ?
Undead Warrior: ?
Reawakened Undead: ?
Free-Willed Undead: Akruel’s tomb is filled with the remnants of unspeakable evil. After being sealed inside the crypt by Shah Rasalt’s men, many of Aurikus’ followers tried to escape but found that Rasalt had further sealed them into the tomb by burying the entire structure under tons of dirt and stone. Eventually, fear, exhaustion, dehydration, and hunger — not to mention vicious infighting that killed many worshippers — took its toll on the buried faithful of Aurikus. Still, some of the more powerful cultists eluded death, and their anger transformed them into free-willed undead who remain trapped within, awaiting release.
Restless Undead: ?
Undead Laborer: ?
Undead Servitor of Set, Evil Undead: ?
Biting Undead Serpent: ?
Undead Attacker: ?
Undead Ant: ?
Undead Inhabitant: ?
Evil Undead Creature: ?
Lesser Undead: ?
Undead Companion: ?
Common Undead: ?
More Sinister Undead: ?
Sentient Undead: ?
Horrible Undead: Stone of Promises magic item.
Corporeal Undead, Corporeal Undead Creature: ?
Undead Soldier: Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.
Undead General: Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.
Apparition: These benign spirits are merely manifestations of evil souls who did not have the power to fully return as more sinister undead.
Apparition, Ghost-Like Humanoid, Spirit, Benign Spirit, Manifestation of an Evil Soul: ?
Ghostly Apparition: ?
Banshee: Akruel wed the elven women when he was alive and killed all of them when he became a vampire.
Banshee, Angry Banshee, Former Bride of Akruel Rathamon: ?
Ghast: The Totem of the Unburied Horde — originally a monument designating this as unhallowed ground — now channels negative energy. The pillar also creates undead as the spell four times each night on any corpses brought into the cemetery. Anyone slain within the cemetery faces a worse fate. They immediately rise as a ghoul (if under 4 hit dice) or as a ghast (4 hit dice and over) and retain any class abilities thanks to Orcus’ evil will.
This room’s back wall bears a carved stone humanoid skull with long ram horns curving from its forehead. A long stone tongue extends out of the skull’s toothy maw and points toward the floor. Thick olive ooze drips down the tongue into a five-foot-deep stone basin carved into the floor. The unidentifiable substance bubbles unctuously, and greenish fumes rise from the bowl. The disgusting slime swirls as if disturbed from below.
The sludge is aptly named the Ichors of Orcus. The mucus appears from the statue’s mouth although no discernible font can be found. Destroying the effigy is the only way to stop the sludge from oozing out. It has AC 18, a damage threshold of 10, and 240 hit points.
The slime has several properties while within the transept. Any contact with living flesh immediately inflicts a hideous plague unless the creature makes a DC 17 Constitution saving throw. Any creature that fails the save slowly becomes a ghoul (under 4 hit dice) or a ghast (4 hit dice or above) over four hours. Only a DC 20 Wisdom (Medicine) check followed by a wish can cure the affliction. Consuming the substance immediately inflicts the deadly curse (no save). The victim retains its abilities and switches to a Chaotic Evil alignment. The transformation starts at the point of contact and spreads across the victim’s body. The affliction deals one-quarter of the victim’s total hit points every hour until death. The corpse returns as an undead creature in 1d4 rounds. The high priests say the viscous fluid originates from Orcus’ blood and bile.
Makat, Ghast, Undead Hunter, Evil Creature, Twin Sibling: Akruel created these evil creatures and set them to stop any creatures who might be following him.
Ash, Ghast, Undead Hunter, Evil Creature, Twin Sibling: Akruel created these evil creatures and set them to stop any creatures who might be following him.
Ghast, Lesser Undead: ?
Ghast Soldier: ?
Conjured Ghast: ?
Ghost, Basic Ghost: Ghost Spike
These sharpened 20-foot-tall stone spikes stand randomly about Al-Sifon. Akruel sacrifices villagers to Aurikus on these enchanted spikes by placing their living bodies atop the sharpened points and letting gravity drag the screaming victims toward the ground. Skeletal bodies rest on the ground, spitted by the spike, while fresher bodies lie atop them. Each spike anchors the spirit of the dead sacrificed upon it to create a crowd of ghosts that defend the ground within a 300-foot-radius around the spike. A spike must be destroyed in order for the ghosts to rest. Each spike has 1d6 + 3 ghosts anchored to it.
Evasheen, Splintered Ghost: Evasheen was the necromancer Occan’s devoted wife, but his descent into necromancy and the cult of Orcus forced her to look elsewhere for affection. She carried on an affair for many months as Occan perfected his arts. But when the necromancer eventually discovered her infidelities, he poisoned both his wife and her lover.
Occan could not stand that she had acted against him. Using the necromantic arts, he killed her then animated her body as a zombie, but his tampering awakened Evasheen’s spirit. Her murder and that of her lover angered her even from beyond the grave. With the final insult to her corpse, Evasheen manifested as a splintered ghost eternally tied to her desecrated body (which wears a white silk evening gown).
The Motleys, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Mistress Evlyn Willard, The Motleys, Ghost With Wisdom 16, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Raldrich, The Motleys, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Shenirac, Ghost: If previously slain, [the devil dog] Shenirac’s ghost follows characters, although it cannot attack.
Garby, The Motleys, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: Lady Averlyne garroted this elven ranger, and his bloody throat gapes open as his ghost moves.
Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Loretto, The Motleys, Ghost With 16 Strength, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: Loretto was the first victim of Lady Averlyne’s rage after he failed to retrieve the stone of promises more than 25 years ago. Once a young and virtuous paladin, he fell for her lusty wiles and deception. Entwined in her schemes, Loretto fell from grace as Averlyne lured her young lover from righteousness. After his failures became apparent, however, Lady Averlyne attempted to poison him. He resisted the worst effects but couldn’t fight off her minions as they hacked him to pieces in the Covet.
Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Flour Ghost, Puff of White Flour, Vaguely Humanoid Shape, Shifting Form: ?
Ghostly Reveler, Ghostly Diner: ?
Ghostly Hands: ?
Ghostly Adventurer: ?
Shade, Silent Ghostly Image, Slain Servant: ?
Non-Threatening Ghost: ?
Ghostly Figure of a Long Dead Priest, Ghost, Ghostly Presence, Ghostly Priest: ?
Ghostly Hyena: ?
Shah Rasalt, Greatest of Arden's Champions, Victor of the War of Divine Discord, Ghost, Ghostly Form of an Old Man, Ghostly Figure, Imposing Man With a Long Beard, Ghostly Warrior: ?
Ghostly Lion, Spirit, Beast: ?
Ghostly Cat, Ghostly Feline: ?
Ghost Spawn: Ghost Ghost Spawn power.
Ghostly Presence: ?
Ghoul: The Totem of the Unburied Horde — originally a monument designating this as unhallowed ground — now channels negative energy. The pillar also creates undead as the spell four times each night on any corpses brought into the cemetery. Anyone slain within the cemetery faces a worse fate. They immediately rise as a ghoul (if under 4 hit dice) or as a ghast (4 hit dice and over) and retain any class abilities thanks to Orcus’ evil will.
This room’s back wall bears a carved stone humanoid skull with long ram horns curving from its forehead. A long stone tongue extends out of the skull’s toothy maw and points toward the floor. Thick olive ooze drips down the tongue into a five-foot-deep stone basin carved into the floor. The unidentifiable substance bubbles unctuously, and greenish fumes rise from the bowl. The disgusting slime swirls as if disturbed from below.
The sludge is aptly named the Ichors of Orcus. The mucus appears from the statue’s mouth although no discernible font can be found. Destroying the effigy is the only way to stop the sludge from oozing out. It has AC 18, a damage threshold of 10, and 240 hit points.
The slime has several properties while within the transept. Any contact with living flesh immediately inflicts a hideous plague unless the creature makes a DC 17 Constitution saving throw. Any creature that fails the save slowly becomes a ghoul (under 4 hit dice) or a ghast (4 hit dice or above) over four hours. Only a DC 20 Wisdom (Medicine) check followed by a wish can cure the affliction. Consuming the substance immediately inflicts the deadly curse (no save). The victim retains its abilities and switches to a Chaotic Evil alignment. The transformation starts at the point of contact and spreads across the victim’s body. The affliction deals one-quarter of the victim’s total hit points every hour until death. The corpse returns as an undead creature in 1d4 rounds. The high priests say the viscous fluid originates from Orcus’ blood and bile.
Ghoul, Worshipper: ?
Gillespy, Ghoul: ?
Lacedon, Aquatic Ghoul: ?
Unfortunate Ghoul: ?
Ghoul Soldier: ?
Ghoul Lord: ?
Haunting, Ghostly Occurence: Various rooms in the chateau are imbued with ghostly energies where unexplained disturbances regularly occur.
Naleshwar, Lich: ?
Lich-Like Undead Figure: ?
Rayne D’Anzeray, Lich, Lich Necromancer 18: The necromancer Rayne D’Anzeray discovered Akruel’s tomb in Lessef and unleashed the evil death-priest upon the world. Akruel granted the spellcaster greater power, and Rayne quickly transformed himself into a lich to better serve his new master.
Lich, Shaenkue the Eternal: ?
Demilich of Horrific Power: ?
Lich: Tomes and notes on the desk describe in detail the rituals and materials needed to achieve lichdom. The research books are worth 50,000 gp, although the subject matter is decidedly evil.
Mummy: ?
Modified Mummy: Set’s power imbues these corpses with his dark energies to grant them unlife to destroy the scepter of faiths.
Modified Mummy, Servitor of Set, Undead Hunter, Undead Gnoll Mummy: ?
Qilakitsoque, Mummy Lord, Angry Mummy: ?
Mummy Lord: ?
Poltergeist: ?
Shadow: ?
Greater Shadow: ?
Skeleton: Rayne animated the skeletons in the niches before leaving the tomb three days ago with Akruel.
Ghost Summon Corpse power.
Skeleton, Undead Hunter, Evil Creature: ?
Floating Skull of a Past Lover: ?
Skeletal Hydra: The necromancer Kavali found the hydra’s skeletal remains while exploring these ruins. She freed the zombie squid under her control (Area U2) and created the skeletal hydra (use hydra statblock with undead fortitude [upon reaching 0 hp, Constitution saving throw with DC 5 + damage taken, then drop to 1 hp], immunity to exhaustion, poisoned, and poison) to serve as a guard.
Skeletal Hydra, Massive Skeletal Beast With Five Heads: ?
Skeleton, Assistant to Set's Priests: ?
Animated Skeletal Fish: ?
Minotaur Skeleton: ?
Dead Mount: Bridle of Bone magic item.
Dead Mount, Animated Creature: ?
Roscella, Specter, Restless Spirit: ?
Specter: Dread Wraith Create Specter power.
Maldito K'iin, Vampire, Human Vampire, Undead Hunter, Creature of the Night: Maldito lived in the village of Ceza’ Atan in the jungle before he was turned into a creature of the night by Akruel’s minions.
Chuglirk, Vampire Spawn: Chuglirk once was a promising dwarven smuggler hired to transport a wooden box into the sewers. His curiosity and greed overtook his better senses, and he opened the crate. The creature within transformed him into his current state.
Vampire Sire: ?
Valmont De Shade, Vampire, Boogeyman, Evil Stranger, Vampire Minstrel: ?
Ruetul Ka’ Mhet, Minotaur Vampire, Vampire: ?
Vampire: ?
Vampire Spawn: The stone basin is where the blood drained from victims to create vampire spawn is held.
A bloated, 16-foot-tall statue of Orcus assembled from various pieces of flesh and animal parts stands on a central dais consisting of three wide steps. Writhing humans engaged in obscene rituals and chants rest on the floor surrounding the figure. A single human female kneels before the statue as she leads the throng. Several cultists are devouring and drinking blood from still-living victims. The group consists of 6 sub-priests (priest), 4 vampire spawn, and Chá Ookna A1, a vampiric oni. Chá Ookna remains in human form and uses her domination ability to enslave the strongest fighters. She is a new recruit to the Nether Sepulcher but remains untested. She flees if the battle goes against her. Surviving amid the mass of bodies are 4 villagers (commoners). Six other villagers rise as vampire spawn in 1d4 days if precautions are not taken.
A humanoid slain in this way [by Akruel's bite attack] and then buried in the ground rises the following night as a vampire spawn under Akruel Rathamon’s control.
A humanoid slain in this way [by Cha Ookna's bite attack] and then buried in the ground rises the following night as a vampire spawn under the oni’s control.
A humanoid slain in this way [by a vampiric gargoyle's bite attack] and then buried in the ground rises the following night as a creature spawn under the vampiric gargoyle’s control.
Thyca Bane, Vampire, Vampire Priestess: ?
Higher Status Vampire: ?
Vampiric Gargoyle: ?
Wight: ?
Polson, Wight, Undead Sailor: Nine sets of rusty manacles hang from the stone walls. One set is missing, with the stone wall broken and pulled outward to expose bare dirt. All the remaining manacles are attached five feet above the low-water mark, but well below the point the water reaches when the tide rolls in. Criminals sentenced to die are chained to the wall during low tide, and their bodies are removed after high tide recedes. A drain in the floor leads to the lower sewers. Harga realizes the well is a cruel way to die, but many of the people she is forced to put into the well truly deserve their fate. She helps others who simply crossed the wrong person escape into the underground.
An innocent sailor named Polson was the well’s latest victim. Accused of vile acts of piracy, Polson drowned as the tide rolled in. But his anger and hatred burned even after his death, turning him into a wight. After his death, the undead sailor yanked his chains from the wall and now wanders the abandoned tunnels.
Will-o'-Wisp: ?
Will-o'-Wisp, Malevolent Creature: ?
Neyshabu, Wraith: After the mage was killed in the cataclysm that sank the city, Neyshabu returned as a wraith to again command the zombie.
Wraith, Ordinary Wraith: Each round a character is on the [negative energy] plane, he or she must make a DC 17 Constitution saving throw or gain a negative level. If a creature’s negative levels equal its current levels or Hit Dice, it dies and becomes a wraith.
Zombie: A priest of Orcus named Daznashal the Vicious created the zombies to help him deliver treasure to a skum city deep under the swamp.
A humanoid slain by this [blood 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.
Mohrg's Create Spawn power.
Ghost Summon Corpse power.
Zombie, Undead Hunter, Evil Creature: ?
Zombie, Zombie Servant, Bloated Undead, Zombie Rower: ?
Zombie, Zombie Minion: ?
Shuffling Zombie: ?
Hill Giant Zombie: ?
Hill Giant Zombie, Massive Zombie, Guardian, Giant Corpse, Giant Zombie: ?
Zombie, Zombie Guard: ?
Evasheen, Zombie, Animated Corpse: Evasheen was the necromancer Occan’s devoted wife, but his descent into necromancy and the cult of Orcus forced her to look elsewhere for affection. She carried on an affair for many months as Occan perfected his arts. But when the necromancer eventually discovered her infidelities, he poisoned both his wife and her lover.
Occan could not stand that she had acted against him. Using the necromantic arts, he killed her then animated her body as a zombie, but his tampering awakened Evasheen’s spirit. Her murder and that of her lover angered her even from beyond the grave. With the final insult to her corpse, Evasheen manifested as a splintered ghost eternally tied to her desecrated body (which wears a white silk evening gown).
Zombie Serpent, Diminutive Zombie, Serpent, Snake, Snake Zombie: ?
Zombie, Mummimfied Zombie: ?
Zombie, Non-Intelligent Guardian: ?
Young White Dragon Zombie, Undead White Dragon, Decaying White Dragon, Beast: ?
Frozen Troll Zombie: ?
Bugbear Zombie: ?
Zombie, Full Skin of a Man: ?
Ogre Zombie: ?
Zombie, Veil-Clad Woman: ?
Zombie, Zombie Servant: ?
Burning Ghat: ?
Cinder Ghoul: ?
Lantern Goat: ?
Create Spawn. Humanoid creatures killed by a mohrg rise immediately as zombies under the mohrg’s control. The sudden bloom of unlife when a mohrg’s victim dies and becomes a zombie causes a surge of negative energy to flow through the mohrg. Whenever a mohrg creates a zombie in this manner, it is healed 1d6 hit points per hit die possessed by the slain creature and gains advantage on attack rolls, saving throws and ability checks until the end of its next turn.
Create Specter. The dread wraith targets a humanoid within 10 feet of it that has been dead for no longer than one 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 dread wraith’s control. The dread wraith can have no more than seven specters under its control at one time.
Ghost Spawn. Creatures slain by the ghost return within 2d4 days under the ghost’s control. A ghost with this power can create and control up to five spawn. Spawns have half the original creature’s hit dice. These ghosts cannot rejuvenate. The original ghost can release them at any time. These ghosts do not necessarily have to follow the creator ghost’s alignment.
Summon Corpse. Once per week, the ghost can animate a zombie or skeleton to do its bidding. The corpse has no special abilities but has advantage on Wisdom saving throws. The ghost can freely enter the corpse and even speak through it. Slaying the corpse or turning it has no adverse effect on the ghost.
Bridle of Bone
Wondrous item, rare
You may use an action to place this bridle made of bone and sinew on any dead mount. When you do, it animates for as long as you hold the reins. The animated creature has the stats of a zombie or skeleton (your choice). The bridle has unlimited uses per day but can animate only one mount at a time. The mount unerringly follows the command of the wielder. If for any reason the reins fall from the wielder’s grasp or the creature drops to zero hit points, the mount immediately returns to its dead state. A dead creature can be animated only once by the bridle. The mount can be ridden or used to pull a carriage.
Stone of Promises
Wondrous item, legendary (requires attunement)
The stone of promises is a heart-shaped ruby slightly smaller than a child’s fist. It is set in a platinum frame with a matching intertwining chain. The stone of promises has one power: When you die, the stone grants you a wish that you can use as a reaction. The stone sustains you with just enough energy for one last request as long as its magic is called upon immediately following the fatal blow.
This “last request” comes with a very high price indeed. You instantly perish and cannot be raised from the dead or otherwise be brought back to life short of divine intervention.
The stone of promises may grant a wish no more than once per year. The wish cannot be used to return life to the dying owner, but it can return another person to life. The stone does not grant a wish to those who take their own life, although the owner may not be aware of this clause.
You are encouraged to be creative when granting the wish. Amend and rework the last desire in any way appropriate. For instance, if revenge is requested, the owner’s body may return as a revenant or other horrible undead to exact the foul deed.
The tide of war ebbed and flowed, as it does, and Akruel’s fanatical forces in –583 I.R. couldn’t stem the good-aligned people rising against the death-cult leader. As his enemies rallied and marched by the thousands against Al-Sifon, the death-priest retreated to the place where his conquest began. He knew that death finally stood upon his doorstep. Not willing to give up — despite Aurikus whispering promises of the pleasures of death in his ear — Akruel devised one final plan to stave off the inevitable and to regain his master’s trust: He’d take his own life on his own terms before his enemies could do it.
Akruel brought together his remaining priests and together they crafted a heart composed of lifeless flesh and enchanted with the powers of hell. In the darkest hour of the coldest night under a lunar eclipse in –582 I.R., the priests raised their voices in a ritual chant and drew Akruel’s tainted soul into the abhorrent flesh. For a brief moment, the forces of good got their wish: The death-priest died. But as the moon slid from the grasp of penumbral shadows, the Frore Heart pulsed with a hellish might as immortal blood and Aurikus’ evil flowed anew through Akruel’s veins. Akruel’s body convulsed as the Frore Heart forever after claimed his soul.
Aurikus’ dark blessing transformed Akruel into the most ancient of undead: a vampire lord.
Aliak Tal Ashon, Ghost Cleric, Master of Necromancy: To lay her soul to rest, Aliak Tal Ashon’s body must be properly cremated and her remains interred. Characters could accomplish this by placing her ashes in an urn and placing the urn in an empty niche within the crypt.
Aliak Tal Ashon was a promising young Brood member. Her stance and beauty guaranteed her a quick rise in power. Jealous and fearful of her potential, the other members of the Brood of Hecate at the time sacrificed Aliak and left her body unburied in one of the many hidden crypt rooms below Abhor Brazier. The chamber was sealed to further the humiliation. Aliak returned a week later to slay the Brood member who drove the dagger into her body.
Ancient Specter: Specters who remain in the living world for long periods evolve into more powerful and bitterly angry beings who vent their rage and frustration on the living.
Bhuta: The spirit of a murdered person often possesses its original body to exact revenge on its killers.
Bleeding Horror Minotaur: ?
Blood Wight: ?
Bloody Bones: The skeletal remains of one of Lady Averlyne’s lovers rests at the bottom of the tub. She butchered the man while he bathed. Powerful negative energies changed the slain lover into a bloody bones A1 that oozes in the rotten sewage it now lies within.
Bloody Skeletal Dire Tiger: ?
Bodak: ?
Cadaver: Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial.
Cha Ookna, Vampiric Oni, Ogre Mage Vampire, New Recruit: ?
Crawling Hand: Crawling hands are horrid necromantic creations that wander darkened areas, often crypts, in search of living prey to choke the life out of them.
Crimthann the Putrid, Ghast Lord High Priest, Leader: ?
Crypt Thing: Through dark rituals, Set’s priests imbued the crypt thing with sentience.
Dread Wraith: Dread wraiths result when ordinary wraiths have spent decades or even centuries in the material plane, gaining strength and power as their hatred for the living grows ever stronger.
Exigua, Duergar Skeletal Warrior: ?
Fire Giant Skeleton Champion: ?
Fulcyst, Ghoul: Fulcyst, an entombed subpriest, was an appallingly evil man. He was among the longest-living survivors buried in the tomb and existed by devouring the other priests’ flesh. Finally, as he inhaled his last breath of stagnant air, Fulcyst pleaded with his dark lord for eternal life. Aurikus granted the wish, and Fulcyst’s body wasted away in death, withering into a ghoul.
Giant Squid Zombie: Even the relatively benign squid can be subject to the curse of undeath through necromancy or profane clerical spells.
A massive free-willed giant squid zombie lies in this chamber and attacks any who enter besides other undead and the two necromancers Occan and Kavali, who first animated it and still exercise some control over it.
Gunnvor, Fire Giant Skeletal Champion: ?
Haunt: The haunt is the spirit of a person who died before completing some vital task.
Huecuva, Undead Spirit of a Good Cleric Who Was Unfaithful to Their God and Turned to the Path of Evil Before Death: Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. They are condemned to roam the earth as robed undead.
These warriors are actually 3 huecuvas, undead priests who turned their back on their good-aligned deity of Iseleine. Their mission to destroy the temple of Orcus ended when the city was buried in the tsunami during the cataclysm (which might have even been caused by Iseleine to punish her wayward priests). As they slowly died of starvation within the wholly evil environment of the temple, the bronze darkskull of Orcus swayed them to reject the goddess who had abandoned them and left them to die.
Kamarupa, Distorted Soul of an Evil Priest Betrayed and Sacrificed to Their Deity: Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity.
Lavina Du Vaine, Ghost, Little Daughter, Adopted Daughter, Girl, Daughter, Little Ghost, Little Ghost Girl: Lavina Du Vaine was 11 years old when she died in 3487 I.R.
Her father, Lord Arnsworth Du Vaine, was a wealthy aristocrat, religious scholar, and wizard of some repute who proffered from the booming logging business in the hamlet of Carson’s Mill. In fact, Lord Arnsworth founded and owned the entire town, until he sold the land and split the business up and sold it for more than it was worth. His riches and status stretched the imaginations of even the greediest thieves. His wealth and leisure allowed him to research legends and myths — one of them being the fabled scepter of faiths lost during the War of Divine Discord in –579 I.R.
His only relative at that time was his much-younger half-sister, Averlyne, a reclusive spinster whose good looks were soured by her ill temper. Lord Arnsworth and Averlyne shared a father, but that was their only bond. In fact, she awaited the day when Arnsworth would shuffle off the mortal coil so she could take the family’s money to pay off the significant debts she had accumulated and owed to the Alantyr family in Bargarsport. Lord Arnsworth Du Vaine’s fortune was her key to buying a new life — or at least paying off the one she now found herself mired in.
But then fate threw her plans into chaos when an orphaned child appeared on Lord Arnsworth’s doorstep. Lord Arnsworth had spent his entire life alone, buried in books and commerce, withering away into an old man — but this unexpected child gave him a new perspective and filled his forlorn life with a joy he’d never known. He adopted the girl and named her Lavina after his beloved mother and showered her with whatever trinkets his money could buy. Her laughter filled his heart with joy and brought youthfulness back to his soul.
Lady Averlyne seethed at the thought of her money going to an outsider who had shown up out of the blue. The spinster hated Lavina with barely restrained rage, and she schemed from the start to get rid of this usurper. Averlyne was smart enough to know she couldn’t openly oppose her brother’s decision without being cut off by her doting half-sibling, however. Realizing his hold over the fortune, Averlyne resentfully accepted Lavina and called her “family” through gritted teeth. She called the girl much worse when Lord Arnsworth wasn’t around.
Lady Averlyne played the part of the aloof aunt for 10 years before her greed and desire — and mounting debts — finally overcame her. The fact that Lord Arnsworth — a man who had hovered near death’s door before the girl’s mysterious arrival — was now capering and laughing like a man half his age pushed Averlyne over the edge. With her debts threatening to overwhelm her, Averlyne had to act. Recent threats by the Alantyrs of Bargarsport fed her fears.
While Arnsworth traveled to the Island City of Jah Sezar to research details about the scepter of faiths and a lost temple known alternately as “Zendeth-Jan” or “Seraph,” Lady Averlyne devised a plan to kidnap Lavina and hold her for ransom. One night, Averlyne drugged the few members of the household staff with wine she had delivered via a courier who never knew her name. When the staff members were asleep in drugged blissfulness, Averlyne donned a demon-like boar’s mask and broke into the manor house. Her plan was to grab the girl out of her bedchamber and flee into the night with none the wiser. She would hand the girl over to brigands waiting to spirit her away — and who would kill her once Lord Arnsworth paid the ransom they demanded.
But Lavina awoke as the aging spinster crept into her bedroom. The demonic boar’s head was a nightmare made real to the little girl, who fled before the horrible visage, clutching her teddy bear to her in her panic.
Lady Averlyne couldn’t resist further tormenting the poor girl and pursued the terrified Lavina through the halls, screaming like a banshee behind her. Lavina shouted for help that never came as the servants slept unaware. Averlyne finally cornered the girl in the manor’s little-used subterranean cistern. While trying to hide from the demonic boar, Lavina slipped and fell to her death in the well beneath the house. Lady Averlyne was the only person there to watch the girl tumble and fall into the inky blackness.
Lich Shade: Lich shades are evil creatures who attempted to achieve lichdom but failed. The creature is not destroyed, nor does it become a lich, it becomes something in between.
Lord Arnsworth Du Vaine, Ghost, Father, Tortured Spirit, Troubled Spirit, Image, Apparition, Dead Religious Scholar: 3487 I.R. Lord Arnsworth’s adopted daughter Lavina vanishes while he is on a trip; Lord Arnsworth despairs after not uncovering her fate and hangs himself.
Devastated by this unexpected news, Lord Arnsworth returned immediately. But even with his magical powers and wealth, he never uncovered Lavina’s whereabouts or identified her kidnappers. Something blocked his magic, but he never suspected the answer was the lead cap right below his feet in the basement. Emotionally drained, Lord Arnsworth’s health crumbled as his age caught up with him at last. Leaving everything to his half-sister, Lord Arnsworth hung himself from the inner balcony of the manor’s tower in 3487 I.R.
His ghost can be put to rest by presenting proof that his daughter has been found and then exacting revenge on her killer.
If characters present the ghost with the stone of promises, Lavina’s stuffed bear, or her remains, the madness clouding Lord Arnsworth’s mind clears and he realizes his fate for the first time and finds peace. With this evidence, he gains his freedom from the necromantic ties binding him to the third floor.
It has been months since word came of my beloved daughter’s abduction. I’ve returned a broken man to a broken home. The joy she brought these halls is stilled now, her laughter gone. I hear her giggles in the halls still, but when I turn, my heart filling with joy, she is nowhere to be found.
My spirit is crushed; my heart is broken.
Deep in my soul, I fear she no longer lives, but even fickle death keeps her spirit hidden from me. I hope she awaits me when soon I cross the shrouded veil. That is the reunion I so desire.
My sister, dear Averlyne, I leave my wealth and home to you to care for until — and how I wish this as well! — Lavina should somehow return.
My life is lost, and I cannot bear to linger.
— Lord Arnsworth Du Vaine
Mohrg: They are the undead remnants of mortals who reveled in slaughter and slew innocents in life.
Mr. Giggles, Ghost Cat Familiar, Yellow-Striped Cat, Feline Guardian: ?
Nightwalker: ?
Skeleton Knight, Skeletal Knight: A skeletal knight returns from beyond when called to defend its master once again.
Spirit Naga Lich: ?
Swarm of Undead Bats: A priest driven mad by days of being buried alive animated the poor creatures to liven up his final moments.
Swarm of Undead Rats: A priest driven mad by days of being buried alive animated the poor creatures to liven up his final moments.
Zombie Shadow Hunter: On Day 3 of the Convocation of Radiance, the dark gods resurrect the spirit of Master Zillious’ serpent companion to destroy the characters. The snake returns as a zombie shadow hunter as various bones and the destroyed flesh of the wall of eyes (Area 5-1 in the evil version of the temple) reconstitute themselves into the 30-foot-long serpent.
Anc-Salmara, Ancient Specter, Former Priest of Set, Spirit: ?
Dromgool, The Motleys, Bhuta, Slain Human Fighter, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: This slain human fighter harbors a burning hatred of Lady Averlyne — and is one of the reasons why the woman doesn’t visit the manor these days. Lady Averlyne poisoned the burly man, then tried to drown him in a soup bowl when he collapsed unconscious at the table. She finally sliced his body apart out of spite when he didn’t die fast enough to suit her. Dromgool haunts the manor grounds as a bhuta A1 that rises from the compost heap whenever he feels Lady Averlyne’s presence.
Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Bleeding Horror Minotaur, Undead Hunter, Beast, Undead Monstrosity: ?
Vinclaira the Loyal, Blood Wight, Undead Hunter: ?
Bloody Bones, Six-Foot-Tall Evil Undead Spirit: ?
Bloody Skeletal Dire Tiger, Large Tiger Skeleton: ?
Cadaver, Angry Undead: ?
Cadaver, Undead Skeletal Remains of a Person Who Has Been Buried Alive: ?
Cadaver, Undead Skeletal Remains of a Person Who Has Been Given an Improper Burial: ?
Crawling Hand, Horrid Necromantic Creation, Severed Servant, Severed Hand, Crawling Claw: ?
Crypt Thing, Cursed Individual Guardian: ?
Fire Giant Skeletal Champion, Truly Terrifying Presence: ?
Giant Squid Zombie, Massive Free-Willed Giant Squid Zombie: ?
Gorgi, The Motleys, Haunt, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: This wily thief felt it was his “mission” to recover the stone of promises A2 — and then make off with the treasure for himself. Lady Averlyne killed him with his own lockpicks, piercing his organs with the slivers of metal. The young thief now wanders the manor as a haunt that still seeks the stone of promises. Gorgi’s spirit can be put to rest by showing him the stone.
Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Huecuva, Robed Undead: ?
Huecuva, Elvish Warrior, Undead Priest, Evil Undead, Protector, Guardian: ?
Kamarupa, Undead Creature Whose Gaze Strikes Fear in the Hearts of Even the Bravest, Spirit: ?
Kirolansh, Kamarupa, Dangerous Kamarupa: Naleshwar and his followers sacrificed Kirolansh, a high priest of Set, to the god of darkness. The angry Kirolansh’s enraged sprit soon returned as a kamarupa A1 but was unable to cross the seals Naleshwar used to protect the room.
Livonia Tols, Lich Shade: Livonia Tols (NE female lich shade) failed to become a lich but her newfound powers allowed her to rise up through the ranks of the Dogs of Orcus.
Lich Shade, Evil Creature Who Attempted to Achieve Lichdom But Failed: ?
Mohrg, Animated Skeleton With Living Writhing Entrails: ?
Leonidas, Large Mohrg: The hollow tower is the home of two of Akruel’s most feared assassins. Leonidas and Creighton once were ogre mages who assassinated local rulers and squelched uprisings of villagers who rejected Akruel’s reign. As Al-Sifon fell, Shah Rasalt cornered the murderers in their tower home. Several weeks after Leonidas and Creighton were slain, they reappeared as 2 large mohrgs (use mohrg A1 statblock with 204 [24d10 + 72] hit points, slam +8 attack, 30 [8d6 + 4] bludgeoning damage, DC 16 Constitution save against tongue attack) to haunt and terrorize looters.
Creighton, Large Mohrg: The hollow tower is the home of two of Akruel’s most feared assassins. Leonidas and Creighton once were ogre mages who assassinated local rulers and squelched uprisings of villagers who rejected Akruel’s reign. As Al-Sifon fell, Shah Rasalt cornered the murderers in their tower home. Several weeks after Leonidas and Creighton were slain, they reappeared as 2 large mohrgs (use mohrg A1 statblock with 204 [24d10 + 72] hit points, slam +8 attack, 30 [8d6 + 4] bludgeoning damage, DC 16 Constitution save against tongue attack) to haunt and terrorize looters.
Benjaldu, Nightwalker, Al-Sifon's Most Imposing Inhabitant, Collective Being of Pure Evil and Negative Energy Formed From the Undying Will of the Undead: ?
Nightwalker, Extraplanar Undead Creature: ?
Avnahei, Spirit Naga Lich, Horror, Ancient Naga, Master Tactician, General: ?
Spirit Naga Lich, Undead Naga, Powerful Spellcaster: ?
Swarm of Undead Bats, Zombie Bats, Undead Bats, Unfortunate Undead Animals, Poor Things: ?
Swarm of Undead Rats, Zombie Rats, Desiccated Rats, Unfortunate Undead Animals, Poor Things: ?
Zombie Shadow Hunter, Massive Rotting Serpent: ?
Zombie Shadow Hunter, 30-Foot-Long Serpent, Monstrous Zombie Shadow Hunter: ?
Undead, Undead Creature, Undead Entity: Those slain by the death-priest rose in death to swell the ranks of his undead army.
A shallow, freshly dug, cone-shaped depression around the monument contains the bodies of jungle villagers and other unfortunates in a grisly mass grave. The bodies are being readied for future animation as undead. Many of the corpses show signs of ritual deaths and even cannibalism.
Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.
Undead Minion: ?
Undead Hunter: ?
Undead Warrior: ?
Reawakened Undead: ?
Free-Willed Undead: Akruel’s tomb is filled with the remnants of unspeakable evil. After being sealed inside the crypt by Shah Rasalt’s men, many of Aurikus’ followers tried to escape but found that Rasalt had further sealed them into the tomb by burying the entire structure under tons of dirt and stone. Eventually, fear, exhaustion, dehydration, and hunger — not to mention vicious infighting that killed many worshippers — took its toll on the buried faithful of Aurikus. Still, some of the more powerful cultists eluded death, and their anger transformed them into free-willed undead who remain trapped within, awaiting release.
Restless Undead: ?
Undead Laborer: ?
Undead Servitor of Set, Evil Undead: ?
Biting Undead Serpent: ?
Undead Attacker: ?
Undead Ant: ?
Undead Inhabitant: ?
Evil Undead Creature: ?
Lesser Undead: ?
Undead Companion: ?
Common Undead: ?
More Sinister Undead: ?
Sentient Undead: ?
Horrible Undead: Stone of Promises magic item.
Corporeal Undead, Corporeal Undead Creature: ?
Undead Soldier: Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.
Undead General: Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.
Apparition: These benign spirits are merely manifestations of evil souls who did not have the power to fully return as more sinister undead.
Apparition, Ghost-Like Humanoid, Spirit, Benign Spirit, Manifestation of an Evil Soul: ?
Ghostly Apparition: ?
Banshee: Akruel wed the elven women when he was alive and killed all of them when he became a vampire.
Banshee, Angry Banshee, Former Bride of Akruel Rathamon: ?
Ghast: The Totem of the Unburied Horde — originally a monument designating this as unhallowed ground — now channels negative energy. The pillar also creates undead as the spell four times each night on any corpses brought into the cemetery. Anyone slain within the cemetery faces a worse fate. They immediately rise as a ghoul (if under 4 hit dice) or as a ghast (4 hit dice and over) and retain any class abilities thanks to Orcus’ evil will.
This room’s back wall bears a carved stone humanoid skull with long ram horns curving from its forehead. A long stone tongue extends out of the skull’s toothy maw and points toward the floor. Thick olive ooze drips down the tongue into a five-foot-deep stone basin carved into the floor. The unidentifiable substance bubbles unctuously, and greenish fumes rise from the bowl. The disgusting slime swirls as if disturbed from below.
The sludge is aptly named the Ichors of Orcus. The mucus appears from the statue’s mouth although no discernible font can be found. Destroying the effigy is the only way to stop the sludge from oozing out. It has AC 18, a damage threshold of 10, and 240 hit points.
The slime has several properties while within the transept. Any contact with living flesh immediately inflicts a hideous plague unless the creature makes a DC 17 Constitution saving throw. Any creature that fails the save slowly becomes a ghoul (under 4 hit dice) or a ghast (4 hit dice or above) over four hours. Only a DC 20 Wisdom (Medicine) check followed by a wish can cure the affliction. Consuming the substance immediately inflicts the deadly curse (no save). The victim retains its abilities and switches to a Chaotic Evil alignment. The transformation starts at the point of contact and spreads across the victim’s body. The affliction deals one-quarter of the victim’s total hit points every hour until death. The corpse returns as an undead creature in 1d4 rounds. The high priests say the viscous fluid originates from Orcus’ blood and bile.
Makat, Ghast, Undead Hunter, Evil Creature, Twin Sibling: Akruel created these evil creatures and set them to stop any creatures who might be following him.
Ash, Ghast, Undead Hunter, Evil Creature, Twin Sibling: Akruel created these evil creatures and set them to stop any creatures who might be following him.
Ghast, Lesser Undead: ?
Ghast Soldier: ?
Conjured Ghast: ?
Ghost, Basic Ghost: Ghost Spike
These sharpened 20-foot-tall stone spikes stand randomly about Al-Sifon. Akruel sacrifices villagers to Aurikus on these enchanted spikes by placing their living bodies atop the sharpened points and letting gravity drag the screaming victims toward the ground. Skeletal bodies rest on the ground, spitted by the spike, while fresher bodies lie atop them. Each spike anchors the spirit of the dead sacrificed upon it to create a crowd of ghosts that defend the ground within a 300-foot-radius around the spike. A spike must be destroyed in order for the ghosts to rest. Each spike has 1d6 + 3 ghosts anchored to it.
Evasheen, Splintered Ghost: Evasheen was the necromancer Occan’s devoted wife, but his descent into necromancy and the cult of Orcus forced her to look elsewhere for affection. She carried on an affair for many months as Occan perfected his arts. But when the necromancer eventually discovered her infidelities, he poisoned both his wife and her lover.
Occan could not stand that she had acted against him. Using the necromantic arts, he killed her then animated her body as a zombie, but his tampering awakened Evasheen’s spirit. Her murder and that of her lover angered her even from beyond the grave. With the final insult to her corpse, Evasheen manifested as a splintered ghost eternally tied to her desecrated body (which wears a white silk evening gown).
The Motleys, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Mistress Evlyn Willard, The Motleys, Ghost With Wisdom 16, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Raldrich, The Motleys, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Shenirac, Ghost: If previously slain, [the devil dog] Shenirac’s ghost follows characters, although it cannot attack.
Garby, The Motleys, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: Lady Averlyne garroted this elven ranger, and his bloody throat gapes open as his ghost moves.
Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Loretto, The Motleys, Ghost With 16 Strength, Ghost, Twisted Ghostly Horror, Wandering Ghost, Ghostly Motley: Loretto was the first victim of Lady Averlyne’s rage after he failed to retrieve the stone of promises more than 25 years ago. Once a young and virtuous paladin, he fell for her lusty wiles and deception. Entwined in her schemes, Loretto fell from grace as Averlyne lured her young lover from righteousness. After his failures became apparent, however, Lady Averlyne attempted to poison him. He resisted the worst effects but couldn’t fight off her minions as they hacked him to pieces in the Covet.
Lady Averlyne’s minions (see The Covet) bury the bodies in a compost heap on the rear of the Du Vaine estate. The men fear venturing near the haunted manor, but they fear Lady Averlyne even more.
Currently, 23 bodies are buried in the rubbish heap. The bodies are stripped of all possessions and rest in various states of decay. Many of the corpses are so deteriorated as to be barely recognizable. Six naked forms are the most recent kills. These newly buried corpses rose as undead soon after they were buried and now haunt the manor grounds as a roving band of six ghosts known as “The Motleys.”
Flour Ghost, Puff of White Flour, Vaguely Humanoid Shape, Shifting Form: ?
Ghostly Reveler, Ghostly Diner: ?
Ghostly Hands: ?
Ghostly Adventurer: ?
Shade, Silent Ghostly Image, Slain Servant: ?
Non-Threatening Ghost: ?
Ghostly Figure of a Long Dead Priest, Ghost, Ghostly Presence, Ghostly Priest: ?
Ghostly Hyena: ?
Shah Rasalt, Greatest of Arden's Champions, Victor of the War of Divine Discord, Ghost, Ghostly Form of an Old Man, Ghostly Figure, Imposing Man With a Long Beard, Ghostly Warrior: ?
Ghostly Lion, Spirit, Beast: ?
Ghostly Cat, Ghostly Feline: ?
Ghost Spawn: Ghost Ghost Spawn power.
Ghostly Presence: ?
Ghoul: The Totem of the Unburied Horde — originally a monument designating this as unhallowed ground — now channels negative energy. The pillar also creates undead as the spell four times each night on any corpses brought into the cemetery. Anyone slain within the cemetery faces a worse fate. They immediately rise as a ghoul (if under 4 hit dice) or as a ghast (4 hit dice and over) and retain any class abilities thanks to Orcus’ evil will.
This room’s back wall bears a carved stone humanoid skull with long ram horns curving from its forehead. A long stone tongue extends out of the skull’s toothy maw and points toward the floor. Thick olive ooze drips down the tongue into a five-foot-deep stone basin carved into the floor. The unidentifiable substance bubbles unctuously, and greenish fumes rise from the bowl. The disgusting slime swirls as if disturbed from below.
The sludge is aptly named the Ichors of Orcus. The mucus appears from the statue’s mouth although no discernible font can be found. Destroying the effigy is the only way to stop the sludge from oozing out. It has AC 18, a damage threshold of 10, and 240 hit points.
The slime has several properties while within the transept. Any contact with living flesh immediately inflicts a hideous plague unless the creature makes a DC 17 Constitution saving throw. Any creature that fails the save slowly becomes a ghoul (under 4 hit dice) or a ghast (4 hit dice or above) over four hours. Only a DC 20 Wisdom (Medicine) check followed by a wish can cure the affliction. Consuming the substance immediately inflicts the deadly curse (no save). The victim retains its abilities and switches to a Chaotic Evil alignment. The transformation starts at the point of contact and spreads across the victim’s body. The affliction deals one-quarter of the victim’s total hit points every hour until death. The corpse returns as an undead creature in 1d4 rounds. The high priests say the viscous fluid originates from Orcus’ blood and bile.
Ghoul, Worshipper: ?
Gillespy, Ghoul: ?
Lacedon, Aquatic Ghoul: ?
Unfortunate Ghoul: ?
Ghoul Soldier: ?
Ghoul Lord: ?
Haunting, Ghostly Occurence: Various rooms in the chateau are imbued with ghostly energies where unexplained disturbances regularly occur.
Naleshwar, Lich: ?
Lich-Like Undead Figure: ?
Rayne D’Anzeray, Lich, Lich Necromancer 18: The necromancer Rayne D’Anzeray discovered Akruel’s tomb in Lessef and unleashed the evil death-priest upon the world. Akruel granted the spellcaster greater power, and Rayne quickly transformed himself into a lich to better serve his new master.
Lich, Shaenkue the Eternal: ?
Demilich of Horrific Power: ?
Lich: Tomes and notes on the desk describe in detail the rituals and materials needed to achieve lichdom. The research books are worth 50,000 gp, although the subject matter is decidedly evil.
Mummy: ?
Modified Mummy: Set’s power imbues these corpses with his dark energies to grant them unlife to destroy the scepter of faiths.
Modified Mummy, Servitor of Set, Undead Hunter, Undead Gnoll Mummy: ?
Qilakitsoque, Mummy Lord, Angry Mummy: ?
Mummy Lord: ?
Poltergeist: ?
Shadow: ?
Greater Shadow: ?
Skeleton: Rayne animated the skeletons in the niches before leaving the tomb three days ago with Akruel.
Ghost Summon Corpse power.
Skeleton, Undead Hunter, Evil Creature: ?
Floating Skull of a Past Lover: ?
Skeletal Hydra: The necromancer Kavali found the hydra’s skeletal remains while exploring these ruins. She freed the zombie squid under her control (Area U2) and created the skeletal hydra (use hydra statblock with undead fortitude [upon reaching 0 hp, Constitution saving throw with DC 5 + damage taken, then drop to 1 hp], immunity to exhaustion, poisoned, and poison) to serve as a guard.
Skeletal Hydra, Massive Skeletal Beast With Five Heads: ?
Skeleton, Assistant to Set's Priests: ?
Animated Skeletal Fish: ?
Minotaur Skeleton: ?
Dead Mount: Bridle of Bone magic item.
Dead Mount, Animated Creature: ?
Roscella, Specter, Restless Spirit: ?
Specter: Dread Wraith Create Specter power.
Maldito K'iin, Vampire, Human Vampire, Undead Hunter, Creature of the Night: Maldito lived in the village of Ceza’ Atan in the jungle before he was turned into a creature of the night by Akruel’s minions.
Chuglirk, Vampire Spawn: Chuglirk once was a promising dwarven smuggler hired to transport a wooden box into the sewers. His curiosity and greed overtook his better senses, and he opened the crate. The creature within transformed him into his current state.
Vampire Sire: ?
Valmont De Shade, Vampire, Boogeyman, Evil Stranger, Vampire Minstrel: ?
Ruetul Ka’ Mhet, Minotaur Vampire, Vampire: ?
Vampire: ?
Vampire Spawn: The stone basin is where the blood drained from victims to create vampire spawn is held.
A bloated, 16-foot-tall statue of Orcus assembled from various pieces of flesh and animal parts stands on a central dais consisting of three wide steps. Writhing humans engaged in obscene rituals and chants rest on the floor surrounding the figure. A single human female kneels before the statue as she leads the throng. Several cultists are devouring and drinking blood from still-living victims. The group consists of 6 sub-priests (priest), 4 vampire spawn, and Chá Ookna A1, a vampiric oni. Chá Ookna remains in human form and uses her domination ability to enslave the strongest fighters. She is a new recruit to the Nether Sepulcher but remains untested. She flees if the battle goes against her. Surviving amid the mass of bodies are 4 villagers (commoners). Six other villagers rise as vampire spawn in 1d4 days if precautions are not taken.
A humanoid slain in this way [by Akruel's bite attack] and then buried in the ground rises the following night as a vampire spawn under Akruel Rathamon’s control.
A humanoid slain in this way [by Cha Ookna's bite attack] and then buried in the ground rises the following night as a vampire spawn under the oni’s control.
A humanoid slain in this way [by a vampiric gargoyle's bite attack] and then buried in the ground rises the following night as a creature spawn under the vampiric gargoyle’s control.
Thyca Bane, Vampire, Vampire Priestess: ?
Higher Status Vampire: ?
Vampiric Gargoyle: ?
Wight: ?
Polson, Wight, Undead Sailor: Nine sets of rusty manacles hang from the stone walls. One set is missing, with the stone wall broken and pulled outward to expose bare dirt. All the remaining manacles are attached five feet above the low-water mark, but well below the point the water reaches when the tide rolls in. Criminals sentenced to die are chained to the wall during low tide, and their bodies are removed after high tide recedes. A drain in the floor leads to the lower sewers. Harga realizes the well is a cruel way to die, but many of the people she is forced to put into the well truly deserve their fate. She helps others who simply crossed the wrong person escape into the underground.
An innocent sailor named Polson was the well’s latest victim. Accused of vile acts of piracy, Polson drowned as the tide rolled in. But his anger and hatred burned even after his death, turning him into a wight. After his death, the undead sailor yanked his chains from the wall and now wanders the abandoned tunnels.
Will-o'-Wisp: ?
Will-o'-Wisp, Malevolent Creature: ?
Neyshabu, Wraith: After the mage was killed in the cataclysm that sank the city, Neyshabu returned as a wraith to again command the zombie.
Wraith, Ordinary Wraith: Each round a character is on the [negative energy] plane, he or she must make a DC 17 Constitution saving throw or gain a negative level. If a creature’s negative levels equal its current levels or Hit Dice, it dies and becomes a wraith.
Zombie: A priest of Orcus named Daznashal the Vicious created the zombies to help him deliver treasure to a skum city deep under the swamp.
A humanoid slain by this [blood 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.
Mohrg's Create Spawn power.
Ghost Summon Corpse power.
Zombie, Undead Hunter, Evil Creature: ?
Zombie, Zombie Servant, Bloated Undead, Zombie Rower: ?
Zombie, Zombie Minion: ?
Shuffling Zombie: ?
Hill Giant Zombie: ?
Hill Giant Zombie, Massive Zombie, Guardian, Giant Corpse, Giant Zombie: ?
Zombie, Zombie Guard: ?
Evasheen, Zombie, Animated Corpse: Evasheen was the necromancer Occan’s devoted wife, but his descent into necromancy and the cult of Orcus forced her to look elsewhere for affection. She carried on an affair for many months as Occan perfected his arts. But when the necromancer eventually discovered her infidelities, he poisoned both his wife and her lover.
Occan could not stand that she had acted against him. Using the necromantic arts, he killed her then animated her body as a zombie, but his tampering awakened Evasheen’s spirit. Her murder and that of her lover angered her even from beyond the grave. With the final insult to her corpse, Evasheen manifested as a splintered ghost eternally tied to her desecrated body (which wears a white silk evening gown).
Zombie Serpent, Diminutive Zombie, Serpent, Snake, Snake Zombie: ?
Zombie, Mummimfied Zombie: ?
Zombie, Non-Intelligent Guardian: ?
Young White Dragon Zombie, Undead White Dragon, Decaying White Dragon, Beast: ?
Frozen Troll Zombie: ?
Bugbear Zombie: ?
Zombie, Full Skin of a Man: ?
Ogre Zombie: ?
Zombie, Veil-Clad Woman: ?
Zombie, Zombie Servant: ?
Burning Ghat: ?
Cinder Ghoul: ?
Lantern Goat: ?
Create Spawn. Humanoid creatures killed by a mohrg rise immediately as zombies under the mohrg’s control. The sudden bloom of unlife when a mohrg’s victim dies and becomes a zombie causes a surge of negative energy to flow through the mohrg. Whenever a mohrg creates a zombie in this manner, it is healed 1d6 hit points per hit die possessed by the slain creature and gains advantage on attack rolls, saving throws and ability checks until the end of its next turn.
Create Specter. The dread wraith targets a humanoid within 10 feet of it that has been dead for no longer than one 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 dread wraith’s control. The dread wraith can have no more than seven specters under its control at one time.
Ghost Spawn. Creatures slain by the ghost return within 2d4 days under the ghost’s control. A ghost with this power can create and control up to five spawn. Spawns have half the original creature’s hit dice. These ghosts cannot rejuvenate. The original ghost can release them at any time. These ghosts do not necessarily have to follow the creator ghost’s alignment.
Summon Corpse. Once per week, the ghost can animate a zombie or skeleton to do its bidding. The corpse has no special abilities but has advantage on Wisdom saving throws. The ghost can freely enter the corpse and even speak through it. Slaying the corpse or turning it has no adverse effect on the ghost.
Bridle of Bone
Wondrous item, rare
You may use an action to place this bridle made of bone and sinew on any dead mount. When you do, it animates for as long as you hold the reins. The animated creature has the stats of a zombie or skeleton (your choice). The bridle has unlimited uses per day but can animate only one mount at a time. The mount unerringly follows the command of the wielder. If for any reason the reins fall from the wielder’s grasp or the creature drops to zero hit points, the mount immediately returns to its dead state. A dead creature can be animated only once by the bridle. The mount can be ridden or used to pull a carriage.
Stone of Promises
Wondrous item, legendary (requires attunement)
The stone of promises is a heart-shaped ruby slightly smaller than a child’s fist. It is set in a platinum frame with a matching intertwining chain. The stone of promises has one power: When you die, the stone grants you a wish that you can use as a reaction. The stone sustains you with just enough energy for one last request as long as its magic is called upon immediately following the fatal blow.
This “last request” comes with a very high price indeed. You instantly perish and cannot be raised from the dead or otherwise be brought back to life short of divine intervention.
The stone of promises may grant a wish no more than once per year. The wish cannot be used to return life to the dying owner, but it can return another person to life. The stone does not grant a wish to those who take their own life, although the owner may not be aware of this clause.
You are encouraged to be creative when granting the wish. Amend and rework the last desire in any way appropriate. For instance, if revenge is requested, the owner’s body may return as a revenant or other horrible undead to exact the foul deed.
St. Alcatraz's Temple KHF2
Shadow: The two evil undead from Area 9 have killed to create shadows to attack any trespassers.
Hangul Wraith Create Shadow power.
Eulji Mundeok, Hangul Wraith, Evil Undead Being, Ghost: The evil spirits of a twin brother and sister Hangul Wizards, Eulji Mundeok and Yi Sun Mundeok were buried in two lead sealed sarcophagi here. They became, over the intervening aeons Hangul Wraiths, but remained trapped within the lead sealed sarcophagi.
Yi Sun Mundeok, Hangul Wraith, Evil Undead Being, Ghost: The evil spirits of a twin brother and sister Hangul Wizards, Eulji Mundeok and Yi Sun Mundeok were buried in two lead sealed sarcophagi here. They became, over the intervening aeons Hangul Wraiths, but remained trapped within the lead sealed sarcophagi.
Specter: ?
Banshee: ?
Create Shadow. 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 Shadow in the space of its corpse or in the nearest unoccupied space. The Shadow is under the wraith's control.
Hangul Wraith Create Shadow power.
Eulji Mundeok, Hangul Wraith, Evil Undead Being, Ghost: The evil spirits of a twin brother and sister Hangul Wizards, Eulji Mundeok and Yi Sun Mundeok were buried in two lead sealed sarcophagi here. They became, over the intervening aeons Hangul Wraiths, but remained trapped within the lead sealed sarcophagi.
Yi Sun Mundeok, Hangul Wraith, Evil Undead Being, Ghost: The evil spirits of a twin brother and sister Hangul Wizards, Eulji Mundeok and Yi Sun Mundeok were buried in two lead sealed sarcophagi here. They became, over the intervening aeons Hangul Wraiths, but remained trapped within the lead sealed sarcophagi.
Specter: ?
Banshee: ?
Create Shadow. 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 Shadow in the space of its corpse or in the nearest unoccupied space. The Shadow is under the wraith's control.
Star Dragon Rage
Mycotic Zombie: When a creature starts their turn within 5 ft. of the [mycotic] zombie, they take 3 (1d6) poison damage. Roll 1d6: on a 1, the target is infected. They will become a mycotic zombie in 1 week.
MUSHROOMS. Glistening orange cap, feathery blue stalk. Toxic when eaten. Spores cause Mycotic Infection (mutate into fungus-zombie, 1 week).
MYCOTIC INFECTION
Fungal caps and frills gradually sprout from your skin. A haze of spores hovers around you. It’s getting harder to think. You just want to find a dead body where you can spread your spores… After seven days, you become a Mycotic Zombie.
FOUL HOME. Stone walls, coral roof. Buried in pulsing orange fungus. Red fluid oozes from the mold, smelling of burnt cinnamon. If touched, 1-in-6 chance of Mycotic Infection (mutate into a fungus-zombie, takes 1 week).
Rifka the Silt Queen, Undead Mutant With Crocodile Claws Fish Tail and Mussels Armoring Her Limbs, Human Figure, Aquatic Mutant, Wife: ?
Solar Zombie: ?
Proxima, Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Star Dragon, Young Dragon, Red Dwarf Star Dragon Wyrmling, Skeletal Creature: ?
Knight Revenant: A creature that falls to zero HP [from Virgo's Antimatter Eye] instantly animates as a Knight Revenant under Virgo’s control.
Mycotic Zombie, Person With Orange Fungal Growths in a Haze of Spores, Fungus-Zombie: ?
Selig, Mycotic Zombie: The disease carrier is local man Selig. He ate a bad mushroom. He left wife Hodel to protect her. Soon he will become a Mycotic Zombie.
Solar Zombie, Corpse Covered in Charcoal and Flame: ?
Solar Zombie, Flaming Figure, Figure: ?
Weeping Ghost: ?
Ghost, Warrior Ghost: ?
Knight Revenant, Shambling Corpse, Undead Warrior, Dead Noble Warrior: ?
Knight Revenant, Gaunt Figure, Figure, Undead Warrior: ?
Lord-Captain Garsa, Knight Revenant, Gaunt Figure, Undead Warrior: ?
Sir Razizi, Knight Revenant, Gaunt Figure, Undead Warrior: ?
Sir Tanavi, Knight Revenant, Gaunt Figure, Undead Warrior: ?
Sir Hush, Knight Revenant, Undead Warrior: ?
Lady Voh, Ghost: A knight who died slaying the dragon Oriok. Tall, stately, bitter. “All we wanted was light and life in our city. But all we reap is suffering and death. Can our sin ever be absolved?”
MUSHROOMS. Glistening orange cap, feathery blue stalk. Toxic when eaten. Spores cause Mycotic Infection (mutate into fungus-zombie, 1 week).
MYCOTIC INFECTION
Fungal caps and frills gradually sprout from your skin. A haze of spores hovers around you. It’s getting harder to think. You just want to find a dead body where you can spread your spores… After seven days, you become a Mycotic Zombie.
FOUL HOME. Stone walls, coral roof. Buried in pulsing orange fungus. Red fluid oozes from the mold, smelling of burnt cinnamon. If touched, 1-in-6 chance of Mycotic Infection (mutate into a fungus-zombie, takes 1 week).
Rifka the Silt Queen, Undead Mutant With Crocodile Claws Fish Tail and Mussels Armoring Her Limbs, Human Figure, Aquatic Mutant, Wife: ?
Solar Zombie: ?
Proxima, Undead Dragon, Crimson Dragon Skeleton With Ragged Golden Wings and a Single Ruby Eye, Deadly Creature, Star Dragon, Young Dragon, Red Dwarf Star Dragon Wyrmling, Skeletal Creature: ?
Knight Revenant: A creature that falls to zero HP [from Virgo's Antimatter Eye] instantly animates as a Knight Revenant under Virgo’s control.
Mycotic Zombie, Person With Orange Fungal Growths in a Haze of Spores, Fungus-Zombie: ?
Selig, Mycotic Zombie: The disease carrier is local man Selig. He ate a bad mushroom. He left wife Hodel to protect her. Soon he will become a Mycotic Zombie.
Solar Zombie, Corpse Covered in Charcoal and Flame: ?
Solar Zombie, Flaming Figure, Figure: ?
Weeping Ghost: ?
Ghost, Warrior Ghost: ?
Knight Revenant, Shambling Corpse, Undead Warrior, Dead Noble Warrior: ?
Knight Revenant, Gaunt Figure, Figure, Undead Warrior: ?
Lord-Captain Garsa, Knight Revenant, Gaunt Figure, Undead Warrior: ?
Sir Razizi, Knight Revenant, Gaunt Figure, Undead Warrior: ?
Sir Tanavi, Knight Revenant, Gaunt Figure, Undead Warrior: ?
Sir Hush, Knight Revenant, Undead Warrior: ?
Lady Voh, Ghost: A knight who died slaying the dragon Oriok. Tall, stately, bitter. “All we wanted was light and life in our city. But all we reap is suffering and death. Can our sin ever be absolved?”
Streets of Zobeck for 5th Edition
Undead, Undead Creature: ?
Radu Underhill, Darakhul: ?
Undead Skeleton: ?
Undead Creation: Seeking out Konrad, a powerful and politically-connected necromancer, is fraught with peril. He despises intrusions, and he’s likely to send conjured assassins or undead to eliminate adventurers who pester or threaten him. Searching his campus office yields a cryptic note linking him to Linnea and hinting at secrets beyond their relationship. If PCs search his off-campus lab, they encounter Konrad’s magical defenses and undead creations.
Protean Zombie, Special Protean Zombie: ?
Corroded Ghost of Machinery: The short and brutal rebellion saw mobs descend upon the workhouse, murder Kaple, and smash his machines. Kaple’s Ward became known as the Tarnish; a rusting corner of Lower Zobeck haunted by the corroded ghosts of machinery.
Kaple, Ghost: The short and brutal rebellion saw mobs descend upon the workhouse, murder Kaple, and smash his machines. Kaple’s Ward became known as the Tarnish; a rusting corner of Lower Zobeck haunted by the corroded ghosts of machinery.
But Kaple’s death brought no rest. His ruined soul remained trapped in his workhouse, able only to whisper in the dark to his rusting machines.
Standard Ghost: ?
Ghoul: Darakhul Fever disease.
Ghast: Darakhul Fever disease.
Dread Ghoul: Darakhul Fever disease.
Dread Ghast: Darakhul Fever disease.
Darakhul: Darakhul Fever disease.
Beggar Ghoul: ?
Snarling Ghoul: ?
Well-Dressed Ghoul with Heavy Jaw: ?
Lich: ?
Xavier, Wight Assistant: ?
Standard Wight: ?
Wraith: Soulforging spell.
Zombie, Normal Zombie: Corporeal Instability disease.
Soulforging
5th-level necromancy (ritual)
Casting Time: 1 hour (see below)
Range: Touch
Components: V, S, M (a complete mechanical body worth 10,000 gp)
Duration: Instantaneous
You and a willing humanoid subject must chant an incantation in unison during the entire casting time. At the end of this period, the subject’s soul and consciousness leave its body. The subject must make a successful DC 14 Charisma saving throw. If it fails, you take 2d10 psychic damage and 2d10 radiant damage from waves of uncontrolled energy ripping out from the disembodied spirit. You can maintain the spell, allowing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the subject’s soul is traumatically drawn back to its body; the subject immediately drops to 0 hit points and is dying.
If the save succeeds, the subject’s soul is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a gearforged. It loses all of its previous racial traits and gains gearforged traits. The subject’s original body dies and can’t be returned to life by any means unless its soul is freed from the soul gem.
If the spellcaster dies during a soulforging, the subject also dies and its soul becomes a wraith.
Up to four other spellcasters of at least 5th level can assist you in casting soulforging. Each assistant reduces the DC of the subject’s Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin.
CORPOREAL INSTABILITY
A living creature that is infected with corporeal instability immediately metamorphoses into a spongy, amorphous mass of fleshy material. Its flesh, bones, and organs melt, flow, writhe, and boil, so the following effects occur:
• Its speed becomes 10 feet.
• It can’t cast spells and can’t use magic items, tools, or weapons. It can make unarmed melee attacks with reach 5 feet.
• It becomes blind and deaf.
• Its items don’t transform with it but instead fall to the ground in the creature’s space.
• An affected creature repeats the saving throw at the end of its turn. On a success, the corporeal instability is suppressed for 1 minute. While the instability is suppressed, the creature reverts to its normal form. Its armor, clothing, and other gear remain scattered on the ground around it. During this minute, no saving throws against corporeal instability are necessary unless the creature is hit by both of a protean zombie’s slam attacks. After the minute of stability elapses, the affected creature must make another DC 15 Constitution saving throw at the end of its turn. On a success, it has another minute of stability; on a failure, it is again reduced to a blob of flesh and it repeats the saving throw at the end of its turn until it becomes stable again.
• The effect ends permanently (until the creature is reinfected by a protean zombie) if greater restoration or comparable magic is cast on the infected character, or if the character remains stable (in their normal form) for 3 minutes.
• An infected creature dies when it is reduced to an amorphous mass of flesh for a third time by the same corporeal instability infection. Note that it doesn’t matter how many times a creature fails the saving throw while it’s unstable; it dies from the infection only if it becomes stable twice, then fails the saving throw and becomes unstable a third time. A creature that dies this way from corporeal instability rises at the next dusk as a zombie.
DARAKHUL FEVER
Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. Failure costs the victim 1d6 Constitution damage and 1d4 Dexterity damage. The victim recovers from the disease by making successful saving throws on two consecutive days, but the accumulating Constitution damage makes this less likely with each passing day. Greater restoration cures the disease; cure disease allows the victim to make the daily Constitution check with advantage. Once the disease is cured, the victim recovers 2 Dexterity points per day naturally, but only magic can restore the lost Constitution.
Generally spread among humanoids, the disease has nonetheless been found to affect ogres, and therefore it is thought possible that other giants may be susceptible.
If the infected creature dies while infected with darakhul fever, roll 1d20, add the character’s current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in.
Roll Result
00–09 None; victim is simply dead
10–16 Ghoul
17–20 Ghast
21–26 Dread Ghoul
27–30 Dread Ghast
31+ Darakhul
Radu Underhill, Darakhul: ?
Undead Skeleton: ?
Undead Creation: Seeking out Konrad, a powerful and politically-connected necromancer, is fraught with peril. He despises intrusions, and he’s likely to send conjured assassins or undead to eliminate adventurers who pester or threaten him. Searching his campus office yields a cryptic note linking him to Linnea and hinting at secrets beyond their relationship. If PCs search his off-campus lab, they encounter Konrad’s magical defenses and undead creations.
Protean Zombie, Special Protean Zombie: ?
Corroded Ghost of Machinery: The short and brutal rebellion saw mobs descend upon the workhouse, murder Kaple, and smash his machines. Kaple’s Ward became known as the Tarnish; a rusting corner of Lower Zobeck haunted by the corroded ghosts of machinery.
Kaple, Ghost: The short and brutal rebellion saw mobs descend upon the workhouse, murder Kaple, and smash his machines. Kaple’s Ward became known as the Tarnish; a rusting corner of Lower Zobeck haunted by the corroded ghosts of machinery.
But Kaple’s death brought no rest. His ruined soul remained trapped in his workhouse, able only to whisper in the dark to his rusting machines.
Standard Ghost: ?
Ghoul: Darakhul Fever disease.
Ghast: Darakhul Fever disease.
Dread Ghoul: Darakhul Fever disease.
Dread Ghast: Darakhul Fever disease.
Darakhul: Darakhul Fever disease.
Beggar Ghoul: ?
Snarling Ghoul: ?
Well-Dressed Ghoul with Heavy Jaw: ?
Lich: ?
Xavier, Wight Assistant: ?
Standard Wight: ?
Wraith: Soulforging spell.
Zombie, Normal Zombie: Corporeal Instability disease.
Soulforging
5th-level necromancy (ritual)
Casting Time: 1 hour (see below)
Range: Touch
Components: V, S, M (a complete mechanical body worth 10,000 gp)
Duration: Instantaneous
You and a willing humanoid subject must chant an incantation in unison during the entire casting time. At the end of this period, the subject’s soul and consciousness leave its body. The subject must make a successful DC 14 Charisma saving throw. If it fails, you take 2d10 psychic damage and 2d10 radiant damage from waves of uncontrolled energy ripping out from the disembodied spirit. You can maintain the spell, allowing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the subject’s soul is traumatically drawn back to its body; the subject immediately drops to 0 hit points and is dying.
If the save succeeds, the subject’s soul is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a gearforged. It loses all of its previous racial traits and gains gearforged traits. The subject’s original body dies and can’t be returned to life by any means unless its soul is freed from the soul gem.
If the spellcaster dies during a soulforging, the subject also dies and its soul becomes a wraith.
Up to four other spellcasters of at least 5th level can assist you in casting soulforging. Each assistant reduces the DC of the subject’s Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin.
CORPOREAL INSTABILITY
A living creature that is infected with corporeal instability immediately metamorphoses into a spongy, amorphous mass of fleshy material. Its flesh, bones, and organs melt, flow, writhe, and boil, so the following effects occur:
• Its speed becomes 10 feet.
• It can’t cast spells and can’t use magic items, tools, or weapons. It can make unarmed melee attacks with reach 5 feet.
• It becomes blind and deaf.
• Its items don’t transform with it but instead fall to the ground in the creature’s space.
• An affected creature repeats the saving throw at the end of its turn. On a success, the corporeal instability is suppressed for 1 minute. While the instability is suppressed, the creature reverts to its normal form. Its armor, clothing, and other gear remain scattered on the ground around it. During this minute, no saving throws against corporeal instability are necessary unless the creature is hit by both of a protean zombie’s slam attacks. After the minute of stability elapses, the affected creature must make another DC 15 Constitution saving throw at the end of its turn. On a success, it has another minute of stability; on a failure, it is again reduced to a blob of flesh and it repeats the saving throw at the end of its turn until it becomes stable again.
• The effect ends permanently (until the creature is reinfected by a protean zombie) if greater restoration or comparable magic is cast on the infected character, or if the character remains stable (in their normal form) for 3 minutes.
• An infected creature dies when it is reduced to an amorphous mass of flesh for a third time by the same corporeal instability infection. Note that it doesn’t matter how many times a creature fails the saving throw while it’s unstable; it dies from the infection only if it becomes stable twice, then fails the saving throw and becomes unstable a third time. A creature that dies this way from corporeal instability rises at the next dusk as a zombie.
DARAKHUL FEVER
Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. Failure costs the victim 1d6 Constitution damage and 1d4 Dexterity damage. The victim recovers from the disease by making successful saving throws on two consecutive days, but the accumulating Constitution damage makes this less likely with each passing day. Greater restoration cures the disease; cure disease allows the victim to make the daily Constitution check with advantage. Once the disease is cured, the victim recovers 2 Dexterity points per day naturally, but only magic can restore the lost Constitution.
Generally spread among humanoids, the disease has nonetheless been found to affect ogres, and therefore it is thought possible that other giants may be susceptible.
If the infected creature dies while infected with darakhul fever, roll 1d20, add the character’s current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in.
Roll Result
00–09 None; victim is simply dead
10–16 Ghoul
17–20 Ghast
21–26 Dread Ghoul
27–30 Dread Ghast
31+ Darakhul
Substandard Magic Items for 5th Edition Fantasy
Undead: Very Rare magic item necromancy backfire.
(Very rare) necromancy: The user’s skin instantly becomes transparent. His type changes to undead, although he retains whatever abilities he normally has. However, the user can now be turned or commanded as if an undead of HD equal to his character level. The duration of this effect is 2d6 rounds.
(Very rare) necromancy: The user’s skin instantly becomes transparent. His type changes to undead, although he retains whatever abilities he normally has. However, the user can now be turned or commanded as if an undead of HD equal to his character level. The duration of this effect is 2d6 rounds.
Svilland - The Norse Setting for 5e
Cursed Warrior: They were great, glorious warriors in life who deserved to feast with the Gods and Goddesses in Valhalla in death. Alas, their wickedness and ruthlessness caused them to be turned away at the gates. As they are not fit to get into Helheim either, these warriors now roam the land, always seeking challenges to test the mettle in their hearts and the might of their blades.
Draugr: When they are raised from the dead, they lose most of their sentience and become inhuman monsters of carnage. The reasons underlying their savage nature are unclear. While some say there are restless spirits possessing their corpses, others claim that they are merely servants of Hel.
Draugr Deadcaller: ?
Draugr Guardian: ?
Draugr Frostbringer: ?
Frostbitten Draugr: Frostbitten draugrs are created by the draugr frostbringers who imbue them with the essence of Black Winter.
The draugr frostbringers carry Black Winter with them wherever they go. They are omens of dark days ahead. They can freeze those around them slowly, and raise frostbitten, freshly slain corpses from the dead.
Dvergr of Gulbolruhm: Cursed with a blood-frenzied undeath by Hel, the dvergrs of clan Gulbolruhm are doomed to lurk in the shadows of their crumbled home for all eternity.
Tormented Soul: Having been through endless torment, these souls forget who they are, becoming feral creatures made of only fright. Their hysterical behavior spreads terror among those who see them in Svilland. This is because people know they themselves might suffer this fate if they fall into the hands of Hel.
Still, most believe such a fate is reserved only for those who commit the most hideous sins against the Gods. They thus do not feel much pity for these creatures, thinking whatever they’ve got, they must have had it coming.
Spirit: ?
Frost Spirit: ?
Death Spirit: ?
Life Spirit: ?
Cursed Warrior, Doomed Soul: ?
Draugr, Undead Fleshy Remains, Inhuman Monster of Carnage, Merciless Monster: ?
Draugr, Restless Spirit Possessing its Corpse: ?
Draugr, Servant of Hel: ?
Draugr Guardian, Shield-Wearing Warrior of Long Ago: ?
Draugr Deadcaller, Half-Sentient Acolyte of Hel: ?
Draugr Frostbringer, Omen of Dark Days Ahead, Servant of Hel, Servant of Odd: ?
Tormented Soul, Hovering Soul, Physical Representation of What Awaits Some Souls in Helheim, Feral Creature: ?
Spirit, Being of the Beyond: ?
Life Spirit, Creature of Serenity and Fertility: ?
Undead, Undead Creature: ?
Undead Servant: She [Ran] likes to carry unaware sailors into the seas’ depths, convert them into undead servants for eternity, and loot their treasure to put them into Aegir’s treasure.
Shadowy Undead Figure of Nightmares: ?
Ghast: ?
Ghost, Spirit: ?
Flaming Ghost: ?
Ghastly Ghost: ?
Ghost: ?
Shadow: Sometimes, nightmares from mortals’ dreams leak out to the dream realm and attack creatures nearby as shadows or wraiths.
Skeleton: ?
Vampire: ?
Will-o'-Wisp: ?
Wraith, Monster-Like Spirit, Spirit: ?
Wraith: Sometimes, nightmares from mortals’ dreams leak out to the dream realm and attack creatures nearby as shadows or wraiths.
Draugr: When they are raised from the dead, they lose most of their sentience and become inhuman monsters of carnage. The reasons underlying their savage nature are unclear. While some say there are restless spirits possessing their corpses, others claim that they are merely servants of Hel.
Draugr Deadcaller: ?
Draugr Guardian: ?
Draugr Frostbringer: ?
Frostbitten Draugr: Frostbitten draugrs are created by the draugr frostbringers who imbue them with the essence of Black Winter.
The draugr frostbringers carry Black Winter with them wherever they go. They are omens of dark days ahead. They can freeze those around them slowly, and raise frostbitten, freshly slain corpses from the dead.
Dvergr of Gulbolruhm: Cursed with a blood-frenzied undeath by Hel, the dvergrs of clan Gulbolruhm are doomed to lurk in the shadows of their crumbled home for all eternity.
Tormented Soul: Having been through endless torment, these souls forget who they are, becoming feral creatures made of only fright. Their hysterical behavior spreads terror among those who see them in Svilland. This is because people know they themselves might suffer this fate if they fall into the hands of Hel.
Still, most believe such a fate is reserved only for those who commit the most hideous sins against the Gods. They thus do not feel much pity for these creatures, thinking whatever they’ve got, they must have had it coming.
Spirit: ?
Frost Spirit: ?
Death Spirit: ?
Life Spirit: ?
Cursed Warrior, Doomed Soul: ?
Draugr, Undead Fleshy Remains, Inhuman Monster of Carnage, Merciless Monster: ?
Draugr, Restless Spirit Possessing its Corpse: ?
Draugr, Servant of Hel: ?
Draugr Guardian, Shield-Wearing Warrior of Long Ago: ?
Draugr Deadcaller, Half-Sentient Acolyte of Hel: ?
Draugr Frostbringer, Omen of Dark Days Ahead, Servant of Hel, Servant of Odd: ?
Tormented Soul, Hovering Soul, Physical Representation of What Awaits Some Souls in Helheim, Feral Creature: ?
Spirit, Being of the Beyond: ?
Life Spirit, Creature of Serenity and Fertility: ?
Undead, Undead Creature: ?
Undead Servant: She [Ran] likes to carry unaware sailors into the seas’ depths, convert them into undead servants for eternity, and loot their treasure to put them into Aegir’s treasure.
Shadowy Undead Figure of Nightmares: ?
Ghast: ?
Ghost, Spirit: ?
Flaming Ghost: ?
Ghastly Ghost: ?
Ghost: ?
Shadow: Sometimes, nightmares from mortals’ dreams leak out to the dream realm and attack creatures nearby as shadows or wraiths.
Skeleton: ?
Vampire: ?
Will-o'-Wisp: ?
Wraith, Monster-Like Spirit, Spirit: ?
Wraith: Sometimes, nightmares from mortals’ dreams leak out to the dream realm and attack creatures nearby as shadows or wraiths.
Swamp Witch Monster Party
Vampire Lord, Vampiric Teacher: ?
Tales of Terror Dark Menagerie
Infantile Visage: These are not statues despite their appearance, but are instead the result of patient cruelty. Taken in by their benevolent matron Grandma Malka, their stay at the Orphanarium progressively converted into captivity. Through persistent magics, each child was ossified as their soft tissue slowly hardened into gold, evolving them into Malka’s ideal child: silent, still, and displayed. To capture Malka’s preferred aesthetic, once the child was solidified enough she would rework their poses. This child’s supple arms combined with another’s marvelous legs, each visage becoming an amalgam of brutalized innocence. They felt every removed limb and fish-hooked smile, unable to cry, and she bisected them and puzzled each back together.
Tales of the Old Margreve for 5th Edition
Wraith Bear: Bear spirits are believed to be the spirits of ancestral warriors and guardians that take on the form of a bear to aid their descendants. Necromancers and dark shamans know magic that twists the mind of these spirits, causing them to feel anger and malice toward the family they once protected.
Corrupted Spirit: ?
Bear Spirit: ?
Black Spectral Form of an Enormous Bear With Burning Red Eyes: ?
Forest Haunter: ?
Undead, Undead Creature: ?
Intelligent Undead: ?
Undead Ally: ?
Undead Traveller: ?
Prince Lucan, King Lucan: ?
Emperor Nicoforus: ?
Undead Prince: ?
Infected Intelligent Undead: ?
Mindless Undead: ?
Briar Man, Vampire Briar Man: Each of these rooms is used to harvest blood to create briar men and is important in a ritual that keeps the Palace of Briars hidden from would-be interlopers.
Unless stopped, Catchweed forges a new kingdom that soon clashes with the other powers of the forest. He eventually perfects his method for creating spawn, and a new breed of vampire briar men become the enforcers of his regime.
Catchweed, King of Thorns, Adventurous Child of the Briar, Cunning Opponent: ?
Dame Valanora, Vampire, Unwilling Ally: ?
Karayan, Deathwisp: ?
Darakhul: ?
Ghost Knight: ?
Ghoulish Ghost Knight of Doresh: ?
Ghost Knight of Doresh: ?
Ghost Knight of Doresh, Ghoulish Warrior: ?
Mounted Warrior: ?
Captain Thoulos, Iron Ghoul: ?
Lieutenant Hass, Imperial Ghoul: ?
Lieutenant Bordchak, Darakhul Ghoul: ?
Junior Ghost Knight: ?
Lich Hound, Flying Skeletal Dog, Skeletal Creature, Flying Skeletal Hound: ?
Mavka: ?
Myling: ?
Rusalka: ?
Elena, Rusalka: Once, there was a werewolf named Dmitri who loved a village girl named Elena. Knowing Elena’s family would never accept his curse, Dmitri met Elena as a woodcutter and concealed his true nature. They fell in love, continuing to meet secretly in the woods until Dmitri could “find the right moment” to talk to Elena’s family.
A jealous vodyanoi watched their trysts from the river and coveted the beautiful girl. After learning the werewolf ’s secret, the creature kidnapped Elena, drowned her, and turned her into its rusalka wife. Despite the werewolf ’s pleas, the vodyanoi refused to release the girl’s spirit.
“A cruel and jealous vodyanoi drowned my Elena, and now it wants to keep her as its rusalka bride.”
Avigna, Rusalka: Many years ago, the Kariv girl Avigna sang sweet songs to a zmey for many days—and helped herself to some coins from the dragon’s hoard, which caused the creature to become enraged and pursue her. Although Avigna’s kinfolk hid the girl from the dragon for weeks, her beloved nonetheless denounced Avigna as cursed, and the distraught girl eventually threw herself into the Rushfens. Days later she rose as a rusalka.
Wolf Spirit Form: ?
Banshee: ?
Stross Shadow Fey Half-Breed Ghost: ?
Ghost: Or perhaps the veil to the Astral Plane thins here, and unbidden dreams carry folk to its timeless expanse. This last conjecture would also explain the numerous sightings of ghosts, as spirits of loved ones pass through the Astral Plane on their way to the afterlife.
Ghost of Bent-Backed Man: ?
Weeping Ghost: ?
Ghoul: ?
Hungry Ghoul: ?
Escaped Ghoul Soldier: ?
Ghoul Soldier: ?
Mummified Sage: Covered in lichen and gripped by ivy, the Crumbling Tomb rests in the eternal darkness of the forest canopy. Behind its mithral-barred doors lies a mummified sage, guarded by a pair of sorcerous assassin vines. A unicorn is the only recurring visitor. Shadow fey legends say that when the time comes, the corpse will gain unlife and take sides in a pivotal conflict in the Old Margreve.
Shadow: ?
Skeleton: ?
Vampire: ?
Elder Vampire: ?
Veiled Stag, Fallen Alseid Vampire: Tale-spinners claim it is a fallen alseid, one who has succumbed to the curse of vampirism.
Vampire Lord: ?
Starving Vampire Spawn: They are newly created and most can’t remember how they got this way (they were abducted by the King of Thorns’ minions and spawned by Valanora).
Vampire Prince: ?
Corrupted Spirit: ?
Bear Spirit: ?
Black Spectral Form of an Enormous Bear With Burning Red Eyes: ?
Forest Haunter: ?
Undead, Undead Creature: ?
Intelligent Undead: ?
Undead Ally: ?
Undead Traveller: ?
Prince Lucan, King Lucan: ?
Emperor Nicoforus: ?
Undead Prince: ?
Infected Intelligent Undead: ?
Mindless Undead: ?
Briar Man, Vampire Briar Man: Each of these rooms is used to harvest blood to create briar men and is important in a ritual that keeps the Palace of Briars hidden from would-be interlopers.
Unless stopped, Catchweed forges a new kingdom that soon clashes with the other powers of the forest. He eventually perfects his method for creating spawn, and a new breed of vampire briar men become the enforcers of his regime.
Catchweed, King of Thorns, Adventurous Child of the Briar, Cunning Opponent: ?
Dame Valanora, Vampire, Unwilling Ally: ?
Karayan, Deathwisp: ?
Darakhul: ?
Ghost Knight: ?
Ghoulish Ghost Knight of Doresh: ?
Ghost Knight of Doresh: ?
Ghost Knight of Doresh, Ghoulish Warrior: ?
Mounted Warrior: ?
Captain Thoulos, Iron Ghoul: ?
Lieutenant Hass, Imperial Ghoul: ?
Lieutenant Bordchak, Darakhul Ghoul: ?
Junior Ghost Knight: ?
Lich Hound, Flying Skeletal Dog, Skeletal Creature, Flying Skeletal Hound: ?
Mavka: ?
Myling: ?
Rusalka: ?
Elena, Rusalka: Once, there was a werewolf named Dmitri who loved a village girl named Elena. Knowing Elena’s family would never accept his curse, Dmitri met Elena as a woodcutter and concealed his true nature. They fell in love, continuing to meet secretly in the woods until Dmitri could “find the right moment” to talk to Elena’s family.
A jealous vodyanoi watched their trysts from the river and coveted the beautiful girl. After learning the werewolf ’s secret, the creature kidnapped Elena, drowned her, and turned her into its rusalka wife. Despite the werewolf ’s pleas, the vodyanoi refused to release the girl’s spirit.
“A cruel and jealous vodyanoi drowned my Elena, and now it wants to keep her as its rusalka bride.”
Avigna, Rusalka: Many years ago, the Kariv girl Avigna sang sweet songs to a zmey for many days—and helped herself to some coins from the dragon’s hoard, which caused the creature to become enraged and pursue her. Although Avigna’s kinfolk hid the girl from the dragon for weeks, her beloved nonetheless denounced Avigna as cursed, and the distraught girl eventually threw herself into the Rushfens. Days later she rose as a rusalka.
Wolf Spirit Form: ?
Banshee: ?
Stross Shadow Fey Half-Breed Ghost: ?
Ghost: Or perhaps the veil to the Astral Plane thins here, and unbidden dreams carry folk to its timeless expanse. This last conjecture would also explain the numerous sightings of ghosts, as spirits of loved ones pass through the Astral Plane on their way to the afterlife.
Ghost of Bent-Backed Man: ?
Weeping Ghost: ?
Ghoul: ?
Hungry Ghoul: ?
Escaped Ghoul Soldier: ?
Ghoul Soldier: ?
Mummified Sage: Covered in lichen and gripped by ivy, the Crumbling Tomb rests in the eternal darkness of the forest canopy. Behind its mithral-barred doors lies a mummified sage, guarded by a pair of sorcerous assassin vines. A unicorn is the only recurring visitor. Shadow fey legends say that when the time comes, the corpse will gain unlife and take sides in a pivotal conflict in the Old Margreve.
Shadow: ?
Skeleton: ?
Vampire: ?
Elder Vampire: ?
Veiled Stag, Fallen Alseid Vampire: Tale-spinners claim it is a fallen alseid, one who has succumbed to the curse of vampirism.
Vampire Lord: ?
Starving Vampire Spawn: They are newly created and most can’t remember how they got this way (they were abducted by the King of Thorns’ minions and spawned by Valanora).
Vampire Prince: ?
Tasslefhoff's Pouches of Everything
Spectral Minion: Spectral minions are the lingering souls of individuals who died before fulfilling a vow they had sworn a sacred oath to in life, cursed to relive their last days over and over until their vow is fulfilled.
Guardian Spectral Minion, Guardian Minion: Guardian minions failed in their sworn duty to protect an item from theft or to prevent entry into or the desecration of a significant location.
Philosopher Spectral Minion, Philosopher Minion: Philosopher minions died before they could solve a puzzle, riddle, or some other intellectual problem.
Spook: ?
Incorporeal Undead: ?
Intelligent Spirit: ?
Mindless Corpse: ?
Undead: ?
Corporeal Undead: ?
Normal Undead: ?
Undead Soldier: ?
Banshee: ?
Lord Soth, Death Knight, Undead Patron: ?
Undead Patron: ?
Shadow Wight: ?
Ogre Skeleton: ?
Elf Skeleton: ?
Guardian Spectral Minion, Guardian Minion: Guardian minions failed in their sworn duty to protect an item from theft or to prevent entry into or the desecration of a significant location.
Philosopher Spectral Minion, Philosopher Minion: Philosopher minions died before they could solve a puzzle, riddle, or some other intellectual problem.
Spook: ?
Incorporeal Undead: ?
Intelligent Spirit: ?
Mindless Corpse: ?
Undead: ?
Corporeal Undead: ?
Normal Undead: ?
Undead Soldier: ?
Banshee: ?
Lord Soth, Death Knight, Undead Patron: ?
Undead Patron: ?
Shadow Wight: ?
Ogre Skeleton: ?
Elf Skeleton: ?
Speed Round 5E: A Guide to Streamlining Remote Tabletop Games
Undead, Undead Creature: ?
Ghoul Ghast: Create Undead spell, 8th level or higher spell slot.
Ghost: ?
Ghoul: Create Undead spell.
Lich: ?
Mummy: Create Undead spell, 9th level or higher spell slot.
Skeleton: Animate Dead spell.
Skeleton, Animate Dead: ?
Vampire Spawn: ?
Wight: Create Undead spell, 8th level or higher spell slot.
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.
Zombie, Undead Servant: ?
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 Storyteller has the creature’s game statistics).
On each of your turns, you can use your action, or as a replacement for your move 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 Storyteller has game statistics for these creatures.)
As an action, or as a replacement for your move 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.
Ghoul Ghast: Create Undead spell, 8th level or higher spell slot.
Ghost: ?
Ghoul: Create Undead spell.
Lich: ?
Mummy: Create Undead spell, 9th level or higher spell slot.
Skeleton: Animate Dead spell.
Skeleton, Animate Dead: ?
Vampire Spawn: ?
Wight: Create Undead spell, 8th level or higher spell slot.
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.
Zombie, Undead Servant: ?
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 Storyteller has the creature’s game statistics).
On each of your turns, you can use your action, or as a replacement for your move 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 Storyteller has game statistics for these creatures.)
As an action, or as a replacement for your move 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.
Sponsor's Guide to Yathuna
Undead: ?
Undead Elf: ?
Intelligent Undead: [Ceuhovian] Drow elves are turned into intelligent undead, leading the Frozenbrothers.
Incorporeal Undead: ?
Ghast: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead - ghouls, ghasts, wights and even mummies are available as fine selections.
Ghast, Intelligent Form of Undead: ?
Ghost: ?
Azighar, Ghost: ?
Ghoul: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead - ghouls, ghasts, wights and even mummies are available as fine selections.
Ghoul, Intelligent Form of Undead: ?
Queen Amessia Ceuhove IV, Lich, Lich-Queen, Lich Queen: Decades of research led to her finding the perfect ritual to extend her life, becoming the first lich within Yathuna.
When Laner’s health began to fade to due an assassination attempt from the Prusorian Empire caused by disease, she delved quickly further into necromancy. The fear of her lover’s death and even her own had taken control of her, and she restlessly searched for an answer to prevent it. Although she was able to extend her life through the ritual of lichdom, it was too late for her husband.
Silnoch, Lich: ?
Lich: ?
Mummy: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead - ghouls, ghasts, wights and even mummies are available as fine selections.
Mummy, Intelligent Form of Undead: ?
Wandering Mummy: ?
Skeleton: Minority races are turned into the shambling main force of the Frozenbrothers - skeletons and zombies.
Spectre: ?
Vampire: ?
Wight: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead - ghouls, ghasts, wights and even mummies are available as fine selections.
Wight, Intelligent Form of Undead: ?
Will-o'-Wisp: ?
Zombie: When a non-drow dies, their body is considered forf[e]it to the family, and is raised as a non-intelligent undead.
Zombie, Non-Intelligent Undead, Unintelligent Undead: ?
Undead Elf: ?
Intelligent Undead: [Ceuhovian] Drow elves are turned into intelligent undead, leading the Frozenbrothers.
Incorporeal Undead: ?
Ghast: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead - ghouls, ghasts, wights and even mummies are available as fine selections.
Ghast, Intelligent Form of Undead: ?
Ghost: ?
Azighar, Ghost: ?
Ghoul: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead - ghouls, ghasts, wights and even mummies are available as fine selections.
Ghoul, Intelligent Form of Undead: ?
Queen Amessia Ceuhove IV, Lich, Lich-Queen, Lich Queen: Decades of research led to her finding the perfect ritual to extend her life, becoming the first lich within Yathuna.
When Laner’s health began to fade to due an assassination attempt from the Prusorian Empire caused by disease, she delved quickly further into necromancy. The fear of her lover’s death and even her own had taken control of her, and she restlessly searched for an answer to prevent it. Although she was able to extend her life through the ritual of lichdom, it was too late for her husband.
Silnoch, Lich: ?
Lich: ?
Mummy: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead - ghouls, ghasts, wights and even mummies are available as fine selections.
Mummy, Intelligent Form of Undead: ?
Wandering Mummy: ?
Skeleton: Minority races are turned into the shambling main force of the Frozenbrothers - skeletons and zombies.
Spectre: ?
Vampire: ?
Wight: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead - ghouls, ghasts, wights and even mummies are available as fine selections.
Wight, Intelligent Form of Undead: ?
Will-o'-Wisp: ?
Zombie: When a non-drow dies, their body is considered forf[e]it to the family, and is raised as a non-intelligent undead.
Zombie, Non-Intelligent Undead, Unintelligent Undead: ?
Spooptoberween Spooptacular
Reflection: ?
Shadow: ?
Toilet Paper Mummy: ?
Mummy: ?
Bedsheet Ghost: ?
Ghost: ?
Dracula: ?
Vampire Spawn: ?
Shadow: ?
Toilet Paper Mummy: ?
Mummy: ?
Bedsheet Ghost: ?
Ghost: ?
Dracula: ?
Vampire Spawn: ?
TB1: The Crooked Nail (5e)
Undead Ningyo: A slain ningyo rises as undead each night an hour after sunset.
Slain ningyo can return as undead, vengefully seeking out their killers.
[Sl]ain ningyo rises as undead each night.
Pickled Punk: ?
Wandering Damned: The Wandering Damned are human corpses animated by the recently released mummified quasits from the display cases (C4). The employees’ corpses now appear desiccated and drained of all life, though each has a now-bloated quasit corpse riding on its back, its tiny claws deeply embedded through the corpses’ flesh and into its spinal cord, manipulating it like a puppet. Despite how this bizarre form of physical possession may appear, each strange symbiotic pairing is a single fiendish undead with the quasits providing a simple animating force without intelligence.
Mattie, Wandering Damned, Fiendish Zombie: The Wandering Damned are human corpses animated by the recently released mummified quasits from the display cases (C4). The employees’ corpses now appear desiccated and drained of all life, though each has a now-bloated quasit corpse riding on its back, its tiny claws deeply embedded through the corpses’ flesh and into its spinal cord, manipulating it like a puppet. Despite how this bizarre form of physical possession may appear, each strange symbiotic pairing is a single fiendish undead with the quasits providing a simple animating force without intelligence.
Luther, Wandering Damned, Fiendish Zombie: The Wandering Damned are human corpses animated by the recently released mummified quasits from the display cases (C4). The employees’ corpses now appear desiccated and drained of all life, though each has a now-bloated quasit corpse riding on its back, its tiny claws deeply embedded through the corpses’ flesh and into its spinal cord, manipulating it like a puppet. Despite how this bizarre form of physical possession may appear, each strange symbiotic pairing is a single fiendish undead with the quasits providing a simple animating force without intelligence.
Brarl, Wandering Damned, Zombie: The Wandering Damned are human corpses animated by the recently released mummified quasits from the display cases (C4). The employees’ corpses now appear desiccated and drained of all life, though each has a now-bloated quasit corpse riding on its back, its tiny claws deeply embedded through the corpses’ flesh and into its spinal cord, manipulating it like a puppet. Despite how this bizarre form of physical possession may appear, each strange symbiotic pairing is a single fiendish undead with the quasits providing a simple animating force without intelligence.
Cynthia, Wandering Damned, Zombie: The Wandering Damned are human corpses animated by the recently released mummified quasits from the display cases (C4). The employees’ corpses now appear desiccated and drained of all life, though each has a now-bloated quasit corpse riding on its back, its tiny claws deeply embedded through the corpses’ flesh and into its spinal cord, manipulating it like a puppet. Despite how this bizarre form of physical possession may appear, each strange symbiotic pairing is a single fiendish undead with the quasits providing a simple animating force without intelligence.
Vampire: ?
Zombie: ?
Fiendish Undead: ?
Grotesque Deformed Humanoid Fetus: ?
Hostile Creature: ?
Slain ningyo can return as undead, vengefully seeking out their killers.
[Sl]ain ningyo rises as undead each night.
Pickled Punk: ?
Wandering Damned: The Wandering Damned are human corpses animated by the recently released mummified quasits from the display cases (C4). The employees’ corpses now appear desiccated and drained of all life, though each has a now-bloated quasit corpse riding on its back, its tiny claws deeply embedded through the corpses’ flesh and into its spinal cord, manipulating it like a puppet. Despite how this bizarre form of physical possession may appear, each strange symbiotic pairing is a single fiendish undead with the quasits providing a simple animating force without intelligence.
Mattie, Wandering Damned, Fiendish Zombie: The Wandering Damned are human corpses animated by the recently released mummified quasits from the display cases (C4). The employees’ corpses now appear desiccated and drained of all life, though each has a now-bloated quasit corpse riding on its back, its tiny claws deeply embedded through the corpses’ flesh and into its spinal cord, manipulating it like a puppet. Despite how this bizarre form of physical possession may appear, each strange symbiotic pairing is a single fiendish undead with the quasits providing a simple animating force without intelligence.
Luther, Wandering Damned, Fiendish Zombie: The Wandering Damned are human corpses animated by the recently released mummified quasits from the display cases (C4). The employees’ corpses now appear desiccated and drained of all life, though each has a now-bloated quasit corpse riding on its back, its tiny claws deeply embedded through the corpses’ flesh and into its spinal cord, manipulating it like a puppet. Despite how this bizarre form of physical possession may appear, each strange symbiotic pairing is a single fiendish undead with the quasits providing a simple animating force without intelligence.
Brarl, Wandering Damned, Zombie: The Wandering Damned are human corpses animated by the recently released mummified quasits from the display cases (C4). The employees’ corpses now appear desiccated and drained of all life, though each has a now-bloated quasit corpse riding on its back, its tiny claws deeply embedded through the corpses’ flesh and into its spinal cord, manipulating it like a puppet. Despite how this bizarre form of physical possession may appear, each strange symbiotic pairing is a single fiendish undead with the quasits providing a simple animating force without intelligence.
Cynthia, Wandering Damned, Zombie: The Wandering Damned are human corpses animated by the recently released mummified quasits from the display cases (C4). The employees’ corpses now appear desiccated and drained of all life, though each has a now-bloated quasit corpse riding on its back, its tiny claws deeply embedded through the corpses’ flesh and into its spinal cord, manipulating it like a puppet. Despite how this bizarre form of physical possession may appear, each strange symbiotic pairing is a single fiendish undead with the quasits providing a simple animating force without intelligence.
Vampire: ?
Zombie: ?
Fiendish Undead: ?
Grotesque Deformed Humanoid Fetus: ?
Hostile Creature: ?
Tavern Tales Vol. 1: A Trip Away Inn
Source Skeleton: The Source Skeleton is imbued with arcane energy by the Ribbon Spirits and therefore immune to all non-magical sources of damage.
Undead Minion: ?
Fungal Growth Skeleton Swarm, Fungal Growth Skeleton Mob: ?
Swarm Skeleton: ?
Undead: ?
Undead Worker: ?
Armored Source Skeleton: ?
Tosscobble, Swarm Skeleton: ?
Dowager Armara Ardelean, Lady Ardelean, Human Ghost, Terrifying Spirit, Angry Ghost: When the dowager died they planned their escape, but the mother’s jealousy and bitterness proved more powerful than the grave.
At the core of her evil is an unresolved loneliness, an anger at being abandoned by her husband when he died. She was alone and miserable, and her daughter's happiness and prospects for a wonderful future were too much to bear.
Also on the desk is a journal, in which the Dowager Ardelean chronicled her increasing loneliness and resentment. Smashed on the floor is the missing portrait of Lady Ileana and Sir Blake.
Guardian Spirit, Ghost Friend: ?
Ghost: Aeverys's Draining Touch legendary action.
Eddawyn Therafyl, Ghost, Muse, Ghostwriter: Eddawyn explains to the party that she was murdered several years ago. A halfling thief, wearing a cloak and a scarf over her face, broke into her house to steal her most prized possession: a book that she had been working on for the entirety of a decade, entitled Sword’s Edge: Lesser Known Histories, Mysteries, and Witcheries of Melterra. The thief was startled to see Eddawyn home, and more surprised when Eddawyn took the opportunity to cast burning hands at the intruder. Unfortunately, the thief was too quick, dodged out of the way of the spell, and slipped a dagger through Eddawyn’s rib cage. The next thing that Eddawyn knew, she was hovering over her own body, lying in a pool of blood, and her book was missing. Her ghost has been bound to the interior of the house ever since.
Drow Ghost: ?
Drow Ghost, Undead Drow: ?
Minstra, Drow Ghost: ?
Shadow: ?
Skeleton: ?
Armored Skeleton: ?
Will-o'-Wisp, Will o' Wisp: ?
Will-o'-Wisp, Glowing Orb, Mere Ball of Light: ?
Draining Touch (1 action). Melee Weapon Attack:
+9 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A creature slain by this attack rises 24 hours later as a ghost, unless the creature is restored to life or its body is destroyed.
Undead Minion: ?
Fungal Growth Skeleton Swarm, Fungal Growth Skeleton Mob: ?
Swarm Skeleton: ?
Undead: ?
Undead Worker: ?
Armored Source Skeleton: ?
Tosscobble, Swarm Skeleton: ?
Dowager Armara Ardelean, Lady Ardelean, Human Ghost, Terrifying Spirit, Angry Ghost: When the dowager died they planned their escape, but the mother’s jealousy and bitterness proved more powerful than the grave.
At the core of her evil is an unresolved loneliness, an anger at being abandoned by her husband when he died. She was alone and miserable, and her daughter's happiness and prospects for a wonderful future were too much to bear.
Also on the desk is a journal, in which the Dowager Ardelean chronicled her increasing loneliness and resentment. Smashed on the floor is the missing portrait of Lady Ileana and Sir Blake.
Guardian Spirit, Ghost Friend: ?
Ghost: Aeverys's Draining Touch legendary action.
Eddawyn Therafyl, Ghost, Muse, Ghostwriter: Eddawyn explains to the party that she was murdered several years ago. A halfling thief, wearing a cloak and a scarf over her face, broke into her house to steal her most prized possession: a book that she had been working on for the entirety of a decade, entitled Sword’s Edge: Lesser Known Histories, Mysteries, and Witcheries of Melterra. The thief was startled to see Eddawyn home, and more surprised when Eddawyn took the opportunity to cast burning hands at the intruder. Unfortunately, the thief was too quick, dodged out of the way of the spell, and slipped a dagger through Eddawyn’s rib cage. The next thing that Eddawyn knew, she was hovering over her own body, lying in a pool of blood, and her book was missing. Her ghost has been bound to the interior of the house ever since.
Drow Ghost: ?
Drow Ghost, Undead Drow: ?
Minstra, Drow Ghost: ?
Shadow: ?
Skeleton: ?
Armored Skeleton: ?
Will-o'-Wisp, Will o' Wisp: ?
Will-o'-Wisp, Glowing Orb, Mere Ball of Light: ?
Draining Touch (1 action). Melee Weapon Attack:
+9 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A creature slain by this attack rises 24 hours later as a ghost, unless the creature is restored to life or its body is destroyed.
TB2: The Horror in the Sinks (5e)
Undead: ?
Murn Hobley, Ghost, Phantom, Lustful Phantom, Spirit of Deep Gold: ?
Ghoul: ?
Vampire: ?
Zombie Draft Animal, Zombie Creature: ?
Human Zombie: ?
Juju Zombie: ?
Zombie, Zombie Vessel: ?
Zombie Mount, Beast, Quadrupedal Patchwork of Embalmed Animal Parts: ?
Zombie, Animated Embalmed Corpse: ?
Murn Hobley, Ghost, Phantom, Lustful Phantom, Spirit of Deep Gold: ?
Ghoul: ?
Vampire: ?
Zombie Draft Animal, Zombie Creature: ?
Human Zombie: ?
Juju Zombie: ?
Zombie, Zombie Vessel: ?
Zombie Mount, Beast, Quadrupedal Patchwork of Embalmed Animal Parts: ?
Zombie, Animated Embalmed Corpse: ?
TB3: Bloody Jack (5e)
Attic Whisperer, Hidden Benefactor: The attic whisperer was formed from the essences of the many innocent children murdered over the years by Bloody Jack and The Spiteful, all bound together by the tiny conscience of the infant Adelaide Muncy.
Carcass, Mound of Corpulent Undead Flesh, Chef: Buried at the bottom of this mound is the former chef of The Seaside Larder, now a carcass. A massively obese man, the Larder was closed more than three decades ago when its chef suddenly went missing. He in fact ran afoul of Old Scratch one night who tortured and murdered him as sort of a parlour prank before animating the corpse and hiding it back here without anyone knowing.
Lamprey Zombie, Crawling Horror: ?
Ghoul Hound, Stiff-Legged Hound: ?
Fetch, Houndmaster: ?
Ghoul Hound, Hunting Ghoul Hound, Undead Horror: ?
Ghoul Hound, Mangy Dog, Emaciated Hound: ?
Undead Spirit of Killed Children: ?
Carcass, Mound of Corpulent Undead Flesh, Chef: Buried at the bottom of this mound is the former chef of The Seaside Larder, now a carcass. A massively obese man, the Larder was closed more than three decades ago when its chef suddenly went missing. He in fact ran afoul of Old Scratch one night who tortured and murdered him as sort of a parlour prank before animating the corpse and hiding it back here without anyone knowing.
Lamprey Zombie, Crawling Horror: ?
Ghoul Hound, Stiff-Legged Hound: ?
Fetch, Houndmaster: ?
Ghoul Hound, Hunting Ghoul Hound, Undead Horror: ?
Ghoul Hound, Mangy Dog, Emaciated Hound: ?
Undead Spirit of Killed Children: ?
TB4: The Crucible (5e)
Lacedon: ?
Ankhetaur, Collage of Body Parts From a Minotaur and an Ankheg: Currently, the Grinder is amusing himself most of the time with his latest creation — a collage of body parts from a minotaur and an ankheg that he, unimaginatively, calls an ankhetaur.
Skeletal Minotaur: ?
The Dead: ?
Walking Dead: ?
Walking Corpse: ?
Animated Dead: ?
Alchemical Zombie: ?
Necrocraft: ?
Ankhetaur, Collage of Body Parts From a Minotaur and an Ankheg: Currently, the Grinder is amusing himself most of the time with his latest creation — a collage of body parts from a minotaur and an ankheg that he, unimaginatively, calls an ankhetaur.
Skeletal Minotaur: ?
The Dead: ?
Walking Dead: ?
Walking Corpse: ?
Animated Dead: ?
Alchemical Zombie: ?
Necrocraft: ?
TB5: The Children of the Harvest (5e)
Blood Wight: When a living creature bleeds to death on unholy ground, its corpse sometimes returns to life as a blood wight. Evil priests of Orcus, Jubilex, Lucifer and various other demon princes and devil lords often hold dark rituals where they bleed a living creature to death in order to create a blood wight. Blood wights generally detest living creatures, but if created by a clerical or necromantic ritual, the created blood wight will not harm its creator (unless attacked first). Blood wights are solitary creatures though occasionally more than one of these creatures is encountered (particularly when they have been created by an evil cleric or necromancer).
If the cult priest is reduced to fewer than 12 hp, he draws a dagger across his palm and spills his blood upon the altar and stone statue. In doing so, the last of his hit points are drained from his body as his blood is suddenly drawn forth in a torrent upon the altar. This auto-sacrifice acts as a summon spell, and 1 round later his body swells to immense proportions and rises as a blood wight and begins to viciously attack any party members that remain in the room.
Bog Burgyn: Bog burgyns are wholly unnatural creations of the followers of the foul primordial deity Chernobog. They are formed in a powerful, enchanted mud pool called the Cauldron of Chernobog from the corpses of humanoids dumped into its boiling depths as the proper incantation is recited over it.
Bog burgyns possess a strong connection to the Cauldron of Chernobog where they were created; it is the source of both their unlife and their extreme ruggedness.
In truth, the corpse is an unfortunate Blighter who fell victim to Maregeth and his cronies. He was slain and thrown into the pool in area 3 as Maregeth’s first bog burgyn.
Drawing inspiration from the Cauldron of Rebirth from the tales of the Old Way gods that he grew up with on Ynys Cymragh, Maregeth used the proximity of Chernobog’s presence to call forth this cauldron in a natural mud pool here in the caverns. He has begun using the pool to reanimate the bodies of folk of Castorhage that his cultists have murdered and has 3 bog burgyns standing guard in this room as a result.
Cauldron of Chernobog artifact.
Undead, Undead Creature: ?
Ghoul: ?
Solitary Creature: ?
Dripping Mud-Stained Corpse of a Man: ?
Mud-Stained Sometimes Waterlogged Corpse Animated By a Relentless Drive: ?
Undead Creation: ?
Unnatural Creation: ?
New Artifact: Cauldron of Chernobog
This is not a true cauldron, but rather a foul mud pool infused with the power of the dark god Chernobog. As such, it is immobile and found only in locations where Chernobog’s connection to the Material Plane is strong. The Cauldron of Chernobog appears to be a boiling pit of black mud constantly streaked crimson with the blood of the sacrifices frequently fed to it. The cauldron continually gives off a foul brume of noxious fumes, but it does not radiate any heat nor have any apparent heat source. Actually touching the boiling mud reveals that it is nearly freezing to the touch and deals 4d6 cold damage per round of exposure to any living creature that comes in contact with it. A living creature submerged in its freezing embrace is immediately subjected to a disintegrate spell (9th level, 19d6+40 damage, save DC 18) and is wholly consumed if slain (as the spell).
The Cauldron of Chernobog was either created in imitation of the legendary Cauldron of Rebirth of the Tuatha Dé Danann or vice versa; the followers of the Old Way and those who still revere Chernobog hotly contest the matter. The cauldron can be created with the proper ritual by a follower of Chernobog at some swampy location with a close connection to the god, though it is believed that no more than one Cauldron of Chernobog can exist at a time.
If the creator of the cauldron places the corpse of a humanoid within the cauldron, it rises under the next moon as a bog burgyn (see Monster Appendix) under the control of the cauldron’s creator and is forever connected to the cauldron of its creation. A bog burgyn that travels more than 10 miles from the cauldron where it was created temporarily loses its connection until it returns within that range. A bog burgyn cannot be healed of any damage it receives through negative energy spells or abilities, but if it submerges in the cauldron for 1 minute, any lost hit points are restored.
The cauldron can support a number of active bog burgyns equal to the HD of the cauldron’s creator. If a bog burgyn is destroyed, a replacement can be made, but no more than the creator’s number of HD can exist at any one time, including bog burgyns that have traveled beyond the 10-mile connection range.
The Cauldron of Chernobog is a foul artifact that manifests its presence even when not compelled by a user. Each day, there is a 25% chance that the cauldron spontaneously produces 1d3 centipede swarms from its vile muck. These behave as a normal swarm once they emerge and usually soon wander off in search of sustenance, but they do not attack followers of Chernobog.
Destroying the Cauldron: The Cauldron of Chernobog can be permanently destroyed if a living humanoid willing submerges himself in it with the intent to give up his life in order to destroy it. This act causes the sacrificial individual to immediately be affected by a disintegrate spell (no save) and if the humanoid is slain, the cauldron itself is instantly destroyed, its contents drying to dust and blowing away, leaving only a shallow stone basin in the ground.
The cauldron can be made temporarily quiescent (which still counts as destroying it in regards to any bog burgyns it has created) if the entire surface of its pool is covered in the consecrated blood of a willing sacrifice. This requires 100 points of damage to living creatures who willingly bleed themselves into the cauldron (this damage can be divided between multiple individuals), powered by the positive energy of a spell from good-aligned casters who are of at least 5th level. For every 5 points of damage the spells deal to the cauldron, the blood requirement is reduced by 1 point of Constitution. When the cauldron is suspended in this way, it becomes an ordinary mud pit but can be reactivated at any time by a follower of Chernobog with the blood sacrifice of at least 100 points of damage from unwilling victims. A reactivated cauldron does not automatically restore any destroyed bog burgyns; new ones have to be created as normal.
If the cult priest is reduced to fewer than 12 hp, he draws a dagger across his palm and spills his blood upon the altar and stone statue. In doing so, the last of his hit points are drained from his body as his blood is suddenly drawn forth in a torrent upon the altar. This auto-sacrifice acts as a summon spell, and 1 round later his body swells to immense proportions and rises as a blood wight and begins to viciously attack any party members that remain in the room.
Bog Burgyn: Bog burgyns are wholly unnatural creations of the followers of the foul primordial deity Chernobog. They are formed in a powerful, enchanted mud pool called the Cauldron of Chernobog from the corpses of humanoids dumped into its boiling depths as the proper incantation is recited over it.
Bog burgyns possess a strong connection to the Cauldron of Chernobog where they were created; it is the source of both their unlife and their extreme ruggedness.
In truth, the corpse is an unfortunate Blighter who fell victim to Maregeth and his cronies. He was slain and thrown into the pool in area 3 as Maregeth’s first bog burgyn.
Drawing inspiration from the Cauldron of Rebirth from the tales of the Old Way gods that he grew up with on Ynys Cymragh, Maregeth used the proximity of Chernobog’s presence to call forth this cauldron in a natural mud pool here in the caverns. He has begun using the pool to reanimate the bodies of folk of Castorhage that his cultists have murdered and has 3 bog burgyns standing guard in this room as a result.
Cauldron of Chernobog artifact.
Undead, Undead Creature: ?
Ghoul: ?
Solitary Creature: ?
Dripping Mud-Stained Corpse of a Man: ?
Mud-Stained Sometimes Waterlogged Corpse Animated By a Relentless Drive: ?
Undead Creation: ?
Unnatural Creation: ?
New Artifact: Cauldron of Chernobog
This is not a true cauldron, but rather a foul mud pool infused with the power of the dark god Chernobog. As such, it is immobile and found only in locations where Chernobog’s connection to the Material Plane is strong. The Cauldron of Chernobog appears to be a boiling pit of black mud constantly streaked crimson with the blood of the sacrifices frequently fed to it. The cauldron continually gives off a foul brume of noxious fumes, but it does not radiate any heat nor have any apparent heat source. Actually touching the boiling mud reveals that it is nearly freezing to the touch and deals 4d6 cold damage per round of exposure to any living creature that comes in contact with it. A living creature submerged in its freezing embrace is immediately subjected to a disintegrate spell (9th level, 19d6+40 damage, save DC 18) and is wholly consumed if slain (as the spell).
The Cauldron of Chernobog was either created in imitation of the legendary Cauldron of Rebirth of the Tuatha Dé Danann or vice versa; the followers of the Old Way and those who still revere Chernobog hotly contest the matter. The cauldron can be created with the proper ritual by a follower of Chernobog at some swampy location with a close connection to the god, though it is believed that no more than one Cauldron of Chernobog can exist at a time.
If the creator of the cauldron places the corpse of a humanoid within the cauldron, it rises under the next moon as a bog burgyn (see Monster Appendix) under the control of the cauldron’s creator and is forever connected to the cauldron of its creation. A bog burgyn that travels more than 10 miles from the cauldron where it was created temporarily loses its connection until it returns within that range. A bog burgyn cannot be healed of any damage it receives through negative energy spells or abilities, but if it submerges in the cauldron for 1 minute, any lost hit points are restored.
The cauldron can support a number of active bog burgyns equal to the HD of the cauldron’s creator. If a bog burgyn is destroyed, a replacement can be made, but no more than the creator’s number of HD can exist at any one time, including bog burgyns that have traveled beyond the 10-mile connection range.
The Cauldron of Chernobog is a foul artifact that manifests its presence even when not compelled by a user. Each day, there is a 25% chance that the cauldron spontaneously produces 1d3 centipede swarms from its vile muck. These behave as a normal swarm once they emerge and usually soon wander off in search of sustenance, but they do not attack followers of Chernobog.
Destroying the Cauldron: The Cauldron of Chernobog can be permanently destroyed if a living humanoid willing submerges himself in it with the intent to give up his life in order to destroy it. This act causes the sacrificial individual to immediately be affected by a disintegrate spell (no save) and if the humanoid is slain, the cauldron itself is instantly destroyed, its contents drying to dust and blowing away, leaving only a shallow stone basin in the ground.
The cauldron can be made temporarily quiescent (which still counts as destroying it in regards to any bog burgyns it has created) if the entire surface of its pool is covered in the consecrated blood of a willing sacrifice. This requires 100 points of damage to living creatures who willingly bleed themselves into the cauldron (this damage can be divided between multiple individuals), powered by the positive energy of a spell from good-aligned casters who are of at least 5th level. For every 5 points of damage the spells deal to the cauldron, the blood requirement is reduced by 1 point of Constitution. When the cauldron is suspended in this way, it becomes an ordinary mud pit but can be reactivated at any time by a follower of Chernobog with the blood sacrifice of at least 100 points of damage from unwilling victims. A reactivated cauldron does not automatically restore any destroyed bog burgyns; new ones have to be created as normal.
Tegel Manor (5e)
Bloody Bones: ?
Coffer Corpse: ?
Flying Skull: Flying skulls are often created by spellcasters for use as spies or guardians.
Ghost Greater: ?
Ghost Greater Cold-Blooded: This theme applies to creatures that were killed in cold blood or suddenly without warning or provocation.
Ghost Greater Corrupt: This theme applies to creatures that were despicable individuals in life, and their deaths were caused by their own deplorable actions.
Ghost Greater Fearful: This theme applies to creatures who died while experiencing something truly terrifying.
Ghost Greater Iniquitous: This theme applies to creatures who died armed and armored but who were killed in an unfair combat, such as overwhelming odds or the secret use of poison in an honorable duel.
Ghost Greater Repulsive: This theme applies to creatures who died in a gruesome or grisly way.
Ghost Greater Ruthless: This theme applies to creatures who were killed surreptitiously by someone they trusted or held dear.
Ghost Greater Withered: This theme applies to creatures who died from extreme exposure to necrotic damage or from an effect that drains the life out of its target. This theme can also apply to a greater ghost that has existed for a considerable period of time.
Pennagalen: A humanoid slain by this [pennagalen's draining bite] attack rises 24 hours later as a pennagalen under this pennagalen’s control, unless the humanoid is restored to life, its body is destroyed, or the pennagalen uses the body as a host body.
Severed Hand: ?
Severed Head: ?
Skeleton Giant Lizard: ?
Skeleton Noble: ?
Vampiric Warrior: ?
Vampiric Wizard: ?
Zombie Cauldron-Born: A cauldron-born zombie is created through a complex, magical process that involves injecting the corpse with a variety of alchemical substances. By some quirk of its creation, a cauldron-born zombie is more connected to its creator than the average zombie.
The acolytes of Sarthoggus kidnapped the inhabitants of this large dwelling and turned them into cauldron-born zombies.
Zombie Giant Octopus: ?
Zombie Pyre: ?
Zombie Strangling: ?
Bloody Bones, Screaming Bloody and Obviously Mortally Wounded Woman: ?
Coffer Corpse, Wriggling Desiccated Corpse, Body, Undead Horror: ?
Flying Skull, Spy: ?
Flying Skull, Guardian: ?
Flying Skull, Master's Spy: ?
Yellow Flying Skull With the Ability to Grant Wishes, Apparition: ?
Purple Flying Skull, Elusive Undead: ?
Ghost Greater, Star of the Manor: ?
Ghost Greater, Host of the Manor: ?
Ghost Greater Variant: ?
Butler Bertalan, Balor Ghost, Good Butler, Expert at Rationalizing the Irrational: ?
Rascal Rowing, Ghost Greater Despicable, Older Portly Nobleman: ?
Ranting Redurn, Ghost Greater Fearful Repulsive: ?
Ricienna the Ravenous, Ghost Greater Fearful Withered: ?
Rinsel the Ravishing, Ghost Greater Cold-Blooded Corrupt, Regular Adonis: ?
Rumpus Rundel the Rover, Ghost Greater Corrupt Iniquitous: ?
Sir Rankling, Ghost Greater Cold-Blooded Withered, Frail Venerable Gentleman With Long White Moustache: ?
Roparoc the Raider, Ghost Greater Corrupt Iniquitous Repulsive: ?
Roderick the Righteous, Ghost Greater Corrupt Iniquitous, Armored Knight: ?
Rufienna the Reckless, Ghost Greater Corrupt Fearful: ?
Rabrial the Relentless, Ghost Greater Cold-Blooded Corrupt Repulsive Ruthless: ?
Remonger the Resourceful, Ghost Greater Fearful Repulsive: ?
Rourdan the Repressor, Ghost Greater Corrupt Iniquitous Withered: ?
Ribbonsor the Rider, Greater Ghost Cold-Blooded Corrupt Repulsive, Brightly Colored Character With a Rather Long Face: ?
Pennagalen, Maid, Strange Old Woman, Ancient Crone With Withered Limbs and a Hunched Back, Head and Entrails: ?
Countess Rank Rumpula, Vampiric Wizard, Wife: ?
Zombie Cauldron-Born, Specially Enchanted Undead: ?
Zombie Giant Octopus, Strangely Preserved Giant Octopus: ?
Undead, Undead Creature, Undead Monster: Darkslayer magic item.
Undead Inhabitant: ?
Foul Undead: ?
Liam Von Rump: ?
Rhona Rhump: A white witch who wielded the silver hammer of Bahm. She fought many years against the encroaching evil of the old family estate before finally succumbing to its evils.
Undead Orchard Keeper, Hunched Undead Covered in Fine Vines and Leaves: ?
Roka Rump, Rather Long-Haired Gentleman, Particularly Loathsome Member of the Rump Family: ?
Ghast, Well-Dressed Ghast: ?
Ghast: ?
Merrymaking Ghost: ?
Ghostly Figure: ?
Ghostly Young Girl: ?
Ghostly Hand: ?
Ghostly Figure of a Maid: ?
Ghostly Servant: ?
Ghostly Image of a Baby: ?
Ghostly Image of a Young Nanny: ?
Ghost: A humanoid slain by this [greater ghost's draining touch] attack rises 24 hours later as a ghost under the greater ghost’s control, unless the humanoid is restored to life or its body is destroyed.
Ghostly Torturer: ?
Ghostly Overweight Rump: ?
Ghostly Image: ?
Finely Dressed Ghost: ?
Ghost of a Petite Woman: ?
Ghostly Harem Girl: ?
Ghostly Dancing Girl, Ghostly Dancer: ?
Ghostly Musician: ?
Ghostly Coachman: ?
Sir Ratark the Rat-Hearted, Ghost, Noncombatant: ?
Powerful Ghost: ?
Ghoul: ?
Ghoul, Soldier: ?
Ghoul, Mindless Ghoul, Covered Figure, Cloaked Figure, Former Handmaiden: ?
Ghoul, Ghoulish Servant, Ghoul Chef: ?
Ghoul, Foul Creature: ?
Ghoul Servant: ?
Ranting Rex, Ghoul: ?
Rambling Ragnirak, Ghoul: ?
Racketeer Retok, Ghoul: ?
Retreat Rumplast, Ghoul: ?
Ramatic Rumpula, Ghoul, Hunchback: ?
Rongo the Router, Ghoul, Middle-Aged Aristocrat: ?
Rellah the Rebuker, Ghoul, Young Woman: ?
Rozetta Rumpula, Ghoul, Old Spinster: ?
Reveler Rotchar, Ghoul: ?
Resplendent Rambert, Ghoul: ?
Ridwik of the Relic, Lich, Lich of Incredible Prestige and Great Power, Powerful Lich, Younger Brother: Ridwik’s solitary nature didn’t endear him to others in the family — but, together with Rasping Rashuak, he obtained the key to a limited form of immortality.
He [Rasping Rashuak] and his younger brother Ridwik became immortal in their own way, casting aside life as a mere cloak.
Lich, Very Powerful Family Member: ?
Rasping Rashuak, The Man in Scarlet, Lich, Old Master, Brother, Most Powerful Being in Tegel Manor: He and his younger brother Ridwik became immortal in their own way, casting aside life as a mere cloak.
Ridwik’s solitary nature didn’t endear him to others in the family — but, together with Rasping Rashuak, he obtained the key to a limited form of immortality.
Solomon Drake: Solomon Drake was a surgeon and doctor serving in the army. He was recognized for his calm and reserved demeanor when dealing with the physical tragedies of war. He returned home after the war and continued to practice medicine and alchemy. He married into the Rump family and seemed at home in Tegel Manor. He was never a physical man but always had slim arms and legs and a bit of a gut that grew slowly as he aged. It wasn’t until after his passing that anyone realized the extent of his fascination with the dead and dying. There were many tomes dealing with necromancy found hidden in his study, though the family kept this a secret. There is no knowing what else he collected over his long life.
Neophyte Lich: ?
Jeffrey the Jaded Rump, Lich Shade, Nefarious Leader, Unsettled Rump: Because of the Rump curse and a failed dark ritual, Jeffrey is now a lich shade, haunting Tegel Manor as an Unsettled Rump.
Wete Chu, Neophyte Lich, Wicked Wizard: ?
Bom Chu, Neophyte Lich, Bearded Barbarous Bard: ?
Feter Chu, The Fearsome Father, Neophyte Lich: ?
Malberta Chu, Neophyte Lich, Mischievous Mom: ?
Mummy With No Vulnerability to Fire Damage: The corrupted water also has affected the embalmed priests in this part of the temple ruins. Dark energy from the ensorcelled water brought the dead priests back to a state of undeath, neither living nor truly dead. Their wrapped forms now roam the wet tunnels as mummies (with no vulnerability to fire damage) when they are unable to rest, or slumber fitfully upon their deathbeds.
Although the priests of the original temple were already evil, the vile magic within the water has twisted their spirits further, infesting the embalmed creatures with hatred and malevolence without regard to whom they once served.
Arch Priest Gornax, Mummy Lord With Advantage on Saves Against Fire and No Vulnerability to Fire Damage: The corrupted water also has affected the embalmed priests in this part of the temple ruins. Dark energy from the ensorcelled water brought the dead priests back to a state of undeath, neither living nor truly dead. Their wrapped forms now roam the wet tunnels as mummies (with no vulnerability to fire damage) when they are unable to rest, or slumber fitfully upon their deathbeds.
The greatest of their kind, once the most powerful priest in the land, has also been reawakened in his burial chamber. Unlike the others, he retains much of his former power and has gained additional benefits from the water’s dark magic.
Mummy With No Vulnerability to Fire Damage, Recently Reawakened Mummy Priest: ?
High Priest Vorkoth, Mummy With No Vulnerability to Fire Damage, Recently Reawakened Mummy Priest: The corrupted water also has affected the embalmed priests in this part of the temple ruins. Dark energy from the ensorcelled water brought the dead priests back to a state of undeath, neither living nor truly dead. Their wrapped forms now roam the wet tunnels as mummies (with no vulnerability to fire damage) when they are unable to rest, or slumber fitfully upon their deathbeds.
Although the priests of the original temple were already evil, the vile magic within the water has twisted their spirits further, infesting the embalmed creatures with hatred and malevolence without regard to whom they once served.
High Priest Hoorvort, Mummy With No Vulnerability to Fire Damage, Recently Reawakened Mummy Priest: The corrupted water also has affected the embalmed priests in this part of the temple ruins. Dark energy from the ensorcelled water brought the dead priests back to a state of undeath, neither living nor truly dead. Their wrapped forms now roam the wet tunnels as mummies (with no vulnerability to fire damage) when they are unable to rest, or slumber fitfully upon their deathbeds.
Although the priests of the original temple were already evil, the vile magic within the water has twisted their spirits further, infesting the embalmed creatures with hatred and malevolence without regard to whom they once served.
High Priest Guldugat, Voluminous Mummy With No Vulnerability to Fire Damage, Recently Reawakened Mummy Priest: The corrupted water also has affected the embalmed priests in this part of the temple ruins. Dark energy from the ensorcelled water brought the dead priests back to a state of undeath, neither living nor truly dead. Their wrapped forms now roam the wet tunnels as mummies (with no vulnerability to fire damage) when they are unable to rest, or slumber fitfully upon their deathbeds.
Although the priests of the original temple were already evil, the vile magic within the water has twisted their spirits further, infesting the embalmed creatures with hatred and malevolence without regard to whom they once served.
High Priest Jhorl, Mummy With No Vulnerability to Fire Damage, Recently Reawakened Mummy Priest: The corrupted water also has affected the embalmed priests in this part of the temple ruins. Dark energy from the ensorcelled water brought the dead priests back to a state of undeath, neither living nor truly dead. Their wrapped forms now roam the wet tunnels as mummies (with no vulnerability to fire damage) when they are unable to rest, or slumber fitfully upon their deathbeds.
Although the priests of the original temple were already evil, the vile magic within the water has twisted their spirits further, infesting the embalmed creatures with hatred and malevolence without regard to whom they once served.
Typical Mummy: ?
Well-Trained Mummy Immune to Fire Damage: ?
Mummy, Decaying Mummy: ?
Mummy, Animated Mummy: ?
Racy Rawley, Mummy With Speed of 50 Ft. and Advantage on Initiative, Poncy Nobleman: ?
Risque Roschar, Mummy: ?
Rarin the Rearguard, Mummy: ?
Rimout the Reviver, Mummy: ?
Shadow, Shrieking Shadow: ?
Shadow: ?
Shadow, Guardian: ?
Radif the Reprobate, Shadow: ?
Reot of the Raging River, Shadow, Outdoorsman: ?
Reipsik the Rapt, Shadow: ?
Rozet the Seriberiter, Shadow: ?
Rushrat the Rainmaker, Shadow: ?
Rickety Ridmand, Shadow: ?
Skeleton, Undead Horror, Terrible Creature: ?
Skeleton: ?
Skeleton, Soldier: ?
Black Skeleton: ?
Skeleton, Skeleton Armed With a Spear: ?
Skeleton, Sleeping Skeleton, Skeleton Guard: ?
Reckless Rory, Skeleton: ?
Raw Ribby, Skeleton: ?
Racktor the Rash, Skeleton: ?
Retakang Ragelot, Skeleton With 16 Strength: ?
Ready Rhydreg, Skeleton, Wiry Little Fellow With Long Nimble Fingers: ?
Radical Roman, Skeleton: ?
Raging Raktor, Skeleton: ?
Ricochet Remnar, Skeleton: ?
Rhubart the Recondite, Skeleton, Grim Bearded Knight: ?
Ritzy Rutorn, Skeleton: ?
Specter: ?
Specter, Older Gentleman: ?
Ronahr the Repellant, Specter: ?
Rigat the Rabble Rouser, Specter, Skilled Demagogue: ?
Rosienna the Romancer, Specter, Flirty Dame: ?
Ryth the Recanter, Specter, Grossly Overweight Monk, Firm Believer in Tsathoggus: ?
Retort Rowanter, Specter: ?
Riven the Refected, Specter: ?
Vampire, Very Powerful Family Member: ?
Count Radu Rumpula, Vampire, Stereotypical Vampire, Man in His Fifties: ?
Rapid Rithiena, Vampire, Headless Human Vampire: ?
Lady Rubiena Rumpula, Vampire, Vampire Mistress: ?
Vampire Spawn: A grim sight awaits those who enter this little-used bedroom — six women (vampire spawn with half hit points) wearing nothing more than tight corsets and burlap sacks as tight-fitting dresses hang upside down, their ankles wrapped with rusty chains fixed to the ceiling. Each woman has been drained of most of her blood and is in a state of vampirism. These were the lady’s rivals at some point before Rubienna’s cunning and skill caught them unawares.
Vampire Spawn, Woman: ?
Vampire: ?
Wight: ?
Wight, Instructor: ?
Wight, Black-Clad Wight: ?
Wight, Wight Sergeant, Shambling Figure: ?
Raving Rindat, Wight, Insane Wild Eyed Madman: ?
Reydd the Razor, Wight: ?
Relang the Racker, Wight, Giant of a Man: ?
Rivona the Radiant, Wight With Charisma 18, Fair Lady of Incredible Beauty, Heavenly Apparition: ?
Ransack Rosco, Wight, Haughty Grizzled Veteran: ?
Rattlepate Remalda, Wight, Obese Matron: ?
Rodip the Rationalist, Wight With Innate Spellcaster, Skilled Demagogue: ?
Rebut Roridok, Wight, Jovial Overweight Old Man: ?
Reciting Ralfid, Wight, Poncy Bard: ?
Rabury the Recluse, Wight, Miserable Old Man With a Sour Attitude: ?
Regenerating Rodark, Wight That Regenerates: ?
Relvidor the Renowned, Wight, Grumpy Veteran: ?
Riddles Relwod, Wight: ?
Will-o'-Wisp: ?
Rebounding Reydahl, Will-o'-Wisp: ?
Wraith: ?
Wraith, Female Wraith, She-Wraith: ?
Wraith, Crying Wraith Maid, Ghostly Figure of a Maid: ?
Wraith That Can Innately Cast Hypnotic Pattern 3x/day: ?
Wraith That Can Innately Cast Hypnotic Pattern 3x/day, Dark Silhouette of a Man: ?
Wraith, Disheveled Old Man: ?
Rustrum the Rabid, Wraith, Massive Monster of a Man With Bristling Hair All Over His Face: ?
Rummy Rory, Dread Pirate Rory, Wraith: ?
Raphod the Reaper, Wraith, Towering Barbarian Lord: ?
Rembard the Rake, Wraith: ?
Reeling Rihorn, Wraith, Hypnotist With a Long Black Beard Bushy Eyebrows and Enigmatic Stare: ?
Rigormortus Rumpula, Wraith, Old Rickety Man With a Long Face and Thin Limbs: ?
Rudlong the Revenger, Wraith: ?
Zombie, Average Zombie: Necrotic Dust alchemical substance.
Zombie, Soldier: ?
Bloated Zombie, Bloated Zombie With Speed 10 Feet: ?
Bloated Zombie, Chanting Zombie: ?
Corpse: Acolytes of the evil temple sought refuge here when the battle between the frog-god and his enemies raged, dying when holy fire descended into the temple’s lower chambers. Black scorch marks are seen on several walls, intermingled with streaks of crimson. Several inanimate skeletons are slumped against walls and behind broken furniture. Dozens of the acolytes jumped into the drainage pit at the far side of the room, hoping to avoid the intense fire that raged throughout the underground chambers. As the acolytes died in the water, their bodies blocked more and more of the pit’s grate until water no longer drained from the area. Although this was not a problem during the period that followed the temple’s initial inactivity, in the years that followed when water from the western chambers filled the area, the water had nowhere to go and began filling the tunnels.
Affected by the water’s dark magic, the corpses within the pit have recently animated (as zombies with Speed 5 feet).
Zombie With Speed 5 Feet: ?
Zombie, Beautiful Zombie: ?
Zombie, Fanciful Zombie: ?
Zombie, Tireless Undead: ?
Zombie, Disciple: ?
Zombie, Desiccated Corpse: ?
Zombie, Zombie Minion: ?
Rialto the Riffraff, Zombie, Common Vagrant of Filthy Aspect: ?
Rancorous Rimy, Zombie: ?
Rocky the Rogue, Zombie: ?
Radaw the Rebel, Zombie: ?
Radded Rufus, Zombie: ?
Railler Rolandil, Zombie, Bloated Decaying Body Smells of Foul Water and Seaweed: ?
Rahad the Random, Zombie, Real Tough Fellow: ?
Rigorn the Recruit, Zombie: ?
Rinbak the Rich, Zombie: ?
Darkslayer
Weapon (greatsword), legendary (requires attunement by an evil character)
Black as obsidian, this magical greatsword emanates Evil (CE to be exact). It calls out to those it deems worthy of holding it, generally picking a weak-willed, evil character from the group. It is highly intelligent and sentient, capable of manipulating its wielder’s emotions to do its bidding. Darkslayer can hear and see invisible creatures up to 50 feet and often incites it wielder to attack them, even when the target is unseen. Each critical fumble rolled with an attack with Darkslayer ages the character 1d4 years. A character who dies from old age while holding Darkslayer returns as an undead being appropriate to their level and power.
You gain a +2 bonus to attack and damage rolls with this weapon.
Necrotic Dust (DC 20): Requires incense worth 50 gp per dose mixed with mummy dust. Once sprinkled on corpses, it animates them as zombies as per animate dead. Each dose is good for one hit die worth of undead.
Coffer Corpse: ?
Flying Skull: Flying skulls are often created by spellcasters for use as spies or guardians.
Ghost Greater: ?
Ghost Greater Cold-Blooded: This theme applies to creatures that were killed in cold blood or suddenly without warning or provocation.
Ghost Greater Corrupt: This theme applies to creatures that were despicable individuals in life, and their deaths were caused by their own deplorable actions.
Ghost Greater Fearful: This theme applies to creatures who died while experiencing something truly terrifying.
Ghost Greater Iniquitous: This theme applies to creatures who died armed and armored but who were killed in an unfair combat, such as overwhelming odds or the secret use of poison in an honorable duel.
Ghost Greater Repulsive: This theme applies to creatures who died in a gruesome or grisly way.
Ghost Greater Ruthless: This theme applies to creatures who were killed surreptitiously by someone they trusted or held dear.
Ghost Greater Withered: This theme applies to creatures who died from extreme exposure to necrotic damage or from an effect that drains the life out of its target. This theme can also apply to a greater ghost that has existed for a considerable period of time.
Pennagalen: A humanoid slain by this [pennagalen's draining bite] attack rises 24 hours later as a pennagalen under this pennagalen’s control, unless the humanoid is restored to life, its body is destroyed, or the pennagalen uses the body as a host body.
Severed Hand: ?
Severed Head: ?
Skeleton Giant Lizard: ?
Skeleton Noble: ?
Vampiric Warrior: ?
Vampiric Wizard: ?
Zombie Cauldron-Born: A cauldron-born zombie is created through a complex, magical process that involves injecting the corpse with a variety of alchemical substances. By some quirk of its creation, a cauldron-born zombie is more connected to its creator than the average zombie.
The acolytes of Sarthoggus kidnapped the inhabitants of this large dwelling and turned them into cauldron-born zombies.
Zombie Giant Octopus: ?
Zombie Pyre: ?
Zombie Strangling: ?
Bloody Bones, Screaming Bloody and Obviously Mortally Wounded Woman: ?
Coffer Corpse, Wriggling Desiccated Corpse, Body, Undead Horror: ?
Flying Skull, Spy: ?
Flying Skull, Guardian: ?
Flying Skull, Master's Spy: ?
Yellow Flying Skull With the Ability to Grant Wishes, Apparition: ?
Purple Flying Skull, Elusive Undead: ?
Ghost Greater, Star of the Manor: ?
Ghost Greater, Host of the Manor: ?
Ghost Greater Variant: ?
Butler Bertalan, Balor Ghost, Good Butler, Expert at Rationalizing the Irrational: ?
Rascal Rowing, Ghost Greater Despicable, Older Portly Nobleman: ?
Ranting Redurn, Ghost Greater Fearful Repulsive: ?
Ricienna the Ravenous, Ghost Greater Fearful Withered: ?
Rinsel the Ravishing, Ghost Greater Cold-Blooded Corrupt, Regular Adonis: ?
Rumpus Rundel the Rover, Ghost Greater Corrupt Iniquitous: ?
Sir Rankling, Ghost Greater Cold-Blooded Withered, Frail Venerable Gentleman With Long White Moustache: ?
Roparoc the Raider, Ghost Greater Corrupt Iniquitous Repulsive: ?
Roderick the Righteous, Ghost Greater Corrupt Iniquitous, Armored Knight: ?
Rufienna the Reckless, Ghost Greater Corrupt Fearful: ?
Rabrial the Relentless, Ghost Greater Cold-Blooded Corrupt Repulsive Ruthless: ?
Remonger the Resourceful, Ghost Greater Fearful Repulsive: ?
Rourdan the Repressor, Ghost Greater Corrupt Iniquitous Withered: ?
Ribbonsor the Rider, Greater Ghost Cold-Blooded Corrupt Repulsive, Brightly Colored Character With a Rather Long Face: ?
Pennagalen, Maid, Strange Old Woman, Ancient Crone With Withered Limbs and a Hunched Back, Head and Entrails: ?
Countess Rank Rumpula, Vampiric Wizard, Wife: ?
Zombie Cauldron-Born, Specially Enchanted Undead: ?
Zombie Giant Octopus, Strangely Preserved Giant Octopus: ?
Undead, Undead Creature, Undead Monster: Darkslayer magic item.
Undead Inhabitant: ?
Foul Undead: ?
Liam Von Rump: ?
Rhona Rhump: A white witch who wielded the silver hammer of Bahm. She fought many years against the encroaching evil of the old family estate before finally succumbing to its evils.
Undead Orchard Keeper, Hunched Undead Covered in Fine Vines and Leaves: ?
Roka Rump, Rather Long-Haired Gentleman, Particularly Loathsome Member of the Rump Family: ?
Ghast, Well-Dressed Ghast: ?
Ghast: ?
Merrymaking Ghost: ?
Ghostly Figure: ?
Ghostly Young Girl: ?
Ghostly Hand: ?
Ghostly Figure of a Maid: ?
Ghostly Servant: ?
Ghostly Image of a Baby: ?
Ghostly Image of a Young Nanny: ?
Ghost: A humanoid slain by this [greater ghost's draining touch] attack rises 24 hours later as a ghost under the greater ghost’s control, unless the humanoid is restored to life or its body is destroyed.
Ghostly Torturer: ?
Ghostly Overweight Rump: ?
Ghostly Image: ?
Finely Dressed Ghost: ?
Ghost of a Petite Woman: ?
Ghostly Harem Girl: ?
Ghostly Dancing Girl, Ghostly Dancer: ?
Ghostly Musician: ?
Ghostly Coachman: ?
Sir Ratark the Rat-Hearted, Ghost, Noncombatant: ?
Powerful Ghost: ?
Ghoul: ?
Ghoul, Soldier: ?
Ghoul, Mindless Ghoul, Covered Figure, Cloaked Figure, Former Handmaiden: ?
Ghoul, Ghoulish Servant, Ghoul Chef: ?
Ghoul, Foul Creature: ?
Ghoul Servant: ?
Ranting Rex, Ghoul: ?
Rambling Ragnirak, Ghoul: ?
Racketeer Retok, Ghoul: ?
Retreat Rumplast, Ghoul: ?
Ramatic Rumpula, Ghoul, Hunchback: ?
Rongo the Router, Ghoul, Middle-Aged Aristocrat: ?
Rellah the Rebuker, Ghoul, Young Woman: ?
Rozetta Rumpula, Ghoul, Old Spinster: ?
Reveler Rotchar, Ghoul: ?
Resplendent Rambert, Ghoul: ?
Ridwik of the Relic, Lich, Lich of Incredible Prestige and Great Power, Powerful Lich, Younger Brother: Ridwik’s solitary nature didn’t endear him to others in the family — but, together with Rasping Rashuak, he obtained the key to a limited form of immortality.
He [Rasping Rashuak] and his younger brother Ridwik became immortal in their own way, casting aside life as a mere cloak.
Lich, Very Powerful Family Member: ?
Rasping Rashuak, The Man in Scarlet, Lich, Old Master, Brother, Most Powerful Being in Tegel Manor: He and his younger brother Ridwik became immortal in their own way, casting aside life as a mere cloak.
Ridwik’s solitary nature didn’t endear him to others in the family — but, together with Rasping Rashuak, he obtained the key to a limited form of immortality.
Solomon Drake: Solomon Drake was a surgeon and doctor serving in the army. He was recognized for his calm and reserved demeanor when dealing with the physical tragedies of war. He returned home after the war and continued to practice medicine and alchemy. He married into the Rump family and seemed at home in Tegel Manor. He was never a physical man but always had slim arms and legs and a bit of a gut that grew slowly as he aged. It wasn’t until after his passing that anyone realized the extent of his fascination with the dead and dying. There were many tomes dealing with necromancy found hidden in his study, though the family kept this a secret. There is no knowing what else he collected over his long life.
Neophyte Lich: ?
Jeffrey the Jaded Rump, Lich Shade, Nefarious Leader, Unsettled Rump: Because of the Rump curse and a failed dark ritual, Jeffrey is now a lich shade, haunting Tegel Manor as an Unsettled Rump.
Wete Chu, Neophyte Lich, Wicked Wizard: ?
Bom Chu, Neophyte Lich, Bearded Barbarous Bard: ?
Feter Chu, The Fearsome Father, Neophyte Lich: ?
Malberta Chu, Neophyte Lich, Mischievous Mom: ?
Mummy With No Vulnerability to Fire Damage: The corrupted water also has affected the embalmed priests in this part of the temple ruins. Dark energy from the ensorcelled water brought the dead priests back to a state of undeath, neither living nor truly dead. Their wrapped forms now roam the wet tunnels as mummies (with no vulnerability to fire damage) when they are unable to rest, or slumber fitfully upon their deathbeds.
Although the priests of the original temple were already evil, the vile magic within the water has twisted their spirits further, infesting the embalmed creatures with hatred and malevolence without regard to whom they once served.
Arch Priest Gornax, Mummy Lord With Advantage on Saves Against Fire and No Vulnerability to Fire Damage: The corrupted water also has affected the embalmed priests in this part of the temple ruins. Dark energy from the ensorcelled water brought the dead priests back to a state of undeath, neither living nor truly dead. Their wrapped forms now roam the wet tunnels as mummies (with no vulnerability to fire damage) when they are unable to rest, or slumber fitfully upon their deathbeds.
The greatest of their kind, once the most powerful priest in the land, has also been reawakened in his burial chamber. Unlike the others, he retains much of his former power and has gained additional benefits from the water’s dark magic.
Mummy With No Vulnerability to Fire Damage, Recently Reawakened Mummy Priest: ?
High Priest Vorkoth, Mummy With No Vulnerability to Fire Damage, Recently Reawakened Mummy Priest: The corrupted water also has affected the embalmed priests in this part of the temple ruins. Dark energy from the ensorcelled water brought the dead priests back to a state of undeath, neither living nor truly dead. Their wrapped forms now roam the wet tunnels as mummies (with no vulnerability to fire damage) when they are unable to rest, or slumber fitfully upon their deathbeds.
Although the priests of the original temple were already evil, the vile magic within the water has twisted their spirits further, infesting the embalmed creatures with hatred and malevolence without regard to whom they once served.
High Priest Hoorvort, Mummy With No Vulnerability to Fire Damage, Recently Reawakened Mummy Priest: The corrupted water also has affected the embalmed priests in this part of the temple ruins. Dark energy from the ensorcelled water brought the dead priests back to a state of undeath, neither living nor truly dead. Their wrapped forms now roam the wet tunnels as mummies (with no vulnerability to fire damage) when they are unable to rest, or slumber fitfully upon their deathbeds.
Although the priests of the original temple were already evil, the vile magic within the water has twisted their spirits further, infesting the embalmed creatures with hatred and malevolence without regard to whom they once served.
High Priest Guldugat, Voluminous Mummy With No Vulnerability to Fire Damage, Recently Reawakened Mummy Priest: The corrupted water also has affected the embalmed priests in this part of the temple ruins. Dark energy from the ensorcelled water brought the dead priests back to a state of undeath, neither living nor truly dead. Their wrapped forms now roam the wet tunnels as mummies (with no vulnerability to fire damage) when they are unable to rest, or slumber fitfully upon their deathbeds.
Although the priests of the original temple were already evil, the vile magic within the water has twisted their spirits further, infesting the embalmed creatures with hatred and malevolence without regard to whom they once served.
High Priest Jhorl, Mummy With No Vulnerability to Fire Damage, Recently Reawakened Mummy Priest: The corrupted water also has affected the embalmed priests in this part of the temple ruins. Dark energy from the ensorcelled water brought the dead priests back to a state of undeath, neither living nor truly dead. Their wrapped forms now roam the wet tunnels as mummies (with no vulnerability to fire damage) when they are unable to rest, or slumber fitfully upon their deathbeds.
Although the priests of the original temple were already evil, the vile magic within the water has twisted their spirits further, infesting the embalmed creatures with hatred and malevolence without regard to whom they once served.
Typical Mummy: ?
Well-Trained Mummy Immune to Fire Damage: ?
Mummy, Decaying Mummy: ?
Mummy, Animated Mummy: ?
Racy Rawley, Mummy With Speed of 50 Ft. and Advantage on Initiative, Poncy Nobleman: ?
Risque Roschar, Mummy: ?
Rarin the Rearguard, Mummy: ?
Rimout the Reviver, Mummy: ?
Shadow, Shrieking Shadow: ?
Shadow: ?
Shadow, Guardian: ?
Radif the Reprobate, Shadow: ?
Reot of the Raging River, Shadow, Outdoorsman: ?
Reipsik the Rapt, Shadow: ?
Rozet the Seriberiter, Shadow: ?
Rushrat the Rainmaker, Shadow: ?
Rickety Ridmand, Shadow: ?
Skeleton, Undead Horror, Terrible Creature: ?
Skeleton: ?
Skeleton, Soldier: ?
Black Skeleton: ?
Skeleton, Skeleton Armed With a Spear: ?
Skeleton, Sleeping Skeleton, Skeleton Guard: ?
Reckless Rory, Skeleton: ?
Raw Ribby, Skeleton: ?
Racktor the Rash, Skeleton: ?
Retakang Ragelot, Skeleton With 16 Strength: ?
Ready Rhydreg, Skeleton, Wiry Little Fellow With Long Nimble Fingers: ?
Radical Roman, Skeleton: ?
Raging Raktor, Skeleton: ?
Ricochet Remnar, Skeleton: ?
Rhubart the Recondite, Skeleton, Grim Bearded Knight: ?
Ritzy Rutorn, Skeleton: ?
Specter: ?
Specter, Older Gentleman: ?
Ronahr the Repellant, Specter: ?
Rigat the Rabble Rouser, Specter, Skilled Demagogue: ?
Rosienna the Romancer, Specter, Flirty Dame: ?
Ryth the Recanter, Specter, Grossly Overweight Monk, Firm Believer in Tsathoggus: ?
Retort Rowanter, Specter: ?
Riven the Refected, Specter: ?
Vampire, Very Powerful Family Member: ?
Count Radu Rumpula, Vampire, Stereotypical Vampire, Man in His Fifties: ?
Rapid Rithiena, Vampire, Headless Human Vampire: ?
Lady Rubiena Rumpula, Vampire, Vampire Mistress: ?
Vampire Spawn: A grim sight awaits those who enter this little-used bedroom — six women (vampire spawn with half hit points) wearing nothing more than tight corsets and burlap sacks as tight-fitting dresses hang upside down, their ankles wrapped with rusty chains fixed to the ceiling. Each woman has been drained of most of her blood and is in a state of vampirism. These were the lady’s rivals at some point before Rubienna’s cunning and skill caught them unawares.
Vampire Spawn, Woman: ?
Vampire: ?
Wight: ?
Wight, Instructor: ?
Wight, Black-Clad Wight: ?
Wight, Wight Sergeant, Shambling Figure: ?
Raving Rindat, Wight, Insane Wild Eyed Madman: ?
Reydd the Razor, Wight: ?
Relang the Racker, Wight, Giant of a Man: ?
Rivona the Radiant, Wight With Charisma 18, Fair Lady of Incredible Beauty, Heavenly Apparition: ?
Ransack Rosco, Wight, Haughty Grizzled Veteran: ?
Rattlepate Remalda, Wight, Obese Matron: ?
Rodip the Rationalist, Wight With Innate Spellcaster, Skilled Demagogue: ?
Rebut Roridok, Wight, Jovial Overweight Old Man: ?
Reciting Ralfid, Wight, Poncy Bard: ?
Rabury the Recluse, Wight, Miserable Old Man With a Sour Attitude: ?
Regenerating Rodark, Wight That Regenerates: ?
Relvidor the Renowned, Wight, Grumpy Veteran: ?
Riddles Relwod, Wight: ?
Will-o'-Wisp: ?
Rebounding Reydahl, Will-o'-Wisp: ?
Wraith: ?
Wraith, Female Wraith, She-Wraith: ?
Wraith, Crying Wraith Maid, Ghostly Figure of a Maid: ?
Wraith That Can Innately Cast Hypnotic Pattern 3x/day: ?
Wraith That Can Innately Cast Hypnotic Pattern 3x/day, Dark Silhouette of a Man: ?
Wraith, Disheveled Old Man: ?
Rustrum the Rabid, Wraith, Massive Monster of a Man With Bristling Hair All Over His Face: ?
Rummy Rory, Dread Pirate Rory, Wraith: ?
Raphod the Reaper, Wraith, Towering Barbarian Lord: ?
Rembard the Rake, Wraith: ?
Reeling Rihorn, Wraith, Hypnotist With a Long Black Beard Bushy Eyebrows and Enigmatic Stare: ?
Rigormortus Rumpula, Wraith, Old Rickety Man With a Long Face and Thin Limbs: ?
Rudlong the Revenger, Wraith: ?
Zombie, Average Zombie: Necrotic Dust alchemical substance.
Zombie, Soldier: ?
Bloated Zombie, Bloated Zombie With Speed 10 Feet: ?
Bloated Zombie, Chanting Zombie: ?
Corpse: Acolytes of the evil temple sought refuge here when the battle between the frog-god and his enemies raged, dying when holy fire descended into the temple’s lower chambers. Black scorch marks are seen on several walls, intermingled with streaks of crimson. Several inanimate skeletons are slumped against walls and behind broken furniture. Dozens of the acolytes jumped into the drainage pit at the far side of the room, hoping to avoid the intense fire that raged throughout the underground chambers. As the acolytes died in the water, their bodies blocked more and more of the pit’s grate until water no longer drained from the area. Although this was not a problem during the period that followed the temple’s initial inactivity, in the years that followed when water from the western chambers filled the area, the water had nowhere to go and began filling the tunnels.
Affected by the water’s dark magic, the corpses within the pit have recently animated (as zombies with Speed 5 feet).
Zombie With Speed 5 Feet: ?
Zombie, Beautiful Zombie: ?
Zombie, Fanciful Zombie: ?
Zombie, Tireless Undead: ?
Zombie, Disciple: ?
Zombie, Desiccated Corpse: ?
Zombie, Zombie Minion: ?
Rialto the Riffraff, Zombie, Common Vagrant of Filthy Aspect: ?
Rancorous Rimy, Zombie: ?
Rocky the Rogue, Zombie: ?
Radaw the Rebel, Zombie: ?
Radded Rufus, Zombie: ?
Railler Rolandil, Zombie, Bloated Decaying Body Smells of Foul Water and Seaweed: ?
Rahad the Random, Zombie, Real Tough Fellow: ?
Rigorn the Recruit, Zombie: ?
Rinbak the Rich, Zombie: ?
Darkslayer
Weapon (greatsword), legendary (requires attunement by an evil character)
Black as obsidian, this magical greatsword emanates Evil (CE to be exact). It calls out to those it deems worthy of holding it, generally picking a weak-willed, evil character from the group. It is highly intelligent and sentient, capable of manipulating its wielder’s emotions to do its bidding. Darkslayer can hear and see invisible creatures up to 50 feet and often incites it wielder to attack them, even when the target is unseen. Each critical fumble rolled with an attack with Darkslayer ages the character 1d4 years. A character who dies from old age while holding Darkslayer returns as an undead being appropriate to their level and power.
You gain a +2 bonus to attack and damage rolls with this weapon.
Necrotic Dust (DC 20): Requires incense worth 50 gp per dose mixed with mummy dust. Once sprinkled on corpses, it animates them as zombies as per animate dead. Each dose is good for one hit die worth of undead.
Tegel Manor: Bestiary (5e)
Bloody Bones: ?
Coffer Corpse: ?
Flying Skull: Flying skulls are often created by spellcasters for use as spies or guardians.
Spy: ?
Guardian: ?
Greater Ghost of Tegel Manor: ?
Powerful Ghost: ?
Greater Ghost: ?
Variant Greater Ghost: ?
Ghost: A humanoid slain by [a greater ghost's life drain] attack rises 24 hours later as a ghost under the greater ghost’s control, unless the humanoid is restored to life or its body is destroyed.
Cold-Blooded Greater Ghost: This theme applies to creatures that were killed in cold blood or suddenly without warning or provocation.
Corrupt Greater Ghost: This theme applies to creatures that were despicable individuals in life, and their deaths were caused by their own deplorable actions. Such a greater ghost died with wickedness lodged like a stone in its heart.
Fearful Greater Ghost: This theme applies to creatures who died while experiencing something truly terrifying.
Iniquitous Greater Ghost: This theme applies to creatures who died armed and armored but who were killed in an unfair combat, such as overwhelming odds or the secret use of poison in an honorable duel.
Repulsive Greater Ghost: This theme applies to creatures who died in a gruesome or grisly way. Such a greater ghost is permanently marred or disfigured by its killing blow, vexing the ghost’s fragile vanity.
Ruthless Greater Ghost: This theme applies to creatures who were killed surreptitiously by someone they trusted or held dear.
Withered Greater Ghost: This theme applies to creatures who died from extreme exposure to necrotic damage or from an effect that drains the life out of its target. This theme can also apply to a greater ghost that has existed for a considerable period of time.
Undead: ?
Pennagalen: A humanoid slain by [a pennagalen's draining bite] attack rises 24 hours later as a pennagalen under this pennagalen’s control, unless the humanoid is restored to life, its body is destroyed, or the pennagalen uses the body as a host body.
Severed Hand: ?
Severed Head: ?
Giant Lizard Skeleton: ?
Noble Skeleton: ?
Skeleton: ?
Vampiric Warrior: ?
Zombie, Average Zombie: ?
Vampiric Wizard: ?
Cauldron-Born Zombie: A cauldron-born zombie is created through a complex, magical process that involves injecting the corpse with a variety of alchemical substances. By some quirk of its creation, a cauldron-born zombie is more connected to its creator than the average zombie.
Giant Octopus Zombie: ?
Pyre Zombie: ?
Strangling Zombie: ?
Coffer Corpse: ?
Flying Skull: Flying skulls are often created by spellcasters for use as spies or guardians.
Spy: ?
Guardian: ?
Greater Ghost of Tegel Manor: ?
Powerful Ghost: ?
Greater Ghost: ?
Variant Greater Ghost: ?
Ghost: A humanoid slain by [a greater ghost's life drain] attack rises 24 hours later as a ghost under the greater ghost’s control, unless the humanoid is restored to life or its body is destroyed.
Cold-Blooded Greater Ghost: This theme applies to creatures that were killed in cold blood or suddenly without warning or provocation.
Corrupt Greater Ghost: This theme applies to creatures that were despicable individuals in life, and their deaths were caused by their own deplorable actions. Such a greater ghost died with wickedness lodged like a stone in its heart.
Fearful Greater Ghost: This theme applies to creatures who died while experiencing something truly terrifying.
Iniquitous Greater Ghost: This theme applies to creatures who died armed and armored but who were killed in an unfair combat, such as overwhelming odds or the secret use of poison in an honorable duel.
Repulsive Greater Ghost: This theme applies to creatures who died in a gruesome or grisly way. Such a greater ghost is permanently marred or disfigured by its killing blow, vexing the ghost’s fragile vanity.
Ruthless Greater Ghost: This theme applies to creatures who were killed surreptitiously by someone they trusted or held dear.
Withered Greater Ghost: This theme applies to creatures who died from extreme exposure to necrotic damage or from an effect that drains the life out of its target. This theme can also apply to a greater ghost that has existed for a considerable period of time.
Undead: ?
Pennagalen: A humanoid slain by [a pennagalen's draining bite] attack rises 24 hours later as a pennagalen under this pennagalen’s control, unless the humanoid is restored to life, its body is destroyed, or the pennagalen uses the body as a host body.
Severed Hand: ?
Severed Head: ?
Giant Lizard Skeleton: ?
Noble Skeleton: ?
Skeleton: ?
Vampiric Warrior: ?
Zombie, Average Zombie: ?
Vampiric Wizard: ?
Cauldron-Born Zombie: A cauldron-born zombie is created through a complex, magical process that involves injecting the corpse with a variety of alchemical substances. By some quirk of its creation, a cauldron-born zombie is more connected to its creator than the average zombie.
Giant Octopus Zombie: ?
Pyre Zombie: ?
Strangling Zombie: ?
Tehuatl Fifth Edition Bestiary
Shadow Greater: They are typically found amid the huge undead maizefields that surround settlements of lost souls that become trapped and forgotten on their journey to Miquito (the Realm of the Dead). The maizefields and shadows share an inseparable, almost symbiotic bond. They are the physical manifestations born from the fear of the departed who cannot find sustenance. In turn, the shadows created by their internal terror ultimately devour their life essence.
Spawn of Tlatoani: The origin of these foul, undead abominations remain shrouded in mystery, though religious scholars believe the former lord of Tehuatl and the whole of Notos crafted these undying horrors from pythons. The ritual used to make these creatures has been lost to time, as the only known specimens are found in places closely associated with the southern continent’s former master. Measuring roughly 10 feet in length from snout to tail, the monster attacks with its fearsome bite and its surprisingly supple tongue that somehow survived the mummification ritual largely intact.
Unrequited: An unrequited only forms from the enduring essence of an adolescent humanoid. It takes at least a year for the creature’s consciousness to take on a life of its own. Therefore, the brain must remain well-preserved and intact during this strange metamorphosis. Most of these vaporous undead coalesce from an adolescent who died suddenly and violently at another’s hands. Shortly after the being’s demise, the creature’s unfulfilled aspirations take physical form as wispy clouds of crimson vapor. When the disparate parts merge to create a singularity, the unrequited’s formation is complete and its desires become reality. Despite being created from the thoughts of a sentient being, the spiteful undead has no memory of its former existence.
Unressurected Wraith: These woeful beings remain bound to the mortal world, trapped for all eternity in the perfectly mummified corpses of their former bodies, only to be awakened and transformed into incorporeal horrors under specific circumstances. They cannot voluntarily transform into their incorporeal form and thus remain bound forever to the pacts and magics of their creators. Many of these creatures willingly enter bargains to serve as the guardian of a sacred place only to learn in death that the fate bestowed to them is not an honor but a cruel curse.
Undead: ?
Hateful Creature: ?
Incorporeal Figure: ?
Shadow: If a non-evil humanoid dies from [a greater shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Foul Undead Abomination: ?
Undying Horror: ?
Huge Mummified Serpent: ?
Vaporous Undead: ?
Spiteful Undead: ?
Woeful Being: ?
Incorporeal Horror: ?
Sinister Incorporeal Figure With Malevolent Red Eyes: ?
Spawn of Tlatoani: The origin of these foul, undead abominations remain shrouded in mystery, though religious scholars believe the former lord of Tehuatl and the whole of Notos crafted these undying horrors from pythons. The ritual used to make these creatures has been lost to time, as the only known specimens are found in places closely associated with the southern continent’s former master. Measuring roughly 10 feet in length from snout to tail, the monster attacks with its fearsome bite and its surprisingly supple tongue that somehow survived the mummification ritual largely intact.
Unrequited: An unrequited only forms from the enduring essence of an adolescent humanoid. It takes at least a year for the creature’s consciousness to take on a life of its own. Therefore, the brain must remain well-preserved and intact during this strange metamorphosis. Most of these vaporous undead coalesce from an adolescent who died suddenly and violently at another’s hands. Shortly after the being’s demise, the creature’s unfulfilled aspirations take physical form as wispy clouds of crimson vapor. When the disparate parts merge to create a singularity, the unrequited’s formation is complete and its desires become reality. Despite being created from the thoughts of a sentient being, the spiteful undead has no memory of its former existence.
Unressurected Wraith: These woeful beings remain bound to the mortal world, trapped for all eternity in the perfectly mummified corpses of their former bodies, only to be awakened and transformed into incorporeal horrors under specific circumstances. They cannot voluntarily transform into their incorporeal form and thus remain bound forever to the pacts and magics of their creators. Many of these creatures willingly enter bargains to serve as the guardian of a sacred place only to learn in death that the fate bestowed to them is not an honor but a cruel curse.
Undead: ?
Hateful Creature: ?
Incorporeal Figure: ?
Shadow: If a non-evil humanoid dies from [a greater shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Foul Undead Abomination: ?
Undying Horror: ?
Huge Mummified Serpent: ?
Vaporous Undead: ?
Spiteful Undead: ?
Woeful Being: ?
Incorporeal Horror: ?
Sinister Incorporeal Figure With Malevolent Red Eyes: ?
Tehuatl Fifth Edition Players' Guide (5e)
Undead: ?
Ghost, Spirit: ?
Cunning Skeleton: ?
Cihuateteo: The people of Tehuatl view those who perish in childbirth as equally heroic as those who fall in combat. The courageous women who die in the act of bringing an infant into an unforgiving world ascend into the netherworld as cihuateteo.
Cihuateteo, Malevolent Spirit: ?
Ghost, Spirit: ?
Cunning Skeleton: ?
Cihuateteo: The people of Tehuatl view those who perish in childbirth as equally heroic as those who fall in combat. The courageous women who die in the act of bringing an infant into an unforgiving world ascend into the netherworld as cihuateteo.
Cihuateteo, Malevolent Spirit: ?
Temple of the Deep: A 5e One-Shot Adventure
Ghost: ?
Banshee: ?
Banshee: ?
Terrain Toolbox (5e)
Undead, Undead Creature, Dead: ?
Undead Opponent: ?
Intelligent Undead: ?
Ghost, Incorporeal Creature: ?
Grasping Claws, Skeletal Claws: ?
Vampire King: ?
Vampiric Wizard: ?
Wraith, Incorporeal Creature: ?
Undead Opponent: ?
Intelligent Undead: ?
Ghost, Incorporeal Creature: ?
Grasping Claws, Skeletal Claws: ?
Vampire King: ?
Vampiric Wizard: ?
Wraith, Incorporeal Creature: ?
Terror at Wulf's Head (5e)
Fromund Gudason: Feasting in Valhalla, Frømund Gudason is ready to return to the world of the living to defend his burial mound. He is not a cruel man, but any who disturb his rest and that of his huscarls face his full wrath. As there is no legitimate reason to open his tomb mound, he views any trespassers as foes.
Wight Huscarl: A humanoid slain by Fromund Gudason's life drain] attack rises at the next moonrise as a huscarl (wight) under Frømund Gudason’s command unless the body is destroyed.
Undead: ?
Ghost: ?
Skeleton, Andovan Warrior: If any character camps upon Giant’s Hall and stays the entire night from sunset to sunrise, even if unintentionally, they fulfill the requirements and trigger the third power of the Hall. Just after sunset, the clanking of metal armor and the soft whisper-tread of bare feet are heard approaching from all directions. An army of Andøvan warriors, buried eons ago in the Forest of Knives, besieges Giant’s Hall.
Wight, Andovan Warrior: If any character camps upon Giant’s Hall and stays the entire night from sunset to sunrise, even if unintentionally, they fulfill the requirements and trigger the third power of the Hall. Just after sunset, the clanking of metal armor and the soft whisper-tread of bare feet are heard approaching from all directions. An army of Andøvan warriors, buried eons ago in the Forest of Knives, besieges Giant’s Hall. (Terror at Wulf's Head (5e))
Wight: If any character camps upon Giant’s Hall and stays the entire night from sunset to sunrise, even if unintentionally, they fulfill the requirements and trigger the third power of the Hall. Just after sunset, the clanking of metal armor and the soft whisper-tread of bare feet are heard approaching from all directions. An army of Andøvan warriors, buried eons ago in the Forest of Knives, besieges Giant’s Hall. They attempt to summit the hill, moving slowly and methodically. Every hour, 1d6 skeletons led by a wight reach the top and attack. The army below is numberless, and even the best-laid plans can delay the arrival of another band of undead only by an hour. All who survive to see the dawn are blessed with immunity to poison damage and the poisoned condition until the moon makes a complete cycle. Those who fall to the onslaught rise as wights an hour later.
Wraith: ?
Wight Huscarl: A humanoid slain by Fromund Gudason's life drain] attack rises at the next moonrise as a huscarl (wight) under Frømund Gudason’s command unless the body is destroyed.
Undead: ?
Ghost: ?
Skeleton, Andovan Warrior: If any character camps upon Giant’s Hall and stays the entire night from sunset to sunrise, even if unintentionally, they fulfill the requirements and trigger the third power of the Hall. Just after sunset, the clanking of metal armor and the soft whisper-tread of bare feet are heard approaching from all directions. An army of Andøvan warriors, buried eons ago in the Forest of Knives, besieges Giant’s Hall.
Wight, Andovan Warrior: If any character camps upon Giant’s Hall and stays the entire night from sunset to sunrise, even if unintentionally, they fulfill the requirements and trigger the third power of the Hall. Just after sunset, the clanking of metal armor and the soft whisper-tread of bare feet are heard approaching from all directions. An army of Andøvan warriors, buried eons ago in the Forest of Knives, besieges Giant’s Hall. (Terror at Wulf's Head (5e))
Wight: If any character camps upon Giant’s Hall and stays the entire night from sunset to sunrise, even if unintentionally, they fulfill the requirements and trigger the third power of the Hall. Just after sunset, the clanking of metal armor and the soft whisper-tread of bare feet are heard approaching from all directions. An army of Andøvan warriors, buried eons ago in the Forest of Knives, besieges Giant’s Hall. They attempt to summit the hill, moving slowly and methodically. Every hour, 1d6 skeletons led by a wight reach the top and attack. The army below is numberless, and even the best-laid plans can delay the arrival of another band of undead only by an hour. All who survive to see the dawn are blessed with immunity to poison damage and the poisoned condition until the moon makes a complete cycle. Those who fall to the onslaught rise as wights an hour later.
Wraith: ?
The (Un)Life of A Vampire Lady's Minions
Vampire Lady Illithyia, Vampire Lord: ?
Wolfram the Willful, Vampire Toddler, Headstrong Spoiled Child: ?
Undead: ?
Ghast: ?
Minotaur Skeleton: ?
Ogre Zombie: ?
Specter: ?
Pesky Poltergeist: ?
Wolfram the Willful, Vampire Toddler, Headstrong Spoiled Child: ?
Undead: ?
Ghast: ?
Minotaur Skeleton: ?
Ogre Zombie: ?
Specter: ?
Pesky Poltergeist: ?
The 5th Edition Cleric's Chronicle
Undead: ?
The 5th Edition Wizard's Chronicle
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.
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 Adventurer's Guide to Theria - Volume 1: Ellara
Undead, Undead Creature: 377 BEC The undead begin to rise from cemeteries in central Ellara. No cause was ever found.
Rod of Wonder special effect 71.
Titanshard Soldier: The voice offered Freya a bargain one day. “Abandon your mission. Withdraw from the world above completely and I can help you reach your full potential,” it said.
“If you pledge your loyalty to me, I will ensure that you and your people will live for an eternity. In return, when the time comes, you will help me join you above.”
It only made sense. This voice had been there for her. It would surely keep its promise. Her men wouldn’t understand though. She hated the thought, but she would have to lie to them. One evening, she left her chambers and ventured to the 1st floor. There, she ensured the main hatch that led topside was sealed off and damaged the locking mechanism. She then gathered her troops and asked them to accompany her to her floor. They would have a very important meeting about their future.
Titanshard Soldier, Figure: ?
Titanshard Specialist: The voice offered Freya a bargain one day. “Abandon your mission. Withdraw from the world above completely and I can help you reach your full potential,” it said.
“If you pledge your loyalty to me, I will ensure that you and your people will live for an eternity. In return, when the time comes, you will help me join you above.”
It only made sense. This voice had been there for her. It would surely keep its promise. Her men wouldn’t understand though. She hated the thought, but she would have to lie to them. One evening, she left her chambers and ventured to the 1st floor. There, she ensured the main hatch that led topside was sealed off and damaged the locking mechanism. She then gathered her troops and asked them to accompany her to her floor. They would have a very important meeting about their future.
Titanshard Specialist, Figure: ?
General Freya Titanshard: The voice offered Freya a bargain one day. “Abandon your mission. Withdraw from the world above completely and I can help you reach your full potential,” it said.
“If you pledge your loyalty to me, I will ensure that you and your people will live for an eternity. In return, when the time comes, you will help me join you above.”
It only made sense. This voice had been there for her. It would surely keep its promise. Her men wouldn’t understand though. She hated the thought, but she would have to lie to them. One evening, she left her chambers and ventured to the 1st floor. There, she ensured the main hatch that led topside was sealed off and damaged the locking mechanism. She then gathered her troops and asked them to accompany her to her floor. They would have a very important meeting about their future.
Zombie, Shambling Undead: In an act of revenge against a party of adventurers who had stolen from him and were fighting in The Pits, Emon Thermack of House Darksbane in Brightport unleashed a plague onto the people of Onak-Al. The population was transformed overnight into a horde of shambling undead, with only a few escaping alive.
Revenant: The gods choose not to be directly involved in the lives of mortals for the most part, but there are rare cases wherein a god may intervene on behalf of a recently deceased individual and allow them to see their quest through to its completion. The mortal is given the option to refuse this gift, but it is nearly always accepted for the opportunity to clear up unfinished business before moving on to the afterlife.
Acteronis Idwall Athanasius, Revenant: Then came a night that Acteronis could barely remember afterward, even at his most lucid. He went to the arena with his family, and shortly after they all fell ill. Not just the Athanasius family, but all of Onak-Al. He collapsed but some time later woke up dazed and surrounded by monsters that wore his friends’ faces. Somehow the city had been ravaged by a plague, and the populace had risen as the undead.
“I’ve had enough of all this tampering with life and death. You’ve been very kind to me, Khoury. At first I thought you gave me a gift when I learned that you brought me back, but I’m starting to realize that it was more of a curse—waking up with the walking corpses of the ones I loved.”
Ghost: ?
Specter: ?
Vampire: That was when the vampires appeared.
As ferocious and beastly as the founders were devout and uncompromising, the creatures stalked throughout the night to attack and feed off of any of the researchers foolish enough to expose themselves to danger. Many of them were turned and made into vampires themselves.
A vampire’s bite could change a person into one of them, but the person who was bitten did not change beyond the primal thirst within them.
You were bitten by a vampire and turned shortly after.
There is not a living or undead creature currently within Theria who can say with absolute certainty where vampires came from. Some claim it was the demon lords who sent them, and others say they are a blessing from The God of Undeath. However they came to be, the disease that is known as “vampirism” spreads relatively easily and, once a vampire is made, it is nearly impossible to return to one’s life before.
Vampirism can best be described as a magical virus transmitted via bite. Any person bitten by a carrier has a chance of becoming a vampire. The target rolls a Constitution save with a DC of 18, if they fail the save then they are infected. Once infected, the host will become gradually more ill until they die. This is a painful process and can take a week or more. Two or three days after death, the body will reanimate.
The Fang’s leader, Ripley, sold out his crew in order to become a vampire, handing over a large portion of them for The Countess to feed on. The rest were turned and now live in the city following orders from the mysterious woman.
Odoben, Half-Orc Vampire: ?
Thollin, Human Vampire, Resident Vampire: ?
Johnathon Orville, Half-Elf Vampire, Resident Vampire, Being of the Night: Having lived on a farm for most of his life, half-elf Johnathon Orville led a quiet life until the night he was attacked and murdered by a vampire. He was turned into a being of the night and, like many, had a hard time adjusting.
Saleena Morric, Half-Elf Vampire, Resident Vampire: Originally from the town of Aldmoor, Saleena Morric was a half-elf hunter until her death at the hands of a vampire outside of Aubrey. She awakened as part of the vampire brood and lived in the caverns near Aubrey for about four years. After a group of adventurers slayed most of the other vampires, she went to live in Aubrey and opened an all-hours inn with her friend Johnathon.
Venistrasa Lararath, The Countess, Elf Vampire, Fearsome Vampire, Imposing Monstress: ?
Newly-Reanimated Vampire, Newly-Turned Vampire: ?
Fiendishly Powerful Vampire: ?
Ripley Noonan, Human Vampire: In exchange for a few of The Fang’s members, he was able to barter himself into becoming a vampire and The Countess’s errand boy, though she holds him to such a low position that he is not allowed to enter her castle.
The Fang’s leader, Ripley, sold out his crew in order to become a vampire, handing over a large portion of them for The Countess to feed on.
Rayling Graystark, Vampire Lord: ?
Brock Banfield, Human Vampire: Bolstered by a larger crew, Brock and Krista had a surge of confidence and took on larger and larger jobs before being turned as vampires in Donhurst.
Krista Donlock, Human Vampire: Bolstered by a larger crew, Brock and Krista had a surge of confidence and took on larger and larger jobs before being turned as vampires in Donhurst.
Clifford Turner, Human Vampire, Creature of the Night: Clifford Turner was born in Whitehedge and taken care of by his mother Daphne. While she did her best to care for him, things became difficult after she lost her job and they had to move west to her old family home. On the way, they were grabbed by members of The Fang and taken to Donhurst. There, Daphne was eaten by the vampires and Clifford was taken to Castle Donhurst where he was held captive for weeks. The Countess turned the boy and tried to raise him as her son.
Grayson White, Human Vampire: The son of Angus White, Grayson White was bitten by one the vampires that ravaged Aubrey when he was in his early twenties. Grayson and his father tried to keep his affliction a secret but eventually Grayson fled town with his lover Tamera Sellars.
Kalras Grimnas, Tiefling Vampire: ?
Nemeru J'nai, Tiefling Vampire: She was bitten by a vampire while trying to save one of the townsfolk, and changed into a vampire.
Thorill Songsteel, Vampire: Thoril Songsteel believed his life hadn’t truly begun until the day he met up with his first adventuring party. It happened quickly, he teamed up with a group of nobodies in Winterhaven to rescue a noblewoman and was knighted for the trouble. Shortly after while on another mission, Thoril was bitten by a vampire, an affliction which drained his physical capabilities and dulled his enjoyment of life.
Uboh, Half-Orc Vampire: ?
Whisper, Half-Elf Vampire: ?
Wraith: ?
Zombie: In an act of revenge against a party of adventurers who had stolen from him and were fighting in The Pits, Emon Thermack of House Darksbane in Brightport unleashed a plague onto the people of Onak-Al. The population was transformed overnight into a horde of shambling undead, with only a few escaping alive.
Then came a night that Acteronis could barely remember afterward, even at his most lucid. He went to the arena with his family, and shortly after they all fell ill. Not just the Athanasius family, but all of Onak-Al. He collapsed but some time later woke up dazed and surrounded by monsters that wore his friends’ faces. Somehow the city had been ravaged by a plague, and the populace had risen as the undead.
Frozen Corpse: ?
Walking Corpse: Then came a night that Acteronis could barely remember afterward, even at his most lucid. He went to the arena with his family, and shortly after they all fell ill. Not just the Athanasius family, but all of Onak-Al. He collapsed but some time later woke up dazed and surrounded by monsters that wore his friends’ faces. Somehow the city had been ravaged by a plague, and the populace had risen as the undead.
Rod of Wonder Special Effect 71
All of the dead in the region rise from their graves. They are hell-bent on attacking the living.
Rod of Wonder special effect 71.
Titanshard Soldier: The voice offered Freya a bargain one day. “Abandon your mission. Withdraw from the world above completely and I can help you reach your full potential,” it said.
“If you pledge your loyalty to me, I will ensure that you and your people will live for an eternity. In return, when the time comes, you will help me join you above.”
It only made sense. This voice had been there for her. It would surely keep its promise. Her men wouldn’t understand though. She hated the thought, but she would have to lie to them. One evening, she left her chambers and ventured to the 1st floor. There, she ensured the main hatch that led topside was sealed off and damaged the locking mechanism. She then gathered her troops and asked them to accompany her to her floor. They would have a very important meeting about their future.
Titanshard Soldier, Figure: ?
Titanshard Specialist: The voice offered Freya a bargain one day. “Abandon your mission. Withdraw from the world above completely and I can help you reach your full potential,” it said.
“If you pledge your loyalty to me, I will ensure that you and your people will live for an eternity. In return, when the time comes, you will help me join you above.”
It only made sense. This voice had been there for her. It would surely keep its promise. Her men wouldn’t understand though. She hated the thought, but she would have to lie to them. One evening, she left her chambers and ventured to the 1st floor. There, she ensured the main hatch that led topside was sealed off and damaged the locking mechanism. She then gathered her troops and asked them to accompany her to her floor. They would have a very important meeting about their future.
Titanshard Specialist, Figure: ?
General Freya Titanshard: The voice offered Freya a bargain one day. “Abandon your mission. Withdraw from the world above completely and I can help you reach your full potential,” it said.
“If you pledge your loyalty to me, I will ensure that you and your people will live for an eternity. In return, when the time comes, you will help me join you above.”
It only made sense. This voice had been there for her. It would surely keep its promise. Her men wouldn’t understand though. She hated the thought, but she would have to lie to them. One evening, she left her chambers and ventured to the 1st floor. There, she ensured the main hatch that led topside was sealed off and damaged the locking mechanism. She then gathered her troops and asked them to accompany her to her floor. They would have a very important meeting about their future.
Zombie, Shambling Undead: In an act of revenge against a party of adventurers who had stolen from him and were fighting in The Pits, Emon Thermack of House Darksbane in Brightport unleashed a plague onto the people of Onak-Al. The population was transformed overnight into a horde of shambling undead, with only a few escaping alive.
Revenant: The gods choose not to be directly involved in the lives of mortals for the most part, but there are rare cases wherein a god may intervene on behalf of a recently deceased individual and allow them to see their quest through to its completion. The mortal is given the option to refuse this gift, but it is nearly always accepted for the opportunity to clear up unfinished business before moving on to the afterlife.
Acteronis Idwall Athanasius, Revenant: Then came a night that Acteronis could barely remember afterward, even at his most lucid. He went to the arena with his family, and shortly after they all fell ill. Not just the Athanasius family, but all of Onak-Al. He collapsed but some time later woke up dazed and surrounded by monsters that wore his friends’ faces. Somehow the city had been ravaged by a plague, and the populace had risen as the undead.
“I’ve had enough of all this tampering with life and death. You’ve been very kind to me, Khoury. At first I thought you gave me a gift when I learned that you brought me back, but I’m starting to realize that it was more of a curse—waking up with the walking corpses of the ones I loved.”
Ghost: ?
Specter: ?
Vampire: That was when the vampires appeared.
As ferocious and beastly as the founders were devout and uncompromising, the creatures stalked throughout the night to attack and feed off of any of the researchers foolish enough to expose themselves to danger. Many of them were turned and made into vampires themselves.
A vampire’s bite could change a person into one of them, but the person who was bitten did not change beyond the primal thirst within them.
You were bitten by a vampire and turned shortly after.
There is not a living or undead creature currently within Theria who can say with absolute certainty where vampires came from. Some claim it was the demon lords who sent them, and others say they are a blessing from The God of Undeath. However they came to be, the disease that is known as “vampirism” spreads relatively easily and, once a vampire is made, it is nearly impossible to return to one’s life before.
Vampirism can best be described as a magical virus transmitted via bite. Any person bitten by a carrier has a chance of becoming a vampire. The target rolls a Constitution save with a DC of 18, if they fail the save then they are infected. Once infected, the host will become gradually more ill until they die. This is a painful process and can take a week or more. Two or three days after death, the body will reanimate.
The Fang’s leader, Ripley, sold out his crew in order to become a vampire, handing over a large portion of them for The Countess to feed on. The rest were turned and now live in the city following orders from the mysterious woman.
Odoben, Half-Orc Vampire: ?
Thollin, Human Vampire, Resident Vampire: ?
Johnathon Orville, Half-Elf Vampire, Resident Vampire, Being of the Night: Having lived on a farm for most of his life, half-elf Johnathon Orville led a quiet life until the night he was attacked and murdered by a vampire. He was turned into a being of the night and, like many, had a hard time adjusting.
Saleena Morric, Half-Elf Vampire, Resident Vampire: Originally from the town of Aldmoor, Saleena Morric was a half-elf hunter until her death at the hands of a vampire outside of Aubrey. She awakened as part of the vampire brood and lived in the caverns near Aubrey for about four years. After a group of adventurers slayed most of the other vampires, she went to live in Aubrey and opened an all-hours inn with her friend Johnathon.
Venistrasa Lararath, The Countess, Elf Vampire, Fearsome Vampire, Imposing Monstress: ?
Newly-Reanimated Vampire, Newly-Turned Vampire: ?
Fiendishly Powerful Vampire: ?
Ripley Noonan, Human Vampire: In exchange for a few of The Fang’s members, he was able to barter himself into becoming a vampire and The Countess’s errand boy, though she holds him to such a low position that he is not allowed to enter her castle.
The Fang’s leader, Ripley, sold out his crew in order to become a vampire, handing over a large portion of them for The Countess to feed on.
Rayling Graystark, Vampire Lord: ?
Brock Banfield, Human Vampire: Bolstered by a larger crew, Brock and Krista had a surge of confidence and took on larger and larger jobs before being turned as vampires in Donhurst.
Krista Donlock, Human Vampire: Bolstered by a larger crew, Brock and Krista had a surge of confidence and took on larger and larger jobs before being turned as vampires in Donhurst.
Clifford Turner, Human Vampire, Creature of the Night: Clifford Turner was born in Whitehedge and taken care of by his mother Daphne. While she did her best to care for him, things became difficult after she lost her job and they had to move west to her old family home. On the way, they were grabbed by members of The Fang and taken to Donhurst. There, Daphne was eaten by the vampires and Clifford was taken to Castle Donhurst where he was held captive for weeks. The Countess turned the boy and tried to raise him as her son.
Grayson White, Human Vampire: The son of Angus White, Grayson White was bitten by one the vampires that ravaged Aubrey when he was in his early twenties. Grayson and his father tried to keep his affliction a secret but eventually Grayson fled town with his lover Tamera Sellars.
Kalras Grimnas, Tiefling Vampire: ?
Nemeru J'nai, Tiefling Vampire: She was bitten by a vampire while trying to save one of the townsfolk, and changed into a vampire.
Thorill Songsteel, Vampire: Thoril Songsteel believed his life hadn’t truly begun until the day he met up with his first adventuring party. It happened quickly, he teamed up with a group of nobodies in Winterhaven to rescue a noblewoman and was knighted for the trouble. Shortly after while on another mission, Thoril was bitten by a vampire, an affliction which drained his physical capabilities and dulled his enjoyment of life.
Uboh, Half-Orc Vampire: ?
Whisper, Half-Elf Vampire: ?
Wraith: ?
Zombie: In an act of revenge against a party of adventurers who had stolen from him and were fighting in The Pits, Emon Thermack of House Darksbane in Brightport unleashed a plague onto the people of Onak-Al. The population was transformed overnight into a horde of shambling undead, with only a few escaping alive.
Then came a night that Acteronis could barely remember afterward, even at his most lucid. He went to the arena with his family, and shortly after they all fell ill. Not just the Athanasius family, but all of Onak-Al. He collapsed but some time later woke up dazed and surrounded by monsters that wore his friends’ faces. Somehow the city had been ravaged by a plague, and the populace had risen as the undead.
Frozen Corpse: ?
Walking Corpse: Then came a night that Acteronis could barely remember afterward, even at his most lucid. He went to the arena with his family, and shortly after they all fell ill. Not just the Athanasius family, but all of Onak-Al. He collapsed but some time later woke up dazed and surrounded by monsters that wore his friends’ faces. Somehow the city had been ravaged by a plague, and the populace had risen as the undead.
Rod of Wonder Special Effect 71
All of the dead in the region rise from their graves. They are hell-bent on attacking the living.
The April Foolio of Fiends
Mapless Fury: ?
The Baleful Coven (5e)
Jarl Gathric Torgrimsen, Skeletal Champion, Undead Thing: Jarl Gathric and his followers are long-dead victims from Jorunea’s past, brought back to a semblance of life by the coven’s witchcraft.
Hall Thane Zombie, Undead Thing: Jarl Gathric and his followers are long-dead victims from Jorunea’s past, brought back to a semblance of life by the coven’s witchcraft.
Frost Wight: ?
Zombie: Frost Wight Life Drain power.
Life Drain. melee 5 ft., 1 target. +4 to hit, 1d6+3 (7) necrotic damage and the target makes a DC 13 Constitution save or else it’s maximum hit points are reduced by the amount of damage it takes. Their maximum hit point remains reduced until they finish an 8 hour rest. If their maximum hit points are reduced to 0 they die and rise as a zombie 24 hours later under the frost wight’s control. A frost wight cannot control more than 15 zombies at any one time.
Hall Thane Zombie, Undead Thing: Jarl Gathric and his followers are long-dead victims from Jorunea’s past, brought back to a semblance of life by the coven’s witchcraft.
Frost Wight: ?
Zombie: Frost Wight Life Drain power.
Life Drain. melee 5 ft., 1 target. +4 to hit, 1d6+3 (7) necrotic damage and the target makes a DC 13 Constitution save or else it’s maximum hit points are reduced by the amount of damage it takes. Their maximum hit point remains reduced until they finish an 8 hour rest. If their maximum hit points are reduced to 0 they die and rise as a zombie 24 hours later under the frost wight’s control. A frost wight cannot control more than 15 zombies at any one time.
The Basic Kobold Warren
Lich: ?
Undead: ?
Undead: ?
The Big Sleep Act 1:The Sleeper Rising
Undead: ?
Ruinous Undead: ?
Skeleton, Skeletal Monk: The cultists have reanimated the skeletons of four revered Green Monks from the time of the ancient heresy and left them here to guard the catacombs against intruders.
King Valuz of Axphain, Valuz the Bloodless, Vampire: ?
Vampire: ?
Lord Mayor Viktor von Hradivaz, Vampire: ?
Ruinous Undead: ?
Skeleton, Skeletal Monk: The cultists have reanimated the skeletons of four revered Green Monks from the time of the ancient heresy and left them here to guard the catacombs against intruders.
King Valuz of Axphain, Valuz the Bloodless, Vampire: ?
Vampire: ?
Lord Mayor Viktor von Hradivaz, Vampire: ?
The Big Sleep ACT 2: The Doomed World
Undead: ?
Shadow: ?
Voormi Skeleton: ?
Warhorse Skeleton: ?
Skeleton: ?
Crazed Vampire Spawn: ?
Vampire: ?
Wight: ?
Undead Road Warden, Wight: ?
Will-o'-Wisp: ?
Zombie: ?
Shadow: ?
Voormi Skeleton: ?
Warhorse Skeleton: ?
Skeleton: ?
Crazed Vampire Spawn: ?
Vampire: ?
Wight: ?
Undead Road Warden, Wight: ?
Will-o'-Wisp: ?
Zombie: ?
The Big Sleep Act 3: The Fate of the Empire
Saint Berthold, Neutral Vampire: ?
Undead: ?
Ghostly Apparition: ?
Ghost of Ib: ?
Zombie Rower: ?
Undead: ?
Ghostly Apparition: ?
Ghost of Ib: ?
Zombie Rower: ?
The Big Sleep Act 4: Lullaby
True Undead: ?
Incensed Specter: ?
Saint Berthold, Half-Orc Vampire: ?
Wraith: ?
Incensed Specter: ?
Saint Berthold, Half-Orc Vampire: ?
Wraith: ?
The Black Iron - A 5th edition Grimdark Setting
Undead: ?
Ghost of a Vile Elf: ?
Ghost: ?
Ghoul: ?
Lich: The marsh has a quality that seems to bring back those that die within its waters and bogs as wraiths and living dead. The rivers that formed the marsh do pass by the holy city, and many presume that whatever powers were used there infected the rivers and lakes nearby, whether this is true or not the fact remains that the marsh is corrupted in a way that brings back the dead.
Lich, Living Dead, Restless Dead, Servant of Nicran: ?
Marsh Wraith: The marsh has a quality that seems to bring back those that die within its waters and bogs as wraiths and living dead. The rivers that formed the marsh do pass by the holy city, and many presume that whatever powers were used there infected the rivers and lakes nearby, whether this is true or not the fact remains that the marsh is corrupted in a way that brings back the dead.
It is believed that a Wraith begins as a single corpse like a Lich that gets caught up in the vegetation of the marsh and gets stuck, unable to move just collect anything that floats by, corpses, sticks and other detritus, until eventually they become a Wraith.
Marsh Wraith, Servant of Nicran, Pile of Detritus, Living Thing of Bones and Jellied Flesh, Pile of Leaves and Mud, Deadly Killer: ?
Dead That Walk: ?
Nicran, Lord of Death and Rot, Blood Lord, Lord of the Wights, Master of Wights: No one knows from where Nicran came; some believe he was a hunter that was in the forest when the Black Iron fell, others that he was a Chimeer from the shackles that was washed upon the shores of the marsh before the sea turned to ice. Either way, Nicran became a Blood Lord and master of Wraiths.
The idea that Nicran was a Chimeer comes from multiple sightings of the Blood Lord and his wings, a trait brought about from the melding of man and beast, in this instance a bat of some kind. Others more loyal to the Blood Lord say he was an angel sent by the gods to protect those he feels worthy or to give a home to the restless dead.
Nicran seems not to venture far from the Marsh he calls home and is content to allow his wraiths free reign to guard their home from intruders and to deal with them as they see fit. Unfortunately, this includes any travelling to the Ash Plains via land and have to pass through the marshes. Also in recent years, it is rumoured that the marsh holds secrets, towers and forts once occupied by the elves, and these places have become of interest to both the mages guild and scavengers alike.
The truth is that Nicran is himself dead in some way and relies on his wraiths to gather victims from which he can feed. He was also indeed a Chimeer that was washed up on the mainland when the Shackles were hit with the Tsunami after the fall. Surviving on corrupted meat and poisoned waters of the Marsh he soon changed into what he is today.
Normal Living Corpse: But these are no normal living corpses created by sorceries and blood magic, but cunning creatures, not dead but also not quite alive.
Ghul: Amongst the frozen remains of the great war against the elves a new threat emerged, some say they are the living corpses of the fallen brought back by magic, others that they crawled from beneath the land to feast on the remains of the dead. But these are no normal living corpses created by sorceries and blood magic, but cunning creatures, not dead but also not quite alive.
Barston, Lord of Salt and Rust, The Herald of the Blood Lords, The Fish King, The Lord of the Ocean, The Herald, Lord of the Preserved Dead, The Salt Lord, Ghul, Blood Lord, Fish God: It is said that Barston was once a Pirate captain and scourge of the waters around the Pale Lands and that his ship was struck by a piece of the Black Iron causing it to sink. From the wreckage, he crawled changed, twisted bearing the marks of corruption.
Ghul, Living Corpse: ?
Ghost of a Vile Elf: ?
Ghost: ?
Ghoul: ?
Lich: The marsh has a quality that seems to bring back those that die within its waters and bogs as wraiths and living dead. The rivers that formed the marsh do pass by the holy city, and many presume that whatever powers were used there infected the rivers and lakes nearby, whether this is true or not the fact remains that the marsh is corrupted in a way that brings back the dead.
Lich, Living Dead, Restless Dead, Servant of Nicran: ?
Marsh Wraith: The marsh has a quality that seems to bring back those that die within its waters and bogs as wraiths and living dead. The rivers that formed the marsh do pass by the holy city, and many presume that whatever powers were used there infected the rivers and lakes nearby, whether this is true or not the fact remains that the marsh is corrupted in a way that brings back the dead.
It is believed that a Wraith begins as a single corpse like a Lich that gets caught up in the vegetation of the marsh and gets stuck, unable to move just collect anything that floats by, corpses, sticks and other detritus, until eventually they become a Wraith.
Marsh Wraith, Servant of Nicran, Pile of Detritus, Living Thing of Bones and Jellied Flesh, Pile of Leaves and Mud, Deadly Killer: ?
Dead That Walk: ?
Nicran, Lord of Death and Rot, Blood Lord, Lord of the Wights, Master of Wights: No one knows from where Nicran came; some believe he was a hunter that was in the forest when the Black Iron fell, others that he was a Chimeer from the shackles that was washed upon the shores of the marsh before the sea turned to ice. Either way, Nicran became a Blood Lord and master of Wraiths.
The idea that Nicran was a Chimeer comes from multiple sightings of the Blood Lord and his wings, a trait brought about from the melding of man and beast, in this instance a bat of some kind. Others more loyal to the Blood Lord say he was an angel sent by the gods to protect those he feels worthy or to give a home to the restless dead.
Nicran seems not to venture far from the Marsh he calls home and is content to allow his wraiths free reign to guard their home from intruders and to deal with them as they see fit. Unfortunately, this includes any travelling to the Ash Plains via land and have to pass through the marshes. Also in recent years, it is rumoured that the marsh holds secrets, towers and forts once occupied by the elves, and these places have become of interest to both the mages guild and scavengers alike.
The truth is that Nicran is himself dead in some way and relies on his wraiths to gather victims from which he can feed. He was also indeed a Chimeer that was washed up on the mainland when the Shackles were hit with the Tsunami after the fall. Surviving on corrupted meat and poisoned waters of the Marsh he soon changed into what he is today.
Normal Living Corpse: But these are no normal living corpses created by sorceries and blood magic, but cunning creatures, not dead but also not quite alive.
Ghul: Amongst the frozen remains of the great war against the elves a new threat emerged, some say they are the living corpses of the fallen brought back by magic, others that they crawled from beneath the land to feast on the remains of the dead. But these are no normal living corpses created by sorceries and blood magic, but cunning creatures, not dead but also not quite alive.
Barston, Lord of Salt and Rust, The Herald of the Blood Lords, The Fish King, The Lord of the Ocean, The Herald, Lord of the Preserved Dead, The Salt Lord, Ghul, Blood Lord, Fish God: It is said that Barston was once a Pirate captain and scourge of the waters around the Pale Lands and that his ship was struck by a piece of the Black Iron causing it to sink. From the wreckage, he crawled changed, twisted bearing the marks of corruption.
Ghul, Living Corpse: ?
The Black Spot (5e)
Murder Crow: ?
Putrid Haunt: ?
Undead Leech: ?
Zombie Encephalon Gorger: ?
Ghast: ?
Murder Crow, Undead Monstrosity: ?
Walking Dead: ?
Undead: ?
Zombie Encephalon Gorger, Vile Slasher, Undead Aberration, Monstrous Vessel of Dead Flesh: ?
Putrid Haunt: ?
Undead Leech: ?
Zombie Encephalon Gorger: ?
Ghast: ?
Murder Crow, Undead Monstrosity: ?
Walking Dead: ?
Undead: ?
Zombie Encephalon Gorger, Vile Slasher, Undead Aberration, Monstrous Vessel of Dead Flesh: ?
The Blasphemies of Bor Bwalsch
Undead, Undead Creature: ?
Ghost, Summoned Ghost, Summoned Creature: ?
Skeleton: Betrayal in Bone spell.
Zombie: Corpse Bomb spell.
BETRAYAL IN BONE
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a broken bone)
Duration: Instantaneous
Ribbons of negative energy reach out from the palm of your hand to encircle up to three Medium or Small humanoids within range. Each target must make a Constitution saving throw. A target takes 5d8 necrotic damage on a failed saving throw, or half as much damage on a successful one. If the target drops to 0 hit points as a result of this damage, the target dies as a skeleton tears free from its body and stands up. Roll initiative for the skeleton, which has its own turns. Although you do not control skeletons created by this spell, the skeletons are friendly to you and your companions. The GM has the skeletons’ statistics.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
CORPSE BOMB
3rd-level necromancy
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a drop of blood, a pinch of sulfur, and a pinch of phosphorus)
Duration: Instantaneous
You imbue the corpse of a Medium or Small humanoid with unstable magic. The corpse stands up and becomes a zombie that radiates intense heat. Roll initiative for the zombie, which has its own turns. On its first turn, if it has any hit points remaining, it moves up to its speed in a direction you choose and then explodes, destroying itself and dealing 2d10 fire damage and 3d6 necrotic damage to everything in a 30-foot radius. A creature in the area can make a Dexterity saving throw and takes half as much damage on a successful save. The GM has the zombie’s statistics.
If the zombie drops to 0 hit points before it can take its turn, it explodes as described above at the point where it becomes incapacitated.
Ghost, Summoned Ghost, Summoned Creature: ?
Skeleton: Betrayal in Bone spell.
Zombie: Corpse Bomb spell.
BETRAYAL IN BONE
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a broken bone)
Duration: Instantaneous
Ribbons of negative energy reach out from the palm of your hand to encircle up to three Medium or Small humanoids within range. Each target must make a Constitution saving throw. A target takes 5d8 necrotic damage on a failed saving throw, or half as much damage on a successful one. If the target drops to 0 hit points as a result of this damage, the target dies as a skeleton tears free from its body and stands up. Roll initiative for the skeleton, which has its own turns. Although you do not control skeletons created by this spell, the skeletons are friendly to you and your companions. The GM has the skeletons’ statistics.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
CORPSE BOMB
3rd-level necromancy
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a drop of blood, a pinch of sulfur, and a pinch of phosphorus)
Duration: Instantaneous
You imbue the corpse of a Medium or Small humanoid with unstable magic. The corpse stands up and becomes a zombie that radiates intense heat. Roll initiative for the zombie, which has its own turns. On its first turn, if it has any hit points remaining, it moves up to its speed in a direction you choose and then explodes, destroying itself and dealing 2d10 fire damage and 3d6 necrotic damage to everything in a 30-foot radius. A creature in the area can make a Dexterity saving throw and takes half as much damage on a successful save. The GM has the zombie’s statistics.
If the zombie drops to 0 hit points before it can take its turn, it explodes as described above at the point where it becomes incapacitated.
The Bleak Harvest (PF/5E)
Asphyx: At first, I balked. What this book suggested went against every moral principle I held dear. As the days turned to weeks and the situation became such that I could only rely on my head nurse as an ally—and a suspicious one at that—I began to operate in secret. I used the tome as a guide. Having no previous experience with medicine, my initial surgeries proved disastrous. Patients died on the operating table, sometimes several a day until I honed my skill. One consequence of these deaths was discovering I could capture part of the patient’s essence, what I call their asphyx, for restorative purposes. If not captured, an asphyx can turn and drain you of vitality. Twice I let one slip away from me, and now fear they are roaming the hospital, preying on the unsuspecting.
This room harbors the two asphyx that escaped after Dr. Von Shrugal created them.
Grave-Risen, Grave Risen: A humanoid killed by a grave-risen rises 24 hours later as another grave-risen under the control of its murderer.
Ephemeral Wisp of Bluish Energy: ?
Entity: ?
Rotting Corpse: ?
Ghost-Like Asphyx: ?
Undead: ?
Ghost-Like Entity: ?
Poltergeist, Variant Specter: ?
This room harbors the two asphyx that escaped after Dr. Von Shrugal created them.
Grave-Risen, Grave Risen: A humanoid killed by a grave-risen rises 24 hours later as another grave-risen under the control of its murderer.
Ephemeral Wisp of Bluish Energy: ?
Entity: ?
Rotting Corpse: ?
Ghost-Like Asphyx: ?
Undead: ?
Ghost-Like Entity: ?
Poltergeist, Variant Specter: ?
The Blight (5e)
Undead: The creatures that dwell here are feral, unlikely to be humanoid, and are joined by myriad types of undead that occupy the swamp due to the long practice of bog burials conducted by the Great Cemetery in the Hollow and Broken Hills.
Master Judd (LE male human deathmage†) is in charge of the Institute and has the services of a score of wizards and clerics amongst his masters. The study of golem and homuncule making forms the core of studies, and there is a healthy demand for bodies from the Institute. The creation of undead, including alchymic undead, regularly occurs, and a small group of the masters are devotees of the Cult of Revenants.
Undead are generally considered to be failed constructs by most Castorhagers, but actual necromancers are commonly found in the streets of BookTown, as are the undead they create.
A little-known god of undead revered by the necromancers of the Blight, Flense represents the liberation from death for the purposes of revenge and unaddressed slights by the living. His small cult, the Cult of Revenants, actively seeks to bring the unwary to their destined vengeance much sooner than their natural lifespan would otherwise warrant. If they catch a lone victim, they force this doctrine upon him by sacrificing him to “unleash their thwarted justice.” That these victims rarely volunteer and that the undead creature created from the sacrifice simply serves as a slave to a member of the cult is disregarded by its members.
All those who worship the god are bound by a terrible dark pact they commit to in blood and soul when they become an acolyte of Flense. The pact grants the worshipper a terrible retribution. Upon dying, the devotee of Flense is reborn anew as a “revenant” creature, torn from the mortal body of his unworthy subject to become a thing of vengeance. The creature the devotee rises as is always free-willed and equal to the CR of the cleric in life +1. Such new forms are not bound by a requirement to be undead (though frequently they are undead) and can come in any form the god chooses on a whim. Usually the form given is most commonly associated in some way with the life or personality of the deceased follower. For example, a follower who lives far away from civilisation may return as a dire animal bent upon vengeance.
He believes Mother Grace brought undead into the world to cleanse it of its mortal sins, but keeps this belief secret.
Inside, the place is crammed with Leptonia and Sallow’s artwork. The vampire spawn has a peculiar artistic trick involving abducting waifs and strays, drugging them with a concoction or chloroform and oil of taggit, and embalming them in a substance made from equal parts lime concrete, clay, and an alchemic discovery known as Blight grasp. This substance hardens very quickly (in a matter of minutes), and Algernon has been using it to create living statues — slowly engulfing his victims in the stone substance over a period of weeks, and eventually covering them completely, thoughtfully providing an air hole for them to breathe through to enjoy his work to the last and infuse the statues with the occasional angry spirits. That this process occasionally creates an undead merely adds to Algernon’s belief that he is a living (or more accurately, unliving) genius.
Lynchet and her husband Bran create partially animated objects, undead, or constructs.
Alchymic Undead, Alchymic-Unliving: The first Alchymic Undead was raised here in 1545, and countless other less notable, but equally horrific, experiments have been made here.
There are also those who take the elixir of life but whose bodies do not react well to the unnatural infusion. Instead of shedding the shackles of ordinary mortality as alchymic-undying, these unlucky souls instead find themselves cursed with a progressive form of undeath that not only steals away their vitality and ability to experience sensation, but also their very reason and personality as well. These cursed folks are the alchymic-unliving†, and when their curse becomes advanced enough, they lose every shred of who they were and become simply one more zombie shuffling mindlessly to its master’s commands.
Those who wish to live forever sometimes take this dark path through use of the proprietary means available with the elixir of life†. Those who take this draught by choice hope to join the alchymic-undying; those who fail in this endeavour are cursed to become the alchymic-unliving. Those who are forced to take the elixir by cruel masters or terms of indenture almost invariably end up among the alchymic-unliving.
The alchymic-unliving are creatures tainted by the curse of undeath through exposure to elixir of life. Those who partake in the forbidden fruits of such alchymic experimentation face a dismal future. It is true that death, or at least mortal death by aging, is no longer a concern, but the life left is bleak and bereft of any of the joys of the living.
Any living creature can be transformed into an alchymic-unliving creature that is exposed to elixir of life.
The first alchymic undead was raised here in 1545, and countless other less notable but equally horrific experiments have been made here.
Master Judd (LE male human deathmage† ) is in charge of the Institute and has the services of a score of wizards and clerics amongst his masters. The study of golem and homuncule making forms the core of studies, and there is a healthy demand for bodies from the Institute. The creation of undead, including alchymic undead, regularly occurs, and a small group of the masters are devotees of the Cult of Revenants.
Lucien died of consumption despite Lady Grey’s fanatical attempts to keep him alive, and her mind finally and fully snapped. Convinced that she must educate her child to spread the word of the Panacea, Lady Grey set about taking the natural path for her — to make the perfect child in Lucien’s image. From that time on, Lady Grey has been experimenting, becoming a homunculi wife set upon creating a perfect child. She has dabbled with cadavers, creating alchymic undead† from some of the corpses of children Sprat and Marrow supplied her with.
The sphere is the Cuckoo-Womb Lady Grey uses to carry out her work. She binds her victims in the sphere, to make Staff of Life worms (see below) or to release them on some creature she intends to make into an alchymic undead or an abomination. To make an abomination, she bloats the worms on the blood of the creature she wishes to conjoin with the trapped creature and waits to see what happens. If she uses the works to try to create an alchymic undead, she uses worms fed on pigs or, if she can get them, fresh, healthy human, ideally without blemish or sickness.
The dose of Staff of Life worms is worth 150 gp or could be used to make an alchymic undead.
The chimney wing is Lady Grey’s latest addition to the manse. It contains her crucible where she creates alchymic undead, tries to raise children, and makes abominations.
Elixir of Life magic item.
Intelligent Undead: ?
Ghast, Intelligent Undead: ?
Wraith, Intelligent Undead: ?
Undead Statuary: [The Butcher's Bride's] speciality was disembowelling her victims and creating undead statuary from them.
Incorporeal Undead: ?
Less Common Undead: ?
Blood-Drinking Undead Beast: ?
Undead Horse: ?
Undead Object: ?
Animated Insect: ?
Unliving Stole: ?
Undead Moth: ?
Undead Fox: ?
Zombie, Lesser Undead: ?
Lesser Undead: ?
Land of Long Night, Undead Spirit: ?
Undead Spirit: ?
Undead Seagull: ?
Animated Undead: ?
Necrocraft: A necrocraft is a medley of undead body parts and corpses grafted together with dark magic to create a single animated undead creature with abilities based on its component pieces and the surgical and necromantic talents of its creator. Necrocrafts are better suited for brute force than delicate manipulation, and most creators build larger hulks rather than smaller, more agile (and fragile) necrocrafts. Though necrocrafts can be of virtually any size and can be made up of undead bodies or parts of any size, a typical specimen is 7 feet tall and weighs 250 pounds.
Bileborn: The bileborn is an undead creature born of alchemical and necromantic experimentation. Its purpose and the identity of its creator are unknown, but the mistakes of this master have long since been paid for, as the original bileborn ultimately escaped and slew its creator, incorporating his body among the rest.
A bileborn seeks to increase its mass by absorbing creatures into its body. This does not increase the creature’s size or change it in any fundamental way, but the crowd of body parts grows denser at its center. Then at some indeterminate point, the creature reproduces by fission. The fused conglomeration of rotten body parts splits down the middle, forming two bileborns of equal size and power. These instinctively avoid each other as they go their own ways in search of victims to absorb.
Child of Folly, Unique Undead Ooze: ?
Massive Undead Ooze: ?
Coffer Corpse: ?
Mocking Gull, Twisted Bloated Between-Touched Undead Stirge: ?
The Thing That Was Once Rachel Birch, Reanimated Vengeful Remains: In the Gyre, the characters also find what has been moulded from Rachel Birch, the Knight Occularis who suffered visions and who tried to cut them from her mind. The Beautiful has made flesh from her doubt, and skin from her madness. She too is waiting for the characters in the dark of the river.
Finally, the reanimated and vengeful remains of Rachel Birch are found here.
Undead Servitor: ?
Lesser Undead, The Made: Made, The — commonly encountered forms of lesser undead and constructs cheaply made and used for mindless labour.
Musgrove I, The Dead-Hearted, The Cold-Hearted, Lich-Like Monstrosity, Undead Ruler, Undead King, Undead Father: Musgrove II’s reign was doomed to be short as well, however, for his father’s research had borne deadly fruit. Musgrove I emerged from his tomb as a lich-like monstrosity after resting for only four years, slew his own son — whom he named as the Usurper — and resumed his reign.
Foreign Undead: ?
Undead With a Mind: ?
Ancient Undead: ?
Spontaneously Forming Undead: ?
Undead Beast of Burden: ?
Undead Worker: ?
Uriah: The Heaths rely upon the fierce reputation of their brutal former leader Uriah to do their work for them; Uriah had a dreadful reputation for violence and his name still causes fear among locals, who are convinced he is either not dead or will return as undead or alchymic-undying soon.
Undead Bat Swarm: ?
Undead Ruler: ?
Minor Undead: ?
Minor Undead Beetle: ?
Minor Undead Insect: ?
Minor Undead Small Mammal: ?
Minor Undead Mouse: ?
Undead Featherless Crow: ?
Undead Cat, Dead Cat: ?
Undead Young Rat: ?
Undead Spider: ?
Undead Cricket: ?
Undead Dwarf Monkey: ?
Undead Hummingbird: ?
Undead Torpid Kitten: ?
Undead Black Swan: ?
Forgotten Princess, Banshee: ?
Ghost: ?
Rachel Birch, Ghost: With that in mind, you might want to consider her death. It is too soon for her — she is tortured by the Beautiful and what it is offering but is an inquisitor and remains so until the ultimate end. Such a furious internal conflict is a good way to become a ghost.
The Whistling, Skirling Ghost: ?
Mister Smyle, Gnome Ghost, Reclusive Ghost: Unfortunately, the work took its toll on Smyle as well, he hanged himself from the bar in 1567. He haunts the place now as a reclusive ghost.
Ghost Light, Ghost: ?
Shipbuilder Ghost: ?
White Lady Ghost: ?
Bittersweet Ghost: ?
Ghoul Pig: ?
Sprat, Wererat Ghoul: ?
Ghoul Wolf: ?
Ghoul: ?
Cattle-Like Ghoul: ?
Weak Old Ghoul: ?
Guelder Winter, Human Ghast, Human-Looking Ghoul: ?
Impaled Ghoul: ?
Sister Oblivion, Human Ghoul, Undead Flute-Playing Prostitute: ?
Marriana Ragg, Human Ghoul: ?
Blight Ghoul: ?
Egger Kask, Ghoul: ?
Aquatic Ghoul: ?
Fecule, Human Ghoul Spy: ?
Grace Spindleshanked, Ghoul, Ghoul Whore, Ghoul Harlot: ?
Liza, Ghoul: ?
Maude, Ghoul: ?
Slaken, Ghoul: ?
Molly, Ghoul, Ghoul-Prostitute: ?
Letty, Ghoul, Ghoul-Prostitute: ?
Grace, Ghoul, Ghoul-Prostitute: ?
Jacob, Ghoul: ?
Logg, Ghoul: ?
Alchymically-Created Ghoul: ?
Isaac Maggot, Ghoul: ?
Urias Kemp, Human Ghast, Undead Thespian: Following a disastrous appearance at the Crippled Lamb Gin House that resulted in a month-long protest boycott of the venue by all the local talent agents, Queenie had him thrown down a manhole. Having lain unconscious in the dark tunnel below for some time, Kemp was awoken by a weak old ghoul that, believing him already dead, had begun to feast upon one of his legs. Kemp smashed its head in with a chunk of masonry but the damage was done: at first, he was in too much pain to escape his plight, and then the ghoul fever took hold, sealing his fate.
Ghast: ?
The Only, Mother Mantis, Human Ghast: Before she was infected and became a ghast, she had been a cleric of LuciferTOHC and retains standing with that cult.
Penitent One, Ghast: ?
His Tattered Majesty, Grim-Cacor I, Dwarf Ghast, Ghoul-Thane: ?
Aquatic Ghast: ?
Lacedon: The Great Whale is indeed big enough to accommodate people living inside it, and these unwelcome squatters live within the rear parts of the vast whale’s mouth, dwelling in safe havens they have fashioned into crude fleshy dwellings that form air pockets whilst the whale is beneath the sea. They are not alone. So vast is the thing that lacedons — the undead remains of sailors who have lived and died here — also dwell within it.
Master Trough, Swyne Ghast: ?
Young Grog, Swyne Ghast: ?
Mistress Binge, Swyne Ghast: ?
Lich: ?
Count Strord, Lich: ?
Ancient Lich: ?
Demi-Lich: ?
Shadow: ?
Skeleton: ?
Number Six, Human Skeleton: ?
Servitor Skeleton: ?
Specter, Spectre, Spirit: The spirits of three nest-hunters who fell while hunting for eggs long ago haunt the cliffs here.
Naiadic Between Spectre: ?
Mister Algernon Alfonse Leptonia, Hardened Vampire Spawn: ?
Diseased Vampire: Virtually no diseases affect the undead, but as with everything in the City of Castorhage, diseases can take unusual forms and abnormal virulence. The Nosferiadra is a magical curse rather than a disease, but it has a physical presence, a drifting cloud that winds its way through the blight along streets and into shadows, down gutters and over rooftops. It is neither extensive nor particularly contagious, but the vampire Hemlock has been unlucky enough to be infected by its influence. The effect of the curse is much like a disease that might affect a living being; Hemlock is not as powerful or as capable as a vampire in the prime of death.
Lord Aspen Hemlock, Diseased Vampire, Vampire Lord, Vampire Artist, Vampire Master, Aristocratic Vampire, True Vampire: Virtually no diseases affect the undead, but as with everything in the City of Castorhage, diseases can take unusual forms and abnormal virulence. The Nosferiadra is a magical curse rather than a disease, but it has a physical presence, a drifting cloud that winds its way through the blight along streets and into shadows, down gutters and over rooftops. It is neither extensive nor particularly contagious, but the vampire Hemlock has been unlucky enough to be infected by its influence. The effect of the curse is much like a disease that might affect a living being; Hemlock is not as powerful or as capable as a vampire in the prime of death.
Wither, Human Diseased Vampire, Old Vampire: ?
Threnody, The Hungry Mother, Powerful Between Vampire: ?
Karlingen Borxia, Beltane, God-Emperor of the Fetch, King of Thorns, Master of Impaling, Great Vampire, Great Vampire-King, Ancient Vampire, Vampire-God, Vampire Lord, God-Like Vampire, Vampire God-Emperor: 2277 Karlingen Borxia encounters Underguild, transformed into vampire.
2372 Karlingen Borxia steals Underguild artefact and uses it to achieve godlike powers.
Great Vampire: ?
Vampire Elder: ?
Vampire: ?
Great Cleric Anthony Mackus, Gable-Man, Vampire: Rumour has it that Mackus is now none other than the Gable-Man, a vampire of legend that eats the happiness of old people, and that he was struck down by vampirism by none other than Beltane himself.
Elite Vampire: ?
Etumo, Vampire: ?
Perdition, Dread Queen of Un-Birth, Ancient Vampire: ?
The Brackish King, Between Vampire: ?
Vampire Spawn: A humanoid slain in this way [by Beltaine's bite attack] and then buried in the ground rises the following night as a vampire spawn under the Beltane’s control.
A humanoid slain in this way [by a diseased vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Lesser Blight Vampire: ?
Crimson Death: ?
Vampiric Mist: ?
Blight Vampire: Between vampires do not have the ability to create spawn, but Threnody is one of the rare examples of her kind that can create a new generation of Between vampires. Every century or so, she becomes obsessed with reproduction. No act of procreation is required for such an event to occur and conclude. When it occurs, she grows to Large size as she bloats with a host of young, and her hunger to feed becomes almost a madness. She requires living hosts into which her young are birthed and prefers them to be sentient creatures of the mundane world. When birthed, the young occupy a large cyst in their host’s body where they feed for 1d3 days until they grow rudimentary wings 1d3 days later. At that point, they finish feeding upon the host and burrow out to make their escape, maturing to become full-grown Between vampires in a matter of weeks. When they first emerge from the host they are virtually helpless (AC 10, hit points 2, fly 10 ft.), but after that they begin to grow and transform into a fully-grown Blight vampire at within 2d12 days and develop the natural abilities of their kind during this time.
Princess Lilly, Blight Vampire: Princess Lilly had prepared her own pacts, and shortly after her murder arose again as a vampire who now stalks the halls of the palace by night and enjoys bedevilling her family and their servants.
Chamomile Bramble, Lesser Blight Vampire: ?
His Holiness the Drogè of the Holy Mother, Lesser Blight Vampire: ?
Lady Fidelia Flax Shortstone, Lesser Blight Vampire: ?
Between Vampire: Between vampires do not have the ability to create spawn, but Threnody is one of the rare examples of her kind that can create a new generation of Between vampires. Every century or so, she becomes obsessed with reproduction. No act of procreation is required for such an event to occur and conclude. When it occurs, she grows to Large size as she bloats with a host of young, and her hunger to feed becomes almost a madness. She requires living hosts into which her young are birthed and prefers them to be sentient creatures of the mundane world. When birthed, the young occupy a large cyst in their host’s body where they feed for 1d3 days until they grow rudimentary wings 1d3 days later. At that point, they finish feeding upon the host and burrow out to make their escape, maturing to become full-grown Between vampires in a matter of weeks.
Human Vampire: ?
Queen Selene, Vampire: Beltane visited Queen Selene in the night, twice, while the family made its preparations for departure, each time leaving her one step closer to immortal undeath. On the third night, Beltane stepped upon the ship’s deck to see the island suddenly sinking beneath the waves. He dove in and swam to the Queen’s chamber where he found her upon the verge of drowning — and bestowed upon her his final life-draining kiss. He then buried her deep in the sea mud to await the next night. When she arose as a vampire at the next nightfall, she found that Beltane had fashioned a coffin from her furnishings in the palace.
The Singed Man, The Infernal Tyrant, Powerful Vampire Lord, Vampire-Lord: ?
Battle-Duke Ormand of the Rampart, Vampire Spawn: ?
Father of Castorhage Quedecce III, Vampire: ?
Terrible Vampire: ?
Elizabeth Marnier, Vampire: In fact, Elisabeth Marnier (female vampire) was infected with vampirism whilst festering in the lower jails within the Capitol, but escaped and fled here.
Magnus Melancholy, Vampire: ?
Master of Ceremonies Rudyard Hasp, Vampire: ?
Qui, Vampire: ?
Alby Otiose, Vampire: ?
Ancient Xianbi, Grace of the Smiling Slumbering Dragon, Chosen of Beltane, Vampire: ?
Archibald Hegg, Vampire Spawn: ?
Ancient Vampire: ?
Callwell Carver, Humanoid Vampire: ?
Madame Rosetta Violet, Human Vampire ?
The Blessed One, Vampire Bandit Captain: [ I]n 1509, paladins of the Trinity of Life hoping to discover and destroy Beltane, captured the boy who would become the Blessed One, then only a human but a thrall of one of the Fetch’s Deceivers. The vampire-hunting paladins carried a flask of the newly discovered ragefire with them for use against the vampire god-emperor when they found him. Underestimating the homeless waif they had captured, the hunters let down their guard only for a moment, but it was long enough for the child to turn their weapon against them and smash the flask upon the leader of the paladins (already their 187th mushaff*).
The ragefire consumed the screaming paladins and grew larger before feasting upon the rest of the structure and thousands of Town Bridge’s residents. The resulting conflagration raged for a week and a day, and near consumed the entire bridge before a section collapsed beneath the ragefire and sent it to its doom in the waters of the Lyme below, and the rest of the blaze finally spent its fuel. Tales among the Fetch, tell that the boy only survived by falling, blazing, into the river below, where he was found by Beltane himself and blessed with the gift of unlife in reward for his loyalty.
Vampire Seer: ?
Vampire-Queen Penance: ?
Madam Kale, Vampire Spawn: ?
The Burnt One, Broken Mangled Creature, Vampire Spawn: ?
The Empty One, Broken Mangled Creature, Vampire Spawn: The Empty One was once a knight who tried to destroy Wither. The vampire broke him on a wheel, ensuring that the calamity that remained was at the edge of death when it returned as a full-fledged vampire. The thing that was left, which Wither named the Empty One, is a broken, mangled creature.
The Empty One, Human Vampire: The Empty One was once a knight who tried to destroy Wither. The vampire broke him on a wheel, ensuring that the calamity that remained was at the edge of death when it returned as a full-fledged vampire. The thing that was left, which Wither named the Empty One, is a broken, mangled creature.
Spawn of Wither, Vampire Spawn: ?
Ambergris, Vampire: ?
Gideon Murkwid, Vampire Spawn: ?
Young Between Vampire: ?
Between Vampire Spawn: ?
Bride Elthanor Thorn, Human Vampire: ?
Wight: One of the statues has birthed an undead that slowly mumbles to itself, much to Algernon’s amusement. If quizzed, Algernon claims that his genius breathes life into his creations from time to time, as does Sallow’s.
Will-o'-Wisp: ?
Zombie Labourer: ?
Zombie: [An Alchymic-Unliving] creature must make a successful DC 15 Wisdom saving throw every 30 days or its Intelligence is permanently reduced by 1. If its Intelligence declines to 3, it transforms into a zombie.
A humanoid slain by [The Thing That Was Once Rachel Birch's bite] attack rises 24 hours later as a zombie under The Thing That Was Once Rachel Birch’s control, unless the humanoid is restored to life or its body is destroyed.
The other figures are disgusting creations that have had life breathed into them. They are part carcass, part art, and each has animal and monster and human parts but, unless attacked, they merely follow the characters, perhaps touching their hair or fingers. These are 6 zombies.
Zombie, Lesser Undead: ?
Brine Zombie: ?
Zombie Horse: ?
Zombie House Cat: ?
Zombie Mule: ?
Zombie-Stirge: ?
Rullan Bread, Zombie: ?
Jonas Long-Tongue, Mohrg Assassin: Ornamie Elias Hogg (1722–?), city’s longest-serving Watch Inspector. Disappeared Chill 17th, 1772, while chasing Jonas Long-Tongue, the feared mohrg assassin capable of infecting his victims with his own form.
Mohrg: Ornamie Elias Hogg (1722–?), city’s longest-serving Watch Inspector. Disappeared Chill 17th, 1772, while chasing Jonas Long-Tongue, the feared mohrg assassin capable of infecting his victims with his own form.
The Staff of Life (a.k.a. The Elixir)
“More a curse than a blessing…”
For some, life must go on no matter what the cost. The dabblings of arcane physicians into the stuff of life was always going to be dangerous. Elixir of life — “The Elixir” or “Staff of Life” as is it sometimes known among the whispers of the Lowfolk — comes from feeding a particular species of Between worm with flesh and blood of the mundane world — living flesh and blood, and the healthier and fresher the blood used, the better the quality of elixir. Worms are then either injected (in many cases) or held in an artificially made womb known as the Cuckoo Womb into which the subject is immersed.
The Cuckoo Womb is used in general to create new forms or hybrid creatures from the parts of others harvested using a particularly unpleasant ritual involving injecting the creature with elixir and farming off the parts that are required. The parts are crudely sewn or affixed together in hopes that the Cuckoo Womb and the elixir do the rest — although they often do not. The minor works of many celebrated golem-stitchers slither or drag themselves through the city as a result of this process, unable to die without destruction. Theirs is a pitiful existence, and one that often leads to diabolic revenge. Artisans of this trade — Golem-Stitchers and Homuncule Wives and Cadaver-Surgeons — are usually drawn into the profession through reading or through association; there is no level requirement to carry out such work, only a steady hand and brutal soul.
The true and purest elixir of life commands a high price, at least 20,000 gp per dose, and even this price comes with no guarantee of success. Of course, where every genuine artefact is found, fakes soon follow, and cheaper and less-stable versions of the elixir have flooded darker parts of the market. That the undeath that follows is agonizing or that some subjects are prone to appalling unmaking as the threads of the elixir dissolve, taking their hosts with them, makes the elixir not merely a boon, but a weapon in some eyes. Many see the forced injection of the elixir into workers as being of incalculable benefit; true, the servant withers in terms of their personality and vital spark and living relationships, but their skills remain! What price for a manufactury of unliving workers who toil day and night and never need rest yet have the intelligence and abilities that typical examples of the animated dead do not. Some call this concept the “New Utopia.” Many in the city claim that such manufacturies not only exist already but are thriving, and it can only be a matter of time before everyone in the city is aware of an unliving. Forced undeath is becoming more common by the day, as are the poor wretches who drag their rotting and failing carcasses into the dark places away from sight and seems likely only to expand with the recent Corpse Act of 1770.
The characters hear more shouting at street corners, particularly the words “Staff of Life” and “the Elixir.” The foul substance is being used to make alchymic undead, many of whom are now being forced to work in manufacturies and mines after being killed in horrible accidents.
ELIXIR OF LIFE
Potion, very rare
A living creature that is not of the aberration, celestial, construct, elemental, or fiend type that is injected with elixir of life (an infusion process that takes an hour and requires either a helpless or willing recipient) must make an immediate Constitution saving throw based on the quality of the elixir. Creatures that are immune to poison or necrotic damage are not affected by the elixir. If the saving throw is successful, the creature dies and rises again in 1d4 hours as a “Reborn” with the alchymic-undying† template. If the saving throw is failed, the individual immediately dies and rises in 1d10 minutes as an undead creature with the alchymic-unliving†.
If the elixir is applied to a creature of the appropriate types (as described above) that has died within the last 24 hours but whose corpse is still relatively intact, the creature still gets a Constitution saving throw as if it were still alive with outcome of becoming either an alchymic-undying or an alchymic-unliving creature, but the saving throw is made at a cumulative +1 penalty to the DC of the saving throw for every 2 hours since it died (not including the hour required for infusion).
If used in conjunction with a Cuckoo Womb and pieces of only partial cadavers in order to create a new-made form of life (as adjudicated by the GM), the elixir likewise has a quality-based saving throw to determine the stability of this outcome. If this saving throw is successful, the resulting creature is stable as a new type of living creature. If the save is unsuccessful, the new-made creature is unsuccessful, is in extensive pain, and dies in 1d4 days as its body literally falls apart.
Anything of medium-grade elixir or lower is unpredictable, short lived, and prone to sudden violent unravelling. For each year of life or unlife for low-grade elixir, each month for pig-grade elixir, and each week for street-grade elixir, the initial Constitution saving throw must be made again or the creature rapidly (and often revoltingly) unmakes itself just as if a new-made creature had failed its initial saving throw. There are some exceptional cases (again at the GM’s discretion), where such an unmaking does not fully destroy the creature but instead forces it to live in a pain-filled, half-life of indeterminate length and horror.
Elixir of Life
Elixir Quality
Price (per dose)
CL
Reborn Creature
Save DC (per dose)
New-Made Creature
Save DC (per dose)
Cost (Per Dose)
True Elixir
20,000 gp
9th
5
5
10,000 gp
Medium-Grade Elixir
5,000 gp
7th
15
10
5,000 gp
Low-Grade Elixir
1,000 gp
5th
25
15
500 gp
Pig-Grade Elixir**
500 gp
3rd
—
20
250 gp
Street-Grade Elixir
100 gp
—
—
25
50 gp
The Secret of the Staff of Life
Characters deciphering this secret become aware of its risks and benefits, but it requires reading the three-volume set, which takes at least a month. After reading the tomes, the character becomes aware of the secret of using the Staff of Life. It explains, in detail the process, as briefly outlined in area LG18 of using the Staff of Life to create alchymic-undying, alchymic-unliving, and abominations. It also explains the process by which to create the various grades of elixir of life (see The Cyclopædia Infestarum).
The books are worth 1,500 gp.
Master Judd (LE male human deathmage†) is in charge of the Institute and has the services of a score of wizards and clerics amongst his masters. The study of golem and homuncule making forms the core of studies, and there is a healthy demand for bodies from the Institute. The creation of undead, including alchymic undead, regularly occurs, and a small group of the masters are devotees of the Cult of Revenants.
Undead are generally considered to be failed constructs by most Castorhagers, but actual necromancers are commonly found in the streets of BookTown, as are the undead they create.
A little-known god of undead revered by the necromancers of the Blight, Flense represents the liberation from death for the purposes of revenge and unaddressed slights by the living. His small cult, the Cult of Revenants, actively seeks to bring the unwary to their destined vengeance much sooner than their natural lifespan would otherwise warrant. If they catch a lone victim, they force this doctrine upon him by sacrificing him to “unleash their thwarted justice.” That these victims rarely volunteer and that the undead creature created from the sacrifice simply serves as a slave to a member of the cult is disregarded by its members.
All those who worship the god are bound by a terrible dark pact they commit to in blood and soul when they become an acolyte of Flense. The pact grants the worshipper a terrible retribution. Upon dying, the devotee of Flense is reborn anew as a “revenant” creature, torn from the mortal body of his unworthy subject to become a thing of vengeance. The creature the devotee rises as is always free-willed and equal to the CR of the cleric in life +1. Such new forms are not bound by a requirement to be undead (though frequently they are undead) and can come in any form the god chooses on a whim. Usually the form given is most commonly associated in some way with the life or personality of the deceased follower. For example, a follower who lives far away from civilisation may return as a dire animal bent upon vengeance.
He believes Mother Grace brought undead into the world to cleanse it of its mortal sins, but keeps this belief secret.
Inside, the place is crammed with Leptonia and Sallow’s artwork. The vampire spawn has a peculiar artistic trick involving abducting waifs and strays, drugging them with a concoction or chloroform and oil of taggit, and embalming them in a substance made from equal parts lime concrete, clay, and an alchemic discovery known as Blight grasp. This substance hardens very quickly (in a matter of minutes), and Algernon has been using it to create living statues — slowly engulfing his victims in the stone substance over a period of weeks, and eventually covering them completely, thoughtfully providing an air hole for them to breathe through to enjoy his work to the last and infuse the statues with the occasional angry spirits. That this process occasionally creates an undead merely adds to Algernon’s belief that he is a living (or more accurately, unliving) genius.
Lynchet and her husband Bran create partially animated objects, undead, or constructs.
Alchymic Undead, Alchymic-Unliving: The first Alchymic Undead was raised here in 1545, and countless other less notable, but equally horrific, experiments have been made here.
There are also those who take the elixir of life but whose bodies do not react well to the unnatural infusion. Instead of shedding the shackles of ordinary mortality as alchymic-undying, these unlucky souls instead find themselves cursed with a progressive form of undeath that not only steals away their vitality and ability to experience sensation, but also their very reason and personality as well. These cursed folks are the alchymic-unliving†, and when their curse becomes advanced enough, they lose every shred of who they were and become simply one more zombie shuffling mindlessly to its master’s commands.
Those who wish to live forever sometimes take this dark path through use of the proprietary means available with the elixir of life†. Those who take this draught by choice hope to join the alchymic-undying; those who fail in this endeavour are cursed to become the alchymic-unliving. Those who are forced to take the elixir by cruel masters or terms of indenture almost invariably end up among the alchymic-unliving.
The alchymic-unliving are creatures tainted by the curse of undeath through exposure to elixir of life. Those who partake in the forbidden fruits of such alchymic experimentation face a dismal future. It is true that death, or at least mortal death by aging, is no longer a concern, but the life left is bleak and bereft of any of the joys of the living.
Any living creature can be transformed into an alchymic-unliving creature that is exposed to elixir of life.
The first alchymic undead was raised here in 1545, and countless other less notable but equally horrific experiments have been made here.
Master Judd (LE male human deathmage† ) is in charge of the Institute and has the services of a score of wizards and clerics amongst his masters. The study of golem and homuncule making forms the core of studies, and there is a healthy demand for bodies from the Institute. The creation of undead, including alchymic undead, regularly occurs, and a small group of the masters are devotees of the Cult of Revenants.
Lucien died of consumption despite Lady Grey’s fanatical attempts to keep him alive, and her mind finally and fully snapped. Convinced that she must educate her child to spread the word of the Panacea, Lady Grey set about taking the natural path for her — to make the perfect child in Lucien’s image. From that time on, Lady Grey has been experimenting, becoming a homunculi wife set upon creating a perfect child. She has dabbled with cadavers, creating alchymic undead† from some of the corpses of children Sprat and Marrow supplied her with.
The sphere is the Cuckoo-Womb Lady Grey uses to carry out her work. She binds her victims in the sphere, to make Staff of Life worms (see below) or to release them on some creature she intends to make into an alchymic undead or an abomination. To make an abomination, she bloats the worms on the blood of the creature she wishes to conjoin with the trapped creature and waits to see what happens. If she uses the works to try to create an alchymic undead, she uses worms fed on pigs or, if she can get them, fresh, healthy human, ideally without blemish or sickness.
The dose of Staff of Life worms is worth 150 gp or could be used to make an alchymic undead.
The chimney wing is Lady Grey’s latest addition to the manse. It contains her crucible where she creates alchymic undead, tries to raise children, and makes abominations.
Elixir of Life magic item.
Intelligent Undead: ?
Ghast, Intelligent Undead: ?
Wraith, Intelligent Undead: ?
Undead Statuary: [The Butcher's Bride's] speciality was disembowelling her victims and creating undead statuary from them.
Incorporeal Undead: ?
Less Common Undead: ?
Blood-Drinking Undead Beast: ?
Undead Horse: ?
Undead Object: ?
Animated Insect: ?
Unliving Stole: ?
Undead Moth: ?
Undead Fox: ?
Zombie, Lesser Undead: ?
Lesser Undead: ?
Land of Long Night, Undead Spirit: ?
Undead Spirit: ?
Undead Seagull: ?
Animated Undead: ?
Necrocraft: A necrocraft is a medley of undead body parts and corpses grafted together with dark magic to create a single animated undead creature with abilities based on its component pieces and the surgical and necromantic talents of its creator. Necrocrafts are better suited for brute force than delicate manipulation, and most creators build larger hulks rather than smaller, more agile (and fragile) necrocrafts. Though necrocrafts can be of virtually any size and can be made up of undead bodies or parts of any size, a typical specimen is 7 feet tall and weighs 250 pounds.
Bileborn: The bileborn is an undead creature born of alchemical and necromantic experimentation. Its purpose and the identity of its creator are unknown, but the mistakes of this master have long since been paid for, as the original bileborn ultimately escaped and slew its creator, incorporating his body among the rest.
A bileborn seeks to increase its mass by absorbing creatures into its body. This does not increase the creature’s size or change it in any fundamental way, but the crowd of body parts grows denser at its center. Then at some indeterminate point, the creature reproduces by fission. The fused conglomeration of rotten body parts splits down the middle, forming two bileborns of equal size and power. These instinctively avoid each other as they go their own ways in search of victims to absorb.
Child of Folly, Unique Undead Ooze: ?
Massive Undead Ooze: ?
Coffer Corpse: ?
Mocking Gull, Twisted Bloated Between-Touched Undead Stirge: ?
The Thing That Was Once Rachel Birch, Reanimated Vengeful Remains: In the Gyre, the characters also find what has been moulded from Rachel Birch, the Knight Occularis who suffered visions and who tried to cut them from her mind. The Beautiful has made flesh from her doubt, and skin from her madness. She too is waiting for the characters in the dark of the river.
Finally, the reanimated and vengeful remains of Rachel Birch are found here.
Undead Servitor: ?
Lesser Undead, The Made: Made, The — commonly encountered forms of lesser undead and constructs cheaply made and used for mindless labour.
Musgrove I, The Dead-Hearted, The Cold-Hearted, Lich-Like Monstrosity, Undead Ruler, Undead King, Undead Father: Musgrove II’s reign was doomed to be short as well, however, for his father’s research had borne deadly fruit. Musgrove I emerged from his tomb as a lich-like monstrosity after resting for only four years, slew his own son — whom he named as the Usurper — and resumed his reign.
Foreign Undead: ?
Undead With a Mind: ?
Ancient Undead: ?
Spontaneously Forming Undead: ?
Undead Beast of Burden: ?
Undead Worker: ?
Uriah: The Heaths rely upon the fierce reputation of their brutal former leader Uriah to do their work for them; Uriah had a dreadful reputation for violence and his name still causes fear among locals, who are convinced he is either not dead or will return as undead or alchymic-undying soon.
Undead Bat Swarm: ?
Undead Ruler: ?
Minor Undead: ?
Minor Undead Beetle: ?
Minor Undead Insect: ?
Minor Undead Small Mammal: ?
Minor Undead Mouse: ?
Undead Featherless Crow: ?
Undead Cat, Dead Cat: ?
Undead Young Rat: ?
Undead Spider: ?
Undead Cricket: ?
Undead Dwarf Monkey: ?
Undead Hummingbird: ?
Undead Torpid Kitten: ?
Undead Black Swan: ?
Forgotten Princess, Banshee: ?
Ghost: ?
Rachel Birch, Ghost: With that in mind, you might want to consider her death. It is too soon for her — she is tortured by the Beautiful and what it is offering but is an inquisitor and remains so until the ultimate end. Such a furious internal conflict is a good way to become a ghost.
The Whistling, Skirling Ghost: ?
Mister Smyle, Gnome Ghost, Reclusive Ghost: Unfortunately, the work took its toll on Smyle as well, he hanged himself from the bar in 1567. He haunts the place now as a reclusive ghost.
Ghost Light, Ghost: ?
Shipbuilder Ghost: ?
White Lady Ghost: ?
Bittersweet Ghost: ?
Ghoul Pig: ?
Sprat, Wererat Ghoul: ?
Ghoul Wolf: ?
Ghoul: ?
Cattle-Like Ghoul: ?
Weak Old Ghoul: ?
Guelder Winter, Human Ghast, Human-Looking Ghoul: ?
Impaled Ghoul: ?
Sister Oblivion, Human Ghoul, Undead Flute-Playing Prostitute: ?
Marriana Ragg, Human Ghoul: ?
Blight Ghoul: ?
Egger Kask, Ghoul: ?
Aquatic Ghoul: ?
Fecule, Human Ghoul Spy: ?
Grace Spindleshanked, Ghoul, Ghoul Whore, Ghoul Harlot: ?
Liza, Ghoul: ?
Maude, Ghoul: ?
Slaken, Ghoul: ?
Molly, Ghoul, Ghoul-Prostitute: ?
Letty, Ghoul, Ghoul-Prostitute: ?
Grace, Ghoul, Ghoul-Prostitute: ?
Jacob, Ghoul: ?
Logg, Ghoul: ?
Alchymically-Created Ghoul: ?
Isaac Maggot, Ghoul: ?
Urias Kemp, Human Ghast, Undead Thespian: Following a disastrous appearance at the Crippled Lamb Gin House that resulted in a month-long protest boycott of the venue by all the local talent agents, Queenie had him thrown down a manhole. Having lain unconscious in the dark tunnel below for some time, Kemp was awoken by a weak old ghoul that, believing him already dead, had begun to feast upon one of his legs. Kemp smashed its head in with a chunk of masonry but the damage was done: at first, he was in too much pain to escape his plight, and then the ghoul fever took hold, sealing his fate.
Ghast: ?
The Only, Mother Mantis, Human Ghast: Before she was infected and became a ghast, she had been a cleric of LuciferTOHC and retains standing with that cult.
Penitent One, Ghast: ?
His Tattered Majesty, Grim-Cacor I, Dwarf Ghast, Ghoul-Thane: ?
Aquatic Ghast: ?
Lacedon: The Great Whale is indeed big enough to accommodate people living inside it, and these unwelcome squatters live within the rear parts of the vast whale’s mouth, dwelling in safe havens they have fashioned into crude fleshy dwellings that form air pockets whilst the whale is beneath the sea. They are not alone. So vast is the thing that lacedons — the undead remains of sailors who have lived and died here — also dwell within it.
Master Trough, Swyne Ghast: ?
Young Grog, Swyne Ghast: ?
Mistress Binge, Swyne Ghast: ?
Lich: ?
Count Strord, Lich: ?
Ancient Lich: ?
Demi-Lich: ?
Shadow: ?
Skeleton: ?
Number Six, Human Skeleton: ?
Servitor Skeleton: ?
Specter, Spectre, Spirit: The spirits of three nest-hunters who fell while hunting for eggs long ago haunt the cliffs here.
Naiadic Between Spectre: ?
Mister Algernon Alfonse Leptonia, Hardened Vampire Spawn: ?
Diseased Vampire: Virtually no diseases affect the undead, but as with everything in the City of Castorhage, diseases can take unusual forms and abnormal virulence. The Nosferiadra is a magical curse rather than a disease, but it has a physical presence, a drifting cloud that winds its way through the blight along streets and into shadows, down gutters and over rooftops. It is neither extensive nor particularly contagious, but the vampire Hemlock has been unlucky enough to be infected by its influence. The effect of the curse is much like a disease that might affect a living being; Hemlock is not as powerful or as capable as a vampire in the prime of death.
Lord Aspen Hemlock, Diseased Vampire, Vampire Lord, Vampire Artist, Vampire Master, Aristocratic Vampire, True Vampire: Virtually no diseases affect the undead, but as with everything in the City of Castorhage, diseases can take unusual forms and abnormal virulence. The Nosferiadra is a magical curse rather than a disease, but it has a physical presence, a drifting cloud that winds its way through the blight along streets and into shadows, down gutters and over rooftops. It is neither extensive nor particularly contagious, but the vampire Hemlock has been unlucky enough to be infected by its influence. The effect of the curse is much like a disease that might affect a living being; Hemlock is not as powerful or as capable as a vampire in the prime of death.
Wither, Human Diseased Vampire, Old Vampire: ?
Threnody, The Hungry Mother, Powerful Between Vampire: ?
Karlingen Borxia, Beltane, God-Emperor of the Fetch, King of Thorns, Master of Impaling, Great Vampire, Great Vampire-King, Ancient Vampire, Vampire-God, Vampire Lord, God-Like Vampire, Vampire God-Emperor: 2277 Karlingen Borxia encounters Underguild, transformed into vampire.
2372 Karlingen Borxia steals Underguild artefact and uses it to achieve godlike powers.
Great Vampire: ?
Vampire Elder: ?
Vampire: ?
Great Cleric Anthony Mackus, Gable-Man, Vampire: Rumour has it that Mackus is now none other than the Gable-Man, a vampire of legend that eats the happiness of old people, and that he was struck down by vampirism by none other than Beltane himself.
Elite Vampire: ?
Etumo, Vampire: ?
Perdition, Dread Queen of Un-Birth, Ancient Vampire: ?
The Brackish King, Between Vampire: ?
Vampire Spawn: A humanoid slain in this way [by Beltaine's bite attack] and then buried in the ground rises the following night as a vampire spawn under the Beltane’s control.
A humanoid slain in this way [by a diseased vampire's bite attack] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Lesser Blight Vampire: ?
Crimson Death: ?
Vampiric Mist: ?
Blight Vampire: Between vampires do not have the ability to create spawn, but Threnody is one of the rare examples of her kind that can create a new generation of Between vampires. Every century or so, she becomes obsessed with reproduction. No act of procreation is required for such an event to occur and conclude. When it occurs, she grows to Large size as she bloats with a host of young, and her hunger to feed becomes almost a madness. She requires living hosts into which her young are birthed and prefers them to be sentient creatures of the mundane world. When birthed, the young occupy a large cyst in their host’s body where they feed for 1d3 days until they grow rudimentary wings 1d3 days later. At that point, they finish feeding upon the host and burrow out to make their escape, maturing to become full-grown Between vampires in a matter of weeks. When they first emerge from the host they are virtually helpless (AC 10, hit points 2, fly 10 ft.), but after that they begin to grow and transform into a fully-grown Blight vampire at within 2d12 days and develop the natural abilities of their kind during this time.
Princess Lilly, Blight Vampire: Princess Lilly had prepared her own pacts, and shortly after her murder arose again as a vampire who now stalks the halls of the palace by night and enjoys bedevilling her family and their servants.
Chamomile Bramble, Lesser Blight Vampire: ?
His Holiness the Drogè of the Holy Mother, Lesser Blight Vampire: ?
Lady Fidelia Flax Shortstone, Lesser Blight Vampire: ?
Between Vampire: Between vampires do not have the ability to create spawn, but Threnody is one of the rare examples of her kind that can create a new generation of Between vampires. Every century or so, she becomes obsessed with reproduction. No act of procreation is required for such an event to occur and conclude. When it occurs, she grows to Large size as she bloats with a host of young, and her hunger to feed becomes almost a madness. She requires living hosts into which her young are birthed and prefers them to be sentient creatures of the mundane world. When birthed, the young occupy a large cyst in their host’s body where they feed for 1d3 days until they grow rudimentary wings 1d3 days later. At that point, they finish feeding upon the host and burrow out to make their escape, maturing to become full-grown Between vampires in a matter of weeks.
Human Vampire: ?
Queen Selene, Vampire: Beltane visited Queen Selene in the night, twice, while the family made its preparations for departure, each time leaving her one step closer to immortal undeath. On the third night, Beltane stepped upon the ship’s deck to see the island suddenly sinking beneath the waves. He dove in and swam to the Queen’s chamber where he found her upon the verge of drowning — and bestowed upon her his final life-draining kiss. He then buried her deep in the sea mud to await the next night. When she arose as a vampire at the next nightfall, she found that Beltane had fashioned a coffin from her furnishings in the palace.
The Singed Man, The Infernal Tyrant, Powerful Vampire Lord, Vampire-Lord: ?
Battle-Duke Ormand of the Rampart, Vampire Spawn: ?
Father of Castorhage Quedecce III, Vampire: ?
Terrible Vampire: ?
Elizabeth Marnier, Vampire: In fact, Elisabeth Marnier (female vampire) was infected with vampirism whilst festering in the lower jails within the Capitol, but escaped and fled here.
Magnus Melancholy, Vampire: ?
Master of Ceremonies Rudyard Hasp, Vampire: ?
Qui, Vampire: ?
Alby Otiose, Vampire: ?
Ancient Xianbi, Grace of the Smiling Slumbering Dragon, Chosen of Beltane, Vampire: ?
Archibald Hegg, Vampire Spawn: ?
Ancient Vampire: ?
Callwell Carver, Humanoid Vampire: ?
Madame Rosetta Violet, Human Vampire ?
The Blessed One, Vampire Bandit Captain: [ I]n 1509, paladins of the Trinity of Life hoping to discover and destroy Beltane, captured the boy who would become the Blessed One, then only a human but a thrall of one of the Fetch’s Deceivers. The vampire-hunting paladins carried a flask of the newly discovered ragefire with them for use against the vampire god-emperor when they found him. Underestimating the homeless waif they had captured, the hunters let down their guard only for a moment, but it was long enough for the child to turn their weapon against them and smash the flask upon the leader of the paladins (already their 187th mushaff*).
The ragefire consumed the screaming paladins and grew larger before feasting upon the rest of the structure and thousands of Town Bridge’s residents. The resulting conflagration raged for a week and a day, and near consumed the entire bridge before a section collapsed beneath the ragefire and sent it to its doom in the waters of the Lyme below, and the rest of the blaze finally spent its fuel. Tales among the Fetch, tell that the boy only survived by falling, blazing, into the river below, where he was found by Beltane himself and blessed with the gift of unlife in reward for his loyalty.
Vampire Seer: ?
Vampire-Queen Penance: ?
Madam Kale, Vampire Spawn: ?
The Burnt One, Broken Mangled Creature, Vampire Spawn: ?
The Empty One, Broken Mangled Creature, Vampire Spawn: The Empty One was once a knight who tried to destroy Wither. The vampire broke him on a wheel, ensuring that the calamity that remained was at the edge of death when it returned as a full-fledged vampire. The thing that was left, which Wither named the Empty One, is a broken, mangled creature.
The Empty One, Human Vampire: The Empty One was once a knight who tried to destroy Wither. The vampire broke him on a wheel, ensuring that the calamity that remained was at the edge of death when it returned as a full-fledged vampire. The thing that was left, which Wither named the Empty One, is a broken, mangled creature.
Spawn of Wither, Vampire Spawn: ?
Ambergris, Vampire: ?
Gideon Murkwid, Vampire Spawn: ?
Young Between Vampire: ?
Between Vampire Spawn: ?
Bride Elthanor Thorn, Human Vampire: ?
Wight: One of the statues has birthed an undead that slowly mumbles to itself, much to Algernon’s amusement. If quizzed, Algernon claims that his genius breathes life into his creations from time to time, as does Sallow’s.
Will-o'-Wisp: ?
Zombie Labourer: ?
Zombie: [An Alchymic-Unliving] creature must make a successful DC 15 Wisdom saving throw every 30 days or its Intelligence is permanently reduced by 1. If its Intelligence declines to 3, it transforms into a zombie.
A humanoid slain by [The Thing That Was Once Rachel Birch's bite] attack rises 24 hours later as a zombie under The Thing That Was Once Rachel Birch’s control, unless the humanoid is restored to life or its body is destroyed.
The other figures are disgusting creations that have had life breathed into them. They are part carcass, part art, and each has animal and monster and human parts but, unless attacked, they merely follow the characters, perhaps touching their hair or fingers. These are 6 zombies.
Zombie, Lesser Undead: ?
Brine Zombie: ?
Zombie Horse: ?
Zombie House Cat: ?
Zombie Mule: ?
Zombie-Stirge: ?
Rullan Bread, Zombie: ?
Jonas Long-Tongue, Mohrg Assassin: Ornamie Elias Hogg (1722–?), city’s longest-serving Watch Inspector. Disappeared Chill 17th, 1772, while chasing Jonas Long-Tongue, the feared mohrg assassin capable of infecting his victims with his own form.
Mohrg: Ornamie Elias Hogg (1722–?), city’s longest-serving Watch Inspector. Disappeared Chill 17th, 1772, while chasing Jonas Long-Tongue, the feared mohrg assassin capable of infecting his victims with his own form.
The Staff of Life (a.k.a. The Elixir)
“More a curse than a blessing…”
For some, life must go on no matter what the cost. The dabblings of arcane physicians into the stuff of life was always going to be dangerous. Elixir of life — “The Elixir” or “Staff of Life” as is it sometimes known among the whispers of the Lowfolk — comes from feeding a particular species of Between worm with flesh and blood of the mundane world — living flesh and blood, and the healthier and fresher the blood used, the better the quality of elixir. Worms are then either injected (in many cases) or held in an artificially made womb known as the Cuckoo Womb into which the subject is immersed.
The Cuckoo Womb is used in general to create new forms or hybrid creatures from the parts of others harvested using a particularly unpleasant ritual involving injecting the creature with elixir and farming off the parts that are required. The parts are crudely sewn or affixed together in hopes that the Cuckoo Womb and the elixir do the rest — although they often do not. The minor works of many celebrated golem-stitchers slither or drag themselves through the city as a result of this process, unable to die without destruction. Theirs is a pitiful existence, and one that often leads to diabolic revenge. Artisans of this trade — Golem-Stitchers and Homuncule Wives and Cadaver-Surgeons — are usually drawn into the profession through reading or through association; there is no level requirement to carry out such work, only a steady hand and brutal soul.
The true and purest elixir of life commands a high price, at least 20,000 gp per dose, and even this price comes with no guarantee of success. Of course, where every genuine artefact is found, fakes soon follow, and cheaper and less-stable versions of the elixir have flooded darker parts of the market. That the undeath that follows is agonizing or that some subjects are prone to appalling unmaking as the threads of the elixir dissolve, taking their hosts with them, makes the elixir not merely a boon, but a weapon in some eyes. Many see the forced injection of the elixir into workers as being of incalculable benefit; true, the servant withers in terms of their personality and vital spark and living relationships, but their skills remain! What price for a manufactury of unliving workers who toil day and night and never need rest yet have the intelligence and abilities that typical examples of the animated dead do not. Some call this concept the “New Utopia.” Many in the city claim that such manufacturies not only exist already but are thriving, and it can only be a matter of time before everyone in the city is aware of an unliving. Forced undeath is becoming more common by the day, as are the poor wretches who drag their rotting and failing carcasses into the dark places away from sight and seems likely only to expand with the recent Corpse Act of 1770.
The characters hear more shouting at street corners, particularly the words “Staff of Life” and “the Elixir.” The foul substance is being used to make alchymic undead, many of whom are now being forced to work in manufacturies and mines after being killed in horrible accidents.
ELIXIR OF LIFE
Potion, very rare
A living creature that is not of the aberration, celestial, construct, elemental, or fiend type that is injected with elixir of life (an infusion process that takes an hour and requires either a helpless or willing recipient) must make an immediate Constitution saving throw based on the quality of the elixir. Creatures that are immune to poison or necrotic damage are not affected by the elixir. If the saving throw is successful, the creature dies and rises again in 1d4 hours as a “Reborn” with the alchymic-undying† template. If the saving throw is failed, the individual immediately dies and rises in 1d10 minutes as an undead creature with the alchymic-unliving†.
If the elixir is applied to a creature of the appropriate types (as described above) that has died within the last 24 hours but whose corpse is still relatively intact, the creature still gets a Constitution saving throw as if it were still alive with outcome of becoming either an alchymic-undying or an alchymic-unliving creature, but the saving throw is made at a cumulative +1 penalty to the DC of the saving throw for every 2 hours since it died (not including the hour required for infusion).
If used in conjunction with a Cuckoo Womb and pieces of only partial cadavers in order to create a new-made form of life (as adjudicated by the GM), the elixir likewise has a quality-based saving throw to determine the stability of this outcome. If this saving throw is successful, the resulting creature is stable as a new type of living creature. If the save is unsuccessful, the new-made creature is unsuccessful, is in extensive pain, and dies in 1d4 days as its body literally falls apart.
Anything of medium-grade elixir or lower is unpredictable, short lived, and prone to sudden violent unravelling. For each year of life or unlife for low-grade elixir, each month for pig-grade elixir, and each week for street-grade elixir, the initial Constitution saving throw must be made again or the creature rapidly (and often revoltingly) unmakes itself just as if a new-made creature had failed its initial saving throw. There are some exceptional cases (again at the GM’s discretion), where such an unmaking does not fully destroy the creature but instead forces it to live in a pain-filled, half-life of indeterminate length and horror.
Elixir of Life
Elixir Quality
Price (per dose)
CL
Reborn Creature
Save DC (per dose)
New-Made Creature
Save DC (per dose)
Cost (Per Dose)
True Elixir
20,000 gp
9th
5
5
10,000 gp
Medium-Grade Elixir
5,000 gp
7th
15
10
5,000 gp
Low-Grade Elixir
1,000 gp
5th
25
15
500 gp
Pig-Grade Elixir**
500 gp
3rd
—
20
250 gp
Street-Grade Elixir
100 gp
—
—
25
50 gp
The Secret of the Staff of Life
Characters deciphering this secret become aware of its risks and benefits, but it requires reading the three-volume set, which takes at least a month. After reading the tomes, the character becomes aware of the secret of using the Staff of Life. It explains, in detail the process, as briefly outlined in area LG18 of using the Staff of Life to create alchymic-undying, alchymic-unliving, and abominations. It also explains the process by which to create the various grades of elixir of life (see The Cyclopædia Infestarum).
The books are worth 1,500 gp.
The Blight: GM Guide
Necrocraft: A necrocraft is a medley of undead body parts and corpses grafted together with dark magic to create a single animated undead creature with abilities based on its component pieces and the surgical and necromantic talents of its creator.
Alchymic-Unliving: Those who wish to live forever sometimes take this dark path through use of the proprietary means available with the elixir of life†. Those who take this draught by choice hope to join the alchymic-undying†; those who fail in this endeavour are cursed to become the alchymic-unliving†. Those who are forced to take the elixir by cruel masters or terms of indenture almost invariably end up among the alchymic-unliving.
The alchymic-unliving are creatures tainted by the curse of undeath through exposure to elixir of life. Those who partake in the forbidden fruits of such alchymic experimentation face a dismal future.
Any living creature can be transformed into an alchymic-unliving creature that is exposed to elixir of life.
Algernon Alphonse Leptonia: ?
Beltane, Vampire-God: ?
Vampire Spawn: A humanoid slain in this way [by Beltane's bite attack] and then buried in the ground rises the following night as a vampire spawn under the Beltane’s control.
A humanoid slain in this way [by a diseased vampire's bite] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Bileborn: The bileborn is an undead creature born of alchemical and necromantic experimentation. Its purpose and the identity of its creator are unknown, but the mistakes of this master have long since been paid for, as the original bileborn ultimately escaped and slew its creator, incorporating his body among the rest.
A bileborn seeks to increase its mass by absorbing creatures into its body. This does not increase the creature’s size or change it in any fundamental way, but the crowd of body parts grows denser at its center. Then at some indeterminate point, the creature reproduces by fission. The fused conglomeration of rotten body parts splits down the middle, forming two bileborns of equal size and power.
The Child of Folly: ?
Undead Ooze: ?
Coffer Corpse: ?
Diseased Vampire: Virtually no diseases affect the undead, but as with everything in the City of Castorhage, diseases can take unusual forms and abnormal virulence. The Nosferiadra is a magical curse rather than a disease, but it has a physical presence, a drifting cloud that winds its way through the blight along streets and into shadows, down gutters and over rooftops. It is neither extensive nor particularly contagious, but the vampire Hemlock has been unlucky enough to be infected by its influence.
Diseased Vampire, Lord Hemlock: Virtually no diseases affect the undead, but as with everything in the City of Castorhage, diseases can take unusual forms and abnormal virulence. The Nosferiadra is a magical curse rather than a disease, but it has a physical presence, a drifting cloud that winds its way through the blight along streets and into shadows, down gutters and over rooftops. It is neither extensive nor particularly contagious, but the vampire Hemlock has been unlucky enough to be infected by its influence.
Diseased Vampire, Wither: ?
Ghoul Pig: ?
Undead Pig: ?
Mocking Gull, Twisted, Bloated, Between-Touched Undead Stirge: ?
Sprat, Wererat Ghoul: ?
The Thing That Was Once Rachel Birch: ?
Threnody, Between Vampire: ?
Between Vampire: Between vampires do not have the ability to create spawn, but Threnody is one of the rare examples of her kind that can create a new generation of Between vampires. Every century or so, she becomes obsessed with reproduction. No act of procreation is required for such an event to occur and conclude. When it occurs, she grows to Large size as she bloats with a host of young, and her hunger to feed becomes almost a madness. She requires living hosts into which her young are birthed and prefers them to be sentient creatures of the mundane world. When birthed, the young occupy a large cyst in their host’s body where they feed for 1d3 days until they grow rudimentary wings 1d3 days later. At that point, they finish feeding upon the host and burrow out to make their escape, maturing to become full-grown Between vampires in a matter of weeks. When they first emerge from the host they are virtually helpless (AC 10, hit points 2, fly 10 ft.), but after that they begin to grow and transform into a fully-grown Blight vampire at within 2d12 days and develop the natural abilities of their kind during this time.
Blight Vampire: Between vampires do not have the ability to create spawn, but Threnody is one of the rare examples of her kind that can create a new generation of Between vampires. Every century or so, she becomes obsessed with reproduction. No act of procreation is required for such an event to occur and conclude. When it occurs, she grows to Large size as she bloats with a host of young, and her hunger to feed becomes almost a madness. She requires living hosts into which her young are birthed and prefers them to be sentient creatures of the mundane world. When birthed, the young occupy a large cyst in their host’s body where they feed for 1d3 days until they grow rudimentary wings 1d3 days later. At that point, they finish feeding upon the host and burrow out to make their escape, maturing to become full-grown Between vampires in a matter of weeks. When they first emerge from the host they are virtually helpless (AC 10, hit points 2, fly 10 ft.), but after that they begin to grow and transform into a fully-grown Blight vampire at within 2d12 days and develop the natural abilities of their kind during this time.
Ghoul Wolf: ?
Zombie Horse: ?
Undead: ?
Undead Servitor: ?
Lesser Undead: ?
Undead Featherless Crow: ?
Blood-Drinking Undead Beast: ?
Undead Horse: ?
Undead Object: ?
Animated Insect: ?
Unliving Stole: ?
Undead Moth: ?
Zombie, Lesser Undead: ?
Land of Long Night, Undead Spirit: ?
Undead Seagull: ?
Animated Undead: ?
Ghost: ?
Ghoul: ?
Lacedon: [T]he undead remains of sailors who have lived and died here.
Lich: ?
Skeleton: ?
Number Six, Human Skeleton: ?
Animated Skeleton: ?
Naiadic Between Spectre: ?
Etumo, Vampire: ?
Vampire: ?
Perdition, Dread Queen of UnBirth, Ancient Vampire: ?
The Brackish King, Between Vampire: ?
Lesser Blight Vampire: ?
Crimson Death: ?
Vampiric Mist: ?
Princess Lilly, Blight Vampire: ?
Human Vampire: ?
Will-o'-Wisp: ?
Zombie: The [alchymic-unliving] creature must make a successful DC 15 Wisdom saving throw every 30 days or its Intelligence is permanently reduced by 1. If its Intelligence declines to 3, it transforms into a zombie.
A humanoid slain by [The Thing That Was Once Rachel Birch’s bite] attack rises 24 hours later as a zombie under The Thing That Was Once Rachel Birch’s control, unless the humanoid is restored to life or its body is destroyed.
Zombie Labourer: ?
Brine Zombie: ?
Alchymic-Unliving: Those who wish to live forever sometimes take this dark path through use of the proprietary means available with the elixir of life†. Those who take this draught by choice hope to join the alchymic-undying†; those who fail in this endeavour are cursed to become the alchymic-unliving†. Those who are forced to take the elixir by cruel masters or terms of indenture almost invariably end up among the alchymic-unliving.
The alchymic-unliving are creatures tainted by the curse of undeath through exposure to elixir of life. Those who partake in the forbidden fruits of such alchymic experimentation face a dismal future.
Any living creature can be transformed into an alchymic-unliving creature that is exposed to elixir of life.
Algernon Alphonse Leptonia: ?
Beltane, Vampire-God: ?
Vampire Spawn: A humanoid slain in this way [by Beltane's bite attack] and then buried in the ground rises the following night as a vampire spawn under the Beltane’s control.
A humanoid slain in this way [by a diseased vampire's bite] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Bileborn: The bileborn is an undead creature born of alchemical and necromantic experimentation. Its purpose and the identity of its creator are unknown, but the mistakes of this master have long since been paid for, as the original bileborn ultimately escaped and slew its creator, incorporating his body among the rest.
A bileborn seeks to increase its mass by absorbing creatures into its body. This does not increase the creature’s size or change it in any fundamental way, but the crowd of body parts grows denser at its center. Then at some indeterminate point, the creature reproduces by fission. The fused conglomeration of rotten body parts splits down the middle, forming two bileborns of equal size and power.
The Child of Folly: ?
Undead Ooze: ?
Coffer Corpse: ?
Diseased Vampire: Virtually no diseases affect the undead, but as with everything in the City of Castorhage, diseases can take unusual forms and abnormal virulence. The Nosferiadra is a magical curse rather than a disease, but it has a physical presence, a drifting cloud that winds its way through the blight along streets and into shadows, down gutters and over rooftops. It is neither extensive nor particularly contagious, but the vampire Hemlock has been unlucky enough to be infected by its influence.
Diseased Vampire, Lord Hemlock: Virtually no diseases affect the undead, but as with everything in the City of Castorhage, diseases can take unusual forms and abnormal virulence. The Nosferiadra is a magical curse rather than a disease, but it has a physical presence, a drifting cloud that winds its way through the blight along streets and into shadows, down gutters and over rooftops. It is neither extensive nor particularly contagious, but the vampire Hemlock has been unlucky enough to be infected by its influence.
Diseased Vampire, Wither: ?
Ghoul Pig: ?
Undead Pig: ?
Mocking Gull, Twisted, Bloated, Between-Touched Undead Stirge: ?
Sprat, Wererat Ghoul: ?
The Thing That Was Once Rachel Birch: ?
Threnody, Between Vampire: ?
Between Vampire: Between vampires do not have the ability to create spawn, but Threnody is one of the rare examples of her kind that can create a new generation of Between vampires. Every century or so, she becomes obsessed with reproduction. No act of procreation is required for such an event to occur and conclude. When it occurs, she grows to Large size as she bloats with a host of young, and her hunger to feed becomes almost a madness. She requires living hosts into which her young are birthed and prefers them to be sentient creatures of the mundane world. When birthed, the young occupy a large cyst in their host’s body where they feed for 1d3 days until they grow rudimentary wings 1d3 days later. At that point, they finish feeding upon the host and burrow out to make their escape, maturing to become full-grown Between vampires in a matter of weeks. When they first emerge from the host they are virtually helpless (AC 10, hit points 2, fly 10 ft.), but after that they begin to grow and transform into a fully-grown Blight vampire at within 2d12 days and develop the natural abilities of their kind during this time.
Blight Vampire: Between vampires do not have the ability to create spawn, but Threnody is one of the rare examples of her kind that can create a new generation of Between vampires. Every century or so, she becomes obsessed with reproduction. No act of procreation is required for such an event to occur and conclude. When it occurs, she grows to Large size as she bloats with a host of young, and her hunger to feed becomes almost a madness. She requires living hosts into which her young are birthed and prefers them to be sentient creatures of the mundane world. When birthed, the young occupy a large cyst in their host’s body where they feed for 1d3 days until they grow rudimentary wings 1d3 days later. At that point, they finish feeding upon the host and burrow out to make their escape, maturing to become full-grown Between vampires in a matter of weeks. When they first emerge from the host they are virtually helpless (AC 10, hit points 2, fly 10 ft.), but after that they begin to grow and transform into a fully-grown Blight vampire at within 2d12 days and develop the natural abilities of their kind during this time.
Ghoul Wolf: ?
Zombie Horse: ?
Undead: ?
Undead Servitor: ?
Lesser Undead: ?
Undead Featherless Crow: ?
Blood-Drinking Undead Beast: ?
Undead Horse: ?
Undead Object: ?
Animated Insect: ?
Unliving Stole: ?
Undead Moth: ?
Zombie, Lesser Undead: ?
Land of Long Night, Undead Spirit: ?
Undead Seagull: ?
Animated Undead: ?
Ghost: ?
Ghoul: ?
Lacedon: [T]he undead remains of sailors who have lived and died here.
Lich: ?
Skeleton: ?
Number Six, Human Skeleton: ?
Animated Skeleton: ?
Naiadic Between Spectre: ?
Etumo, Vampire: ?
Vampire: ?
Perdition, Dread Queen of UnBirth, Ancient Vampire: ?
The Brackish King, Between Vampire: ?
Lesser Blight Vampire: ?
Crimson Death: ?
Vampiric Mist: ?
Princess Lilly, Blight Vampire: ?
Human Vampire: ?
Will-o'-Wisp: ?
Zombie: The [alchymic-unliving] creature must make a successful DC 15 Wisdom saving throw every 30 days or its Intelligence is permanently reduced by 1. If its Intelligence declines to 3, it transforms into a zombie.
A humanoid slain by [The Thing That Was Once Rachel Birch’s bite] attack rises 24 hours later as a zombie under The Thing That Was Once Rachel Birch’s control, unless the humanoid is restored to life or its body is destroyed.
Zombie Labourer: ?
Brine Zombie: ?
The Blight Maladies Luxury Edition GM Reference Deck
Fetcher's Fowl: ?
Lord Rot's Bride, Ghoul: The ghouls are driven by a hunger unique in their creation; a worryingly commonplace form of ghoul fever present in the Blight that makes the infected creature insatiable as well as undead.
Undead: ?
Vampire: ?
Beltane: ?
Grace Spindleshanked, The Ghoul Whore, Ghoul: ?
Master Sprat, Rag and Bone Man, Wererat Ghoul: ?
Algernon Alfonse Leptonia, Vampire Spawn, Effete Artist: ?
The Empty One, Broken Vampire, Vampire Spawn: ?
Wither, Ancient Vampire Lord, Vampire: ?
Ambergris, Vampire's Mother, Vampire: ?
Isaac Maggot, Fetch Lackey, Ghoul: ?
Luther, Zombie, Damned Former Host: ?
Lord Rot's Bride, Ghoul: The ghouls are driven by a hunger unique in their creation; a worryingly commonplace form of ghoul fever present in the Blight that makes the infected creature insatiable as well as undead.
Undead: ?
Vampire: ?
Beltane: ?
Grace Spindleshanked, The Ghoul Whore, Ghoul: ?
Master Sprat, Rag and Bone Man, Wererat Ghoul: ?
Algernon Alfonse Leptonia, Vampire Spawn, Effete Artist: ?
The Empty One, Broken Vampire, Vampire Spawn: ?
Wither, Ancient Vampire Lord, Vampire: ?
Ambergris, Vampire's Mother, Vampire: ?
Isaac Maggot, Fetch Lackey, Ghoul: ?
Luther, Zombie, Damned Former Host: ?
The Blight Pathologies: Deceit in Thraken (5e)
Beltane, Vampire-God, Lord of the Fetch, Lord of the Undead, Vampire Deity: ?
Ghoul-Thane Grim-Cacor I, His Tattered Majesty, Ghoul Commander: ?
Undead, Undead Creature: ?
Grim-Cacor's Son, Undead Child: ?
Zombie: ?
Skeleton: ?
Ghoul: ?
Ghast: ?
Gever B'dall, Mindless Ghoul: ?
Small Zombie, Undead Child: Dozens of children were locked into this multi-level home with months of supplies. Caregivers thought the children would be protected from the curse spreading through the Underneath. But like all in Thraken, they were unable to avoid the pestilence that affected all residents, young or old.
Small Skeleton, Undead Child: ?
Small Ghoul, Undead Child: ?
Ghoul-Thane Grim-Cacor I, His Tattered Majesty, Ghoul Commander: ?
Undead, Undead Creature: ?
Grim-Cacor's Son, Undead Child: ?
Zombie: ?
Skeleton: ?
Ghoul: ?
Ghast: ?
Gever B'dall, Mindless Ghoul: ?
Small Zombie, Undead Child: Dozens of children were locked into this multi-level home with months of supplies. Caregivers thought the children would be protected from the curse spreading through the Underneath. But like all in Thraken, they were unable to avoid the pestilence that affected all residents, young or old.
Small Skeleton, Undead Child: ?
Small Ghoul, Undead Child: ?
The Blight Pathologies: The Schaduw Elite (5e)
Vampire: ?
Lich: ?
Undead, Undead Being: ?
Shade, True Shade, Actual Shade, Full Shade: After further research, he became convinced that transitioning into a shade was the ideal way of pursuing immortality. Shades take part of the Plane of Shadow into themselves, halting the aging process and granting other benefits that he believed far outweighed any drawbacks. The transition was risky, and possibly fatal, but any kind of bid for immortality has the chance for ultimate failure. Nothing comes for free; there is always a price.
While not a requirement to work for the Elite, any character who wants to move up in the organization eventually has to formally swear themselves to the shades that run it. This is done through a ritual that binds the character to the shadows. It begins the process by which the character eventually may become a shade, but the character is free to stop the progression any time he wishes.
Shade Transformation spell.
Powerful Undead: ?
Reynard, Shade: ?
Morgana, Shade: ?
Sorin Critescu, Shade: Reynard and Morgana provided the final rituals and materials needed for turning the four into shades, and they made the transition 346 years ago on a cold, misty night.
Jak Sweksin, Shade: Reynard and Morgana provided the final rituals and materials needed for turning the four into shades, and they made the transition 346 years ago on a cold, misty night.
Krista Critescu, Shade: Reynard and Morgana provided the final rituals and materials needed for turning the four into shades, and they made the transition 346 years ago on a cold, misty night.
Malik, Shade: Reynard and Morgana provided the final rituals and materials needed for turning the four into shades, and they made the transition 346 years ago on a cold, misty night.
Lucius, Shade: ?
Shadow: ?
Mummy: ?
Shade Transformation
8th-level necromancy (ritual)
Casting Time: 80 minutes
Range: Touch
Components: V, S, M (powdered opal, vial of unholy water, ground up remains of a mummy), F (a diamond worth 5,000 gp and a mithral mirror that has been to the Plane of Shadow)
Target One willing person
Duration Instantaneous
This ritual must be performed in an enclosed room in the light of candles that provide a lot of shadows. The ritual begins with the subject willingly offering herself to the Plane of Shadow. The primary caster decorates the subject with the remains of the mummy and baptizes them with the unholy water. The diamond focuses the candlelight on the mirror, which is held above the subject’s face, whose soul then is drawn out of the body, through the diamond, and into the mirror where the transformation occurs. The diamond is consumed in the process, which is irreversible.
Lich: ?
Undead, Undead Being: ?
Shade, True Shade, Actual Shade, Full Shade: After further research, he became convinced that transitioning into a shade was the ideal way of pursuing immortality. Shades take part of the Plane of Shadow into themselves, halting the aging process and granting other benefits that he believed far outweighed any drawbacks. The transition was risky, and possibly fatal, but any kind of bid for immortality has the chance for ultimate failure. Nothing comes for free; there is always a price.
While not a requirement to work for the Elite, any character who wants to move up in the organization eventually has to formally swear themselves to the shades that run it. This is done through a ritual that binds the character to the shadows. It begins the process by which the character eventually may become a shade, but the character is free to stop the progression any time he wishes.
Shade Transformation spell.
Powerful Undead: ?
Reynard, Shade: ?
Morgana, Shade: ?
Sorin Critescu, Shade: Reynard and Morgana provided the final rituals and materials needed for turning the four into shades, and they made the transition 346 years ago on a cold, misty night.
Jak Sweksin, Shade: Reynard and Morgana provided the final rituals and materials needed for turning the four into shades, and they made the transition 346 years ago on a cold, misty night.
Krista Critescu, Shade: Reynard and Morgana provided the final rituals and materials needed for turning the four into shades, and they made the transition 346 years ago on a cold, misty night.
Malik, Shade: Reynard and Morgana provided the final rituals and materials needed for turning the four into shades, and they made the transition 346 years ago on a cold, misty night.
Lucius, Shade: ?
Shadow: ?
Mummy: ?
Shade Transformation
8th-level necromancy (ritual)
Casting Time: 80 minutes
Range: Touch
Components: V, S, M (powdered opal, vial of unholy water, ground up remains of a mummy), F (a diamond worth 5,000 gp and a mithral mirror that has been to the Plane of Shadow)
Target One willing person
Duration Instantaneous
This ritual must be performed in an enclosed room in the light of candles that provide a lot of shadows. The ritual begins with the subject willingly offering herself to the Plane of Shadow. The primary caster decorates the subject with the remains of the mummy and baptizes them with the unholy water. The diamond focuses the candlelight on the mirror, which is held above the subject’s face, whose soul then is drawn out of the body, through the diamond, and into the mirror where the transformation occurs. The diamond is consumed in the process, which is irreversible.
The Blight: Player’s Handbook
Undead: ?
Blood-Drinking Undead Beast: ?
Ghoul: ?
Vampire: ?
Undead Horse: ?
Blood-Drinking Undead Beast: ?
Ghoul: ?
Vampire: ?
Undead Horse: ?
The Blight: Tome of Blighted Horrors (5e)
Bileborn: The bileborn is an undead creature born of alchemical and necromantic experimentation. Its purpose and the identity of its creator are unknown, but the mistakes of this master have long since been paid for, as the original bileborn ultimately escaped and slew its creator, incorporating his body among the rest.
A bileborn seeks to increase its mass by absorbing creatures into its body. This does not increase the creature’s size or change it in any fundamental way, but the crowd of body parts grows denser at its center. Then at some indeterminate point, the creature reproduces by fission. The fused conglomeration of rotten body parts splits down the middle, forming two bileborns of equal size and power. These instinctively avoid each other as they go their own ways in search of victims to absorb.
Bog Lantern, Typical Bog Lantern: Whether the bog lantern is simply an undead will-o’-wisp raised by some odd negative energy current within the Great Lyme River or a separate creature that is superficially similar is unknown.
Gravid Ghoul: The gravid ghoul is an undead creature of the foulest nature. In the darkest alleys of inner cities, there are humanoids who will pay for the touch and bed of an undead creature. Whether out of fascination, fetish, or illness of the mind, these couplings on occasion have been known to develop into a gravid ghoul. The ghoul harlot typically is unaware of its pregnancy until it is far too late. The fetal ghoul that grows inside the undead mother awakens with blood lust and the hunger of a newborn. The only warning the ghoul mother receives is an increase in its own feeding instinct and a slight swelling of the midsection before the small ghoul-thing bursts from the mother’s abdomen. The newborn creature sits within the gaping cavity of the mother’s broken body, which is folded in half in a backbend to serve as a perch and means of mobility for the offspring. Despite its appearance as vehicle and driver of a sort, the offspring and mother are a single creature and cannot be separated without destroying both.
Ghoul: A humanoid that dies from ghoul fever transforms into a ghoul moments after its death.
Ghoul Harlot: ?
Undead Mother, Ghoul Mother: ?
Undead, Undead Creature: ?
Alchymic Unliving Creature: The alchymic-unliving are creatures tainted by the curse of undeath through exposure to elixir of life.
Any living creature can be transformed into an alchymic-unliving creature that is exposed to elixir of life.
Zombie: The [alchymic-unliving] creature must make a successful DC 15 Wis saving throw every 30 days or its Intelligence is permanently reduced by 1. If its Intelligence declines to 3, it transforms into a zombie.
Lich: ?
Undead Will-o'-Wisp, Will-o'-Wisp: ?
Between Vampire: ?
Revolting Creature: ?
Ball of Pale Yellow Light: ?
Horrid Creature: ?
A bileborn seeks to increase its mass by absorbing creatures into its body. This does not increase the creature’s size or change it in any fundamental way, but the crowd of body parts grows denser at its center. Then at some indeterminate point, the creature reproduces by fission. The fused conglomeration of rotten body parts splits down the middle, forming two bileborns of equal size and power. These instinctively avoid each other as they go their own ways in search of victims to absorb.
Bog Lantern, Typical Bog Lantern: Whether the bog lantern is simply an undead will-o’-wisp raised by some odd negative energy current within the Great Lyme River or a separate creature that is superficially similar is unknown.
Gravid Ghoul: The gravid ghoul is an undead creature of the foulest nature. In the darkest alleys of inner cities, there are humanoids who will pay for the touch and bed of an undead creature. Whether out of fascination, fetish, or illness of the mind, these couplings on occasion have been known to develop into a gravid ghoul. The ghoul harlot typically is unaware of its pregnancy until it is far too late. The fetal ghoul that grows inside the undead mother awakens with blood lust and the hunger of a newborn. The only warning the ghoul mother receives is an increase in its own feeding instinct and a slight swelling of the midsection before the small ghoul-thing bursts from the mother’s abdomen. The newborn creature sits within the gaping cavity of the mother’s broken body, which is folded in half in a backbend to serve as a perch and means of mobility for the offspring. Despite its appearance as vehicle and driver of a sort, the offspring and mother are a single creature and cannot be separated without destroying both.
Ghoul: A humanoid that dies from ghoul fever transforms into a ghoul moments after its death.
Ghoul Harlot: ?
Undead Mother, Ghoul Mother: ?
Undead, Undead Creature: ?
Alchymic Unliving Creature: The alchymic-unliving are creatures tainted by the curse of undeath through exposure to elixir of life.
Any living creature can be transformed into an alchymic-unliving creature that is exposed to elixir of life.
Zombie: The [alchymic-unliving] creature must make a successful DC 15 Wis saving throw every 30 days or its Intelligence is permanently reduced by 1. If its Intelligence declines to 3, it transforms into a zombie.
Lich: ?
Undead Will-o'-Wisp, Will-o'-Wisp: ?
Between Vampire: ?
Revolting Creature: ?
Ball of Pale Yellow Light: ?
Horrid Creature: ?
The Book of Taverns: Vain Robert's Gibbet
Vain Robert, Shade, Ghost: Fifty years before the pub was built, Vain Robert — the dread pirate of the seven seas, the scourge of common decency, and the terror of the 10 tides — was hung by his neck for crimes committed. He swung from the rope until he was good and dead. It took him two days to die, they say. He supposedly had a bull’s neck, thick with tendons and muscles that were impossible to snap even under his own formidable body weight. Two days of hanging there, and he eventually asphyxiated, though not for lack of trying. The story goes that he fell asleep and inadvertently let his muscles relax. When the physicians confirmed the man indeed breathed no more, the city militia wrapped his body in iron chains and hoops, dragged him through the city streets to the docks, and strung him up from a gibbet where he dangled until the ravens picked every scrap of flesh from his bones. He was a warning to others, visible to all ships entering the harbor: Do not even consider following in Vain Robert’s wake or you will suffer the same fate.
Nearly six months to the day of Vain Robert’s hanging, the dock wardens arrived to cut down his bones and give them a proper burial at sea (the man may have been an extraordinary scoundrel, but he was also a child of Mother Ocean). The pirate’s shade materialized out of thin air, decrying his fate and commanding that they leave his bones alone. He also vowed to get revenge, come hell or high water. The dock wardens fled. Afterward, no one had the courage to risk their immortal souls by retrieving Robert’s bones.
Reaper Ghost: The latest shipment of Gutochek’s Blood Mead arrives infected with a nefarious fungus known as reaper moss. Everyone in the pub who drinks the mead must succeed at a DC 13 Constitution save or end up dead. The victims are not an everyday ordinary sort of dead, however. Rather, their corpses slip into a kind of ice-cold torpor and their spirits become disassociated from them. In essence, they become ghosts.
Nearly six months to the day of Vain Robert’s hanging, the dock wardens arrived to cut down his bones and give them a proper burial at sea (the man may have been an extraordinary scoundrel, but he was also a child of Mother Ocean). The pirate’s shade materialized out of thin air, decrying his fate and commanding that they leave his bones alone. He also vowed to get revenge, come hell or high water. The dock wardens fled. Afterward, no one had the courage to risk their immortal souls by retrieving Robert’s bones.
Reaper Ghost: The latest shipment of Gutochek’s Blood Mead arrives infected with a nefarious fungus known as reaper moss. Everyone in the pub who drinks the mead must succeed at a DC 13 Constitution save or end up dead. The victims are not an everyday ordinary sort of dead, however. Rather, their corpses slip into a kind of ice-cold torpor and their spirits become disassociated from them. In essence, they become ghosts.
The Book of Taverns Volume Two
Undead Pharaoh: ?
Undead: ?
Zombie Cow, Undead Zombie Cow: For reasons nobody knows, Brazzer fears cattle, and he often goes out of his way to kill the poor beasts. Normally, he throws their carcasses into the sapper’s tunnel (where a few of them return from the grave as undead zombie cows for reasons no one can decipher).
Vampire Lord: ?
Vampire Spawn: A vampire lord exits the portal to feed late at night while everyone sleeps, making the tavern his own personal watering hole. When he finishes, he steps back through the portal, something considered impossible to do. At first, only a few deaths occur each week, but then corpses start piling up. After a few weeks, regular patrons transform into vampire spawn and rampage through the tavern.
Zombie: ?
Undead: ?
Zombie Cow, Undead Zombie Cow: For reasons nobody knows, Brazzer fears cattle, and he often goes out of his way to kill the poor beasts. Normally, he throws their carcasses into the sapper’s tunnel (where a few of them return from the grave as undead zombie cows for reasons no one can decipher).
Vampire Lord: ?
Vampire Spawn: A vampire lord exits the portal to feed late at night while everyone sleeps, making the tavern his own personal watering hole. When he finishes, he steps back through the portal, something considered impossible to do. At first, only a few deaths occur each week, but then corpses start piling up. After a few weeks, regular patrons transform into vampire spawn and rampage through the tavern.
Zombie: ?
The Book of Wondrous Magic 5E
Undead, Undead Creature: ?
Ghost: Rod of Remarkable Gifts magic item.
Wight, Form: Mantle of Many Shapes magic item.
Zombie: Cauldron of Melancholy Revival magic item.
Cauldron of Melancholy Revival
Wondrous item, rare (requires attunement)
This small, black cauldron is made of cast iron and has 2d4 + 2 charges when found. When you use an action to place the cauldron over the head of a deceased creature that is Medium or smaller, the cauldron expends a charge and raises the corpse as a zombie. The creature is under your control, obeying any verbal command you give it. When all charges are expended, the cauldron cracks and falls to pieces.
Mantle of Many Shapes
Wonderous item, rare (requires attunement)
This forest-green cloak is richly embroidered with gold thread depicting twelve fantastic creatures. While wearing it, you can use an action to transform yourself into one of these forms:
Awakened Tree
Black Pudding
Chuul
Ettin
Gargoyle
Giant Scorpion
Grick
Hell Hound
Manticore
Pegasus
Gold Dragon Wyrmling
Wight
Rod of Remarkable Gifts
Rod, very rare (requires attunement)
This slender ivory rod has a spiralling crimson stripe painted down its length. It has 3 charges and regains 1 charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod shatters.
While holding it, you can use an action to gently strike another creature, who randomly gains one of the following benefits for 1 hour: d20
Benefit
1
The target becomes invisible. Anything it is wearing or carrying is invisible so long as it is on the target’s person.
2
The target regains 5 hit points at the start of each of its turns.
3
If the target takes damage, it can use its reaction to shatter into fine dust and reduce the damage to 0. It reassembles into its original form at the end of its next turn in any unoccupied space within 15 feet of its last position. If there are no unoccupied spaces, it remains dust until a space becomes available.
4
Whenever the target does melee damage, it may choose to reroll the damage and must use the new roll.
5
The target transforms into a couatl. Death, hit points, actions, and equipment are treated as per the polymorph spell.
6
The target has truesight with a radius of 120 feet.
7
The target’s Strength score changes to 25.
8
The target has a flying speed of 60 feet.
9
The target transforms into a ghost. Death, hit points, actions, and equipment are treated as per the polymorph spell.
10
The target’s flesh turns to iron and its AC can’t be less than 21, regardless of what kind of armor it is wearing.
Ghost: Rod of Remarkable Gifts magic item.
Wight, Form: Mantle of Many Shapes magic item.
Zombie: Cauldron of Melancholy Revival magic item.
Cauldron of Melancholy Revival
Wondrous item, rare (requires attunement)
This small, black cauldron is made of cast iron and has 2d4 + 2 charges when found. When you use an action to place the cauldron over the head of a deceased creature that is Medium or smaller, the cauldron expends a charge and raises the corpse as a zombie. The creature is under your control, obeying any verbal command you give it. When all charges are expended, the cauldron cracks and falls to pieces.
Mantle of Many Shapes
Wonderous item, rare (requires attunement)
This forest-green cloak is richly embroidered with gold thread depicting twelve fantastic creatures. While wearing it, you can use an action to transform yourself into one of these forms:
Awakened Tree
Black Pudding
Chuul
Ettin
Gargoyle
Giant Scorpion
Grick
Hell Hound
Manticore
Pegasus
Gold Dragon Wyrmling
Wight
Rod of Remarkable Gifts
Rod, very rare (requires attunement)
This slender ivory rod has a spiralling crimson stripe painted down its length. It has 3 charges and regains 1 charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod shatters.
While holding it, you can use an action to gently strike another creature, who randomly gains one of the following benefits for 1 hour: d20
Benefit
1
The target becomes invisible. Anything it is wearing or carrying is invisible so long as it is on the target’s person.
2
The target regains 5 hit points at the start of each of its turns.
3
If the target takes damage, it can use its reaction to shatter into fine dust and reduce the damage to 0. It reassembles into its original form at the end of its next turn in any unoccupied space within 15 feet of its last position. If there are no unoccupied spaces, it remains dust until a space becomes available.
4
Whenever the target does melee damage, it may choose to reroll the damage and must use the new roll.
5
The target transforms into a couatl. Death, hit points, actions, and equipment are treated as per the polymorph spell.
6
The target has truesight with a radius of 120 feet.
7
The target’s Strength score changes to 25.
8
The target has a flying speed of 60 feet.
9
The target transforms into a ghost. Death, hit points, actions, and equipment are treated as per the polymorph spell.
10
The target’s flesh turns to iron and its AC can’t be less than 21, regardless of what kind of armor it is wearing.
The Brain Gorger's Appetite
Zombie: Once it has its victim underground, the cerebral stalker begins gnawing on the victim’s head, rapidly chewing through bone and tissue, dealing 2d8 + 4 points of piercing damage each round. When the victim dies, the cerebral stalker reaches its goal: the victim’s brain, which it promptly devours. A victim slain in this manner reanimates in 1d4 rounds as a zombie.
Zombie, Newly Undead Friend: Once it has its victim underground, the cerebral stalker begins gnawing on the victim’s head, rapidly chewing through bone and tissue, dealing 2d8 + 4 points of piercing damage each round. When the victim dies, the cerebral stalker reaches its goal: the victim’s brain, which it promptly devours. A victim slain in this manner reanimates in 1d4 rounds as a zombie. Typically, the cerebral stalker “tosses” them back up to the surface of the ground so their traveling companions can witness the reanimation and deal with their newly undead friend.
Zombie, Newly Undead Friend: Once it has its victim underground, the cerebral stalker begins gnawing on the victim’s head, rapidly chewing through bone and tissue, dealing 2d8 + 4 points of piercing damage each round. When the victim dies, the cerebral stalker reaches its goal: the victim’s brain, which it promptly devours. A victim slain in this manner reanimates in 1d4 rounds as a zombie. Typically, the cerebral stalker “tosses” them back up to the surface of the ground so their traveling companions can witness the reanimation and deal with their newly undead friend.
The Chronicles of Aeres Setting Handbook
Undead: ?
Undead Evil Creature: ?
Non-Living Monster, Undead: ?
Shambling Undead Monster: ?
Hissing Banshee: ?
Banshee: ?
Ardrisyr, Ethereal Ghost: ?
Ghost: ?
Lancathir, Ghost: ?
Grenfir, Ghost: ?
Ghoul: ?
Foul Ghoul: ?
Ravenous Ghoul: ?
Olhogim, The Witch Lord, The Lord of Ashes, The Shadow of the East, The Black Thorn, The Wicked One, Lich, Arch-Lich, Undead Abomination, Unfathomably Powerful Lich: For decades his followers brought him artifacts of magical essence, which were summarily sacrificed before his form to imbue his being with aetherian might. In time, Olhogim’s power was so great that he transcended the necessity of life, becoming an undead abomination vastly more powerful than any single Vulgrak.
Lancathir, Villainous Lich King: ?
Lich: ?
Olhogim, Lich Spirit: ?
Dead-Eyed Skeleton: ?
Specter: ?
Twilight Elf, Mythological Figure, Specter: ?
Vampire: ?
Vampiric Monster: ?
Vampire Lord: ?
Wight: ?
Twilight Elf, Mythological Figure, Wight: ?
Wight, Shambling Horror: ?
Wraith: ?
Undead Evil Creature: ?
Non-Living Monster, Undead: ?
Shambling Undead Monster: ?
Hissing Banshee: ?
Banshee: ?
Ardrisyr, Ethereal Ghost: ?
Ghost: ?
Lancathir, Ghost: ?
Grenfir, Ghost: ?
Ghoul: ?
Foul Ghoul: ?
Ravenous Ghoul: ?
Olhogim, The Witch Lord, The Lord of Ashes, The Shadow of the East, The Black Thorn, The Wicked One, Lich, Arch-Lich, Undead Abomination, Unfathomably Powerful Lich: For decades his followers brought him artifacts of magical essence, which were summarily sacrificed before his form to imbue his being with aetherian might. In time, Olhogim’s power was so great that he transcended the necessity of life, becoming an undead abomination vastly more powerful than any single Vulgrak.
Lancathir, Villainous Lich King: ?
Lich: ?
Olhogim, Lich Spirit: ?
Dead-Eyed Skeleton: ?
Specter: ?
Twilight Elf, Mythological Figure, Specter: ?
Vampire: ?
Vampiric Monster: ?
Vampire Lord: ?
Wight: ?
Twilight Elf, Mythological Figure, Wight: ?
Wight, Shambling Horror: ?
Wraith: ?
The Chronicles of Aeres: Shadows of Padfoot Alley
Undead Creature: ?
Ghast, Foul Shambling Minion: ?
Skeleton: The players are to delve into one of the abandoned barrowmounds of that place, encounter whatever undead creatures dwell there (most likely skeletons animated by vagrant aether of the underground,) and return with the bones of the monsters, which he’ll use to ferment tinctures of amazing revivification.
Ghast, Foul Shambling Minion: ?
Skeleton: The players are to delve into one of the abandoned barrowmounds of that place, encounter whatever undead creatures dwell there (most likely skeletons animated by vagrant aether of the underground,) and return with the bones of the monsters, which he’ll use to ferment tinctures of amazing revivification.
The City That Dripped Blood (5e)
Undead: ?
Ghoul: ?
Shadow: ?
Ghoul: ?
Shadow: ?
The Complete Cities of Sorcery Campaigns
Son of Valus: ?
Son of Valus, Warrior, Martial Undead: It will serve the crypt thing that created it, attempting to destroy anyone who makes it past the crypt thing’s teleportation magic.
Undead: Very recently a crypt thing has come into possession of Crypt 48 and is utilizing it to create undead for some unforeseen reason.
Eperius Regault, Greater Undead, Revenant Body: ?
Undead Trio, Figure Large, Greater Undead: These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back.
Undead Trio, Figure Robed in Black, Greater Undead: These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back.
Undead Trio, Figure Woman-Like With Armor and Blade, Greater Undead: These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back.
Taux: Many of those dwelling in Taux insist that the city itself is alive, or if not alive, then perhaps at the very least undead. That way of thinking is correct on many levels, as although the city itself has no true soul, there are nearly two-hundred thousand trapped souls in its stone walls and structures. As each soul is tortured in its captivity, most are mad, and if given the opportunity through magic or other means, will attempt to kill those who now prosper in what they see as their tomb.
Crypt Thing: ?
Crypt Thing, Seated Figure in Heavy Robes and a Skull Face: ?
Ghast: ?
Ghast, Figure: ?
Ghost: ?
Ghost of a Former High Priest: ?
Tortured Virgin Ghost: The room is populated by the souls of sacrificed young women, and they will attack any living thing entering the chamber, first the male members of the party, and once they are dead, the females.
Aman-Utep, Mummy Lord, Mummy, Insane Mummy, Tall Lean Man: It was during these lean and sallow years, as Tefnut’s power waned, that a treasure hunting priest named Aman-Utep, servant of the jackal god Set, learned of the existence of the temple and made his way through the destruction to its doors. Charismatic and mysterious, he ingratiated his way into the remaining priestess hierarchy until finally making a play for the temple itself. His attempt failed and he was killed, but his mummified body was still entombed within the temple and the unending hate of his malice toward the priestesses festered in his afterlife. So great was his anger that a sickness spread from it among the remaining priestesses, each in turn falling to the power until the temple became a crypt and the darkness of Aman-Utep collected evil creatures around his incarcerated body.
Eventually, the creatures of darkness freed the man, now mummy, who called them and he stalked the temple, desecrating the artifacts and destroying what he could. Madness was his companion, and although his hate remained, his mind had been taken long ago in his burial preparations by the priestesses, so he was forever broken.
Mummy Priestess: ?
Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy: ?
Shadow: ?
Enhanced Skeleton: ?
Enhanced Skeleton, Animated Skeleton, Guard, Humanoid Figure: ?
Skeleton: Crypt things never leave their crypt, and if a full twenty-four hours passes between attempts to destroy the crypt thing, it will create another 2d6 skeletons to help defend it, these being kept in Room 8 after the first encounter.
Skeleton, Fully Animated Skeleton: ?
Greater Skeleton: ?
Greater Skeleton, Greater Undead: ?
Fresh Zombie: ?
Fresh Zombie, Freshly Animated Zombie: ?
Walking Corpse, Standard Zombie: ?
Son of Valus, Warrior, Martial Undead: It will serve the crypt thing that created it, attempting to destroy anyone who makes it past the crypt thing’s teleportation magic.
Undead: Very recently a crypt thing has come into possession of Crypt 48 and is utilizing it to create undead for some unforeseen reason.
Eperius Regault, Greater Undead, Revenant Body: ?
Undead Trio, Figure Large, Greater Undead: These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back.
Undead Trio, Figure Robed in Black, Greater Undead: These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back.
Undead Trio, Figure Woman-Like With Armor and Blade, Greater Undead: These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back.
Taux: Many of those dwelling in Taux insist that the city itself is alive, or if not alive, then perhaps at the very least undead. That way of thinking is correct on many levels, as although the city itself has no true soul, there are nearly two-hundred thousand trapped souls in its stone walls and structures. As each soul is tortured in its captivity, most are mad, and if given the opportunity through magic or other means, will attempt to kill those who now prosper in what they see as their tomb.
Crypt Thing: ?
Crypt Thing, Seated Figure in Heavy Robes and a Skull Face: ?
Ghast: ?
Ghast, Figure: ?
Ghost: ?
Ghost of a Former High Priest: ?
Tortured Virgin Ghost: The room is populated by the souls of sacrificed young women, and they will attack any living thing entering the chamber, first the male members of the party, and once they are dead, the females.
Aman-Utep, Mummy Lord, Mummy, Insane Mummy, Tall Lean Man: It was during these lean and sallow years, as Tefnut’s power waned, that a treasure hunting priest named Aman-Utep, servant of the jackal god Set, learned of the existence of the temple and made his way through the destruction to its doors. Charismatic and mysterious, he ingratiated his way into the remaining priestess hierarchy until finally making a play for the temple itself. His attempt failed and he was killed, but his mummified body was still entombed within the temple and the unending hate of his malice toward the priestesses festered in his afterlife. So great was his anger that a sickness spread from it among the remaining priestesses, each in turn falling to the power until the temple became a crypt and the darkness of Aman-Utep collected evil creatures around his incarcerated body.
Eventually, the creatures of darkness freed the man, now mummy, who called them and he stalked the temple, desecrating the artifacts and destroying what he could. Madness was his companion, and although his hate remained, his mind had been taken long ago in his burial preparations by the priestesses, so he was forever broken.
Mummy Priestess: ?
Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy: ?
Shadow: ?
Enhanced Skeleton: ?
Enhanced Skeleton, Animated Skeleton, Guard, Humanoid Figure: ?
Skeleton: Crypt things never leave their crypt, and if a full twenty-four hours passes between attempts to destroy the crypt thing, it will create another 2d6 skeletons to help defend it, these being kept in Room 8 after the first encounter.
Skeleton, Fully Animated Skeleton: ?
Greater Skeleton: ?
Greater Skeleton, Greater Undead: ?
Fresh Zombie: ?
Fresh Zombie, Freshly Animated Zombie: ?
Walking Corpse, Standard Zombie: ?
The Complete White Ship Campaign
Undead, The Dead: ?
Captain Fu, Undead Dwarven Samurai: ?
Lord Drago Shenza, Undead Dwarven Samurai, Fallen Patron: He has been turned into an undead by Molo, his soul malformed and corrupted.
Lord Karata Shenza, Undead Dwarven Samurai, Horrific Undead: Like his father before him, Karata Shenza died at the hands of Molo, and the necromancer turned his flesh into a horrific undead.
Undead Jack Guard: ?
Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter: ?
Undead Jack Guard, Large Undead Guard, Elite Jack Guard: ?
Undead Monstrosity: ?
Undead Monstrosity, Pile of Refuse, Great Undead Monstrosity, Conflagration of Collected Undead Matter: ?
Undead Sailor: ?
Undead Greater Cyclops: ?
Undead Greater Cyclops, Giant Undead Cyclops, Great Cyclops: ?
Banshee: ?
Banshee, Ghost of the Tower Botanist: ?
Greater Poltergeist: ?
Lady Sinoah, Ghost Daughter: Within this chamber, Molo killed Lady Sinoah, and her tortured soul now exists only as a ghost.
Lady Reumyo, Ghost Daughter, Tortured Ghost: Lady Reumyo was also victim to Molo’s mad destruction and has become a tortured ghost who will fly through the mirror on the southern wall and attack anyone entering her chamber.
Ghoul: The smell is from an Amazonian ghoul, one of the warrior women who chose to prove herself many centuries ago only to end up being turned by the inhabitants of the tomb.
Ghoul, Amazonian Ghoul: ?
Minor Lich: ?
Minor Lich, Corpse of an Ancient Dwarven High Priest: ?
Death Keeper: This mysterious and deadly creature is a kind of ‘Mummy of the Sea’, an ancient Corsair lord that has been awoken from his tomb in the depths by the corruption of the sea to walk the waves seeking the blood of the living.
Death Keeper, Mysterious Deadly Creature, Mummy of the Sea, Ancient Corsair Lord: ?
Mummy Lord: ?
Shadow: A shadow lurks in the room, a product of the Necrotic Pearl.
A shadow lurks here, one of the victims of the necrotic cloud.
Skeleton: ?
Greater Skeleton: ?
Olrik, Greater Skeleton, Corpse of a Mighty Dwarf: On the northern wall a great throne has been recessed into the wall, and upon it, surrounded by skulls and weapons, is the corpse of a mighty dwarf, still in his armor.
This is, of course, the skeleton of the old sea dwarf Olrik, who helped build the structure of the Corsair society below. If he brought the curse of undeath upon himself or if it was laid here by some other dark force is unknown, but it enchants him still with undead power.
Ankylosaurus Skeleton: One of the great tame beasts of the Corsairs, a huge and tank-like Ankylosaurus, was killed in the infighting, its skeletal remains now animated by the Necrotic Pearl.
Ankylosaurus Skeleton, Greater Dinosaur Skeleton: ?
Giant Zombie: One of the Corsairs used an enlarge spell on herself to create a fighting juggernaut, only to fall to a powerful fire spell and then be raised by the Necrotic Pearl as a giant zombie.
Giant Zombie, Greater Zombie: ?
Shadow Stuff Zombie: ?
Shadow Stuff Zombie, Wandering Dead, Quick Zombie: ?
Ghost Eye Zombie: Another of the dangers whispered over the waves by sailors the world over is the ghost eye contagion, a sickness that sets in within the Corsair Mists that will consume an entire crew within days of entering the cursed seas. This sickness basically turns sailors into blurry-eyed zombies that attack their own shipmates, hoping to subdue them and then sail deeper into the mists so that all are eventually consumed by the illness.
The first symptoms of the ghost eye contagion is a dullness to the iris of the victim’s eye, eventually turning grey and dead-looking. This process takes place over several hours (1d4), and once complete, the victim becomes a ghost eye zombie.
Ghost Eye Zombie, Blurry-Eyed Zombie: ?
Greater Zombie: ?
Dwarven Zombie Priest: Ten dwarven zombie priests, their bodies preserved by their god before the corruption, now dwell at the entry.
Undead Pirate Zombie: ?
Greater Zombie Crewman: ?
Greater Zombie Crewman, Undead Crewman: ?
Biting Skull: ?
Captain Fu, Undead Dwarven Samurai: ?
Lord Drago Shenza, Undead Dwarven Samurai, Fallen Patron: He has been turned into an undead by Molo, his soul malformed and corrupted.
Lord Karata Shenza, Undead Dwarven Samurai, Horrific Undead: Like his father before him, Karata Shenza died at the hands of Molo, and the necromancer turned his flesh into a horrific undead.
Undead Jack Guard: ?
Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter: ?
Undead Jack Guard, Large Undead Guard, Elite Jack Guard: ?
Undead Monstrosity: ?
Undead Monstrosity, Pile of Refuse, Great Undead Monstrosity, Conflagration of Collected Undead Matter: ?
Undead Sailor: ?
Undead Greater Cyclops: ?
Undead Greater Cyclops, Giant Undead Cyclops, Great Cyclops: ?
Banshee: ?
Banshee, Ghost of the Tower Botanist: ?
Greater Poltergeist: ?
Lady Sinoah, Ghost Daughter: Within this chamber, Molo killed Lady Sinoah, and her tortured soul now exists only as a ghost.
Lady Reumyo, Ghost Daughter, Tortured Ghost: Lady Reumyo was also victim to Molo’s mad destruction and has become a tortured ghost who will fly through the mirror on the southern wall and attack anyone entering her chamber.
Ghoul: The smell is from an Amazonian ghoul, one of the warrior women who chose to prove herself many centuries ago only to end up being turned by the inhabitants of the tomb.
Ghoul, Amazonian Ghoul: ?
Minor Lich: ?
Minor Lich, Corpse of an Ancient Dwarven High Priest: ?
Death Keeper: This mysterious and deadly creature is a kind of ‘Mummy of the Sea’, an ancient Corsair lord that has been awoken from his tomb in the depths by the corruption of the sea to walk the waves seeking the blood of the living.
Death Keeper, Mysterious Deadly Creature, Mummy of the Sea, Ancient Corsair Lord: ?
Mummy Lord: ?
Shadow: A shadow lurks in the room, a product of the Necrotic Pearl.
A shadow lurks here, one of the victims of the necrotic cloud.
Skeleton: ?
Greater Skeleton: ?
Olrik, Greater Skeleton, Corpse of a Mighty Dwarf: On the northern wall a great throne has been recessed into the wall, and upon it, surrounded by skulls and weapons, is the corpse of a mighty dwarf, still in his armor.
This is, of course, the skeleton of the old sea dwarf Olrik, who helped build the structure of the Corsair society below. If he brought the curse of undeath upon himself or if it was laid here by some other dark force is unknown, but it enchants him still with undead power.
Ankylosaurus Skeleton: One of the great tame beasts of the Corsairs, a huge and tank-like Ankylosaurus, was killed in the infighting, its skeletal remains now animated by the Necrotic Pearl.
Ankylosaurus Skeleton, Greater Dinosaur Skeleton: ?
Giant Zombie: One of the Corsairs used an enlarge spell on herself to create a fighting juggernaut, only to fall to a powerful fire spell and then be raised by the Necrotic Pearl as a giant zombie.
Giant Zombie, Greater Zombie: ?
Shadow Stuff Zombie: ?
Shadow Stuff Zombie, Wandering Dead, Quick Zombie: ?
Ghost Eye Zombie: Another of the dangers whispered over the waves by sailors the world over is the ghost eye contagion, a sickness that sets in within the Corsair Mists that will consume an entire crew within days of entering the cursed seas. This sickness basically turns sailors into blurry-eyed zombies that attack their own shipmates, hoping to subdue them and then sail deeper into the mists so that all are eventually consumed by the illness.
The first symptoms of the ghost eye contagion is a dullness to the iris of the victim’s eye, eventually turning grey and dead-looking. This process takes place over several hours (1d4), and once complete, the victim becomes a ghost eye zombie.
Ghost Eye Zombie, Blurry-Eyed Zombie: ?
Greater Zombie: ?
Dwarven Zombie Priest: Ten dwarven zombie priests, their bodies preserved by their god before the corruption, now dwell at the entry.
Undead Pirate Zombie: ?
Greater Zombie Crewman: ?
Greater Zombie Crewman, Undead Crewman: ?
Biting Skull: ?
The Copper Jackals: Soldiers Without Compromise (5E)
Magehaunt: The region of Grinn unleashes Magehaunts into the neighboring mountainous region of Svir. These wildly contagious undead monstrosities (created by purposefully exposing creatures to necrotic, primeval magic) plague the Svir mountains, eventually overtaking the entire nation in a pandemic.
Magehaunt, Wildly Contagious Undead Monstrosity: ?
Uther, Undead Storm Giant, Animated Undead Storm Giant, Mobile Base: ?
Undead, Undead Creature: ?
Undead Humanoid: ?
Copperghast: It’s unclear how the Rustborn modify their Jackal Bites, but the effects are unmistakable. Whatever methods they are using have been known to warp them mentally and physically over time, leading to “metal madness” – a type of arcane heavy-metal poisoning that is incurable, and leaves its victims as little more than abominations of flesh and corrupted Titan Copper. These poor souls degrade into feral creatures that are little more than undead, fueled by an insatiable appetite to devour any metal objects they can. They are spoken of in hushed whispers, known to the Jackals as Copperghasts.
Copperghast, Abomination of Flesh and Corrupted Titan Copper, Feral Creature: ?
Undead Abomination: ?
Undead Troll: ?
Vorgul Drakus, Lich Lord: ?
Lichfiend: The long-forgotten lich lord, Vorgul Drakus, gathers a coven of murderous followers who would stop at nothing to see their master rise again. These zealots, under Drakus’s sway, have allowed his necromantic essence to soak into their being, transforming them into creatures called Lichfiends.
Lichfiend, Deadly Creature: ?
Lillith, Claxton, Lichfiend: ?
Lich: ?
Skeleton: The Unfallen Chapter Avatar: Lich Slayer.
CHAPTER AVATAR: Lich Slayer
Benefit: You have the jawbone of an undead humanoid that has three teeth within it – a canine, and two incisors. You may pull the teeth from the jawbone, and scatter them on the ground, and three skeletons will appear. If you dip the teeth in fresh blood that was given willingly before scattering them, the skeletons add 2 to their armor class. The skeletons are friendly to you and your allies, and act as a group on their own initiative. They obey any verbal commands that you issue to them, and will automatically defend themselves from hostile creatures. These skeletons crumble to dust after 10 minutes. The teeth grow back in the jawbone after a long rest.
Magehaunt, Wildly Contagious Undead Monstrosity: ?
Uther, Undead Storm Giant, Animated Undead Storm Giant, Mobile Base: ?
Undead, Undead Creature: ?
Undead Humanoid: ?
Copperghast: It’s unclear how the Rustborn modify their Jackal Bites, but the effects are unmistakable. Whatever methods they are using have been known to warp them mentally and physically over time, leading to “metal madness” – a type of arcane heavy-metal poisoning that is incurable, and leaves its victims as little more than abominations of flesh and corrupted Titan Copper. These poor souls degrade into feral creatures that are little more than undead, fueled by an insatiable appetite to devour any metal objects they can. They are spoken of in hushed whispers, known to the Jackals as Copperghasts.
Copperghast, Abomination of Flesh and Corrupted Titan Copper, Feral Creature: ?
Undead Abomination: ?
Undead Troll: ?
Vorgul Drakus, Lich Lord: ?
Lichfiend: The long-forgotten lich lord, Vorgul Drakus, gathers a coven of murderous followers who would stop at nothing to see their master rise again. These zealots, under Drakus’s sway, have allowed his necromantic essence to soak into their being, transforming them into creatures called Lichfiends.
Lichfiend, Deadly Creature: ?
Lillith, Claxton, Lichfiend: ?
Lich: ?
Skeleton: The Unfallen Chapter Avatar: Lich Slayer.
CHAPTER AVATAR: Lich Slayer
Benefit: You have the jawbone of an undead humanoid that has three teeth within it – a canine, and two incisors. You may pull the teeth from the jawbone, and scatter them on the ground, and three skeletons will appear. If you dip the teeth in fresh blood that was given willingly before scattering them, the skeletons add 2 to their armor class. The skeletons are friendly to you and your allies, and act as a group on their own initiative. They obey any verbal commands that you issue to them, and will automatically defend themselves from hostile creatures. These skeletons crumble to dust after 10 minutes. The teeth grow back in the jawbone after a long rest.
The Crow
Reborn: [H]eroes returned to life and tasked with quests by one of the spirits of death.
The general term for a human brought back to life by a spirit of death.
This book includes two new classes that you can use in The Crow or any of your other adventures. The first is the Reborn, a Wise Hero that allows you to play a character that has come back from the dead, returned by a crow spirit, or one of seven other spirits of death.
You are not truly alive, yet you walk the world once more. You have been returned to the world of the living by a spirit of death to fulfill a purpose, right a wrong, or take your vengeance. This spirit accompanies you on your quest, granting you its gifts to accomplish your task. Only when your mission is complete can you finally rest.
You were returned to the world of the living by a spirit of death to right a wrong or complete an unfinished task.
Butterfly spirits are most drawn to souls that cannot move on because of a relationship that the soul is responsible for destroying. They prefer to redeem lost souls, but they sometimes also choose those whose relationships have fallen apart for other reasons, or those souls who cannot rest because of the ruined relationship of their friends or family.
You may have broken a lover’s heart or never reconciled with your parents, torn apart a family or broken up true love. You might have watched your best friend throw away a perfect romance or seen your support group dissolve, unable to reunite without your influence.
Cat spirits create Reborn from the souls of the exploited; those from which something has been taken. They are the most likely type among the spirits of death to choose souls that are unaware of the injustice done to them, who perhaps could have gone to their final rest if not for this intervention.
You may have been sick, disabled, old, or a child. You might have lost control of your life to an abusive partner or family member, or you fell victim of terrible fraud. Or perhaps it is your death that has been exploited; inheritance stolen, or your likeness used to promote evil. Whatever the case, someone has taken advantage of you, whether you know it or not.
Crow spirits choose to create Reborn from the souls of those that cannot pass because of the sadness they feel for the harm done to those they love. Such a soul may well carry its own pain, but the pain of its loved ones is what keeps it from moving on.
Most likely, you died side-by-side with someone you love, witnessing their death as well as your own. But you may also have died elsewhere, unable to prevent the suffering of someone close to you.
Mastiff spirits choose the souls of protectors who cannot pass on because of the worry they have for whoever it is they protected in life, especially those that died protecting their charges.
You might be an older sibling, a community leader, a teacher, a doctor, or someone else that takes care of others, or you might simply be someone that feels a deep responsibility toward those around you.
Moth spirits are drawn to seers and psychics, but they create Reborn from anyone who cannot rest because of their fear of the future, whether that fear is properly placed or not.
You might have been a seer in life, gifted—or cursed—with visions of a terrible future, or perhaps you learned too much and were “taken care of” for it. You might have been an outspoken scientist or safety inspector whose knowledge has been discounted. Or you might be a conspiracy theorist whose theories were all wrong; all you wanted was to save people from disaster, even if the disaster the spirit has chosen you for is different from what you envisioned.
Simply put, owl spirits choose heroes. Those that have a true, altruistic desire to help others that was not fulfilled in life. Most often, these are souls that failed in some way and carry a need to redeem themselves, but they may simply be souls with a never-ending need to do good.
You might have been a firefighter, an EMT, or an activist in life, dedicating your professional life to helping others, but you may also have simply been a good person who always did what they could to help. Or perhaps you were a vigilante, providing justice when the law would not, or could not.
Snake spirits choose souls that cannot find rest because they have been betrayed, abused, or violently murdered and seethe with rage because of it. Most often these souls desire revenge against those that killed them, but some who have died of other causes wish to bring ruin to their abusers or others who have wronged them.
You may simply be someone who was murdered in a particularly brutal, violent manner, your tortured spirit now unable to move on. Or perhaps you were a victim for a much longer time, your anger and hatred building and building until your death did nothing to abate it. Whatever the case, you need someone to pay, and pay dearly.
A spider spirit chooses souls who remain trapped between worlds by the web of fate. Most often these are the souls of those who have been cut down by supernatural forces that play at denying fate, but some simply still have a part to play in the mysterious, intricate plans of destiny.
Whether or not you know it, you had a destiny, and it did not come to pass. You shouldn’t have died, and yet you did, leaving you with a great feeling of unfulfillment. You might have been someone of great significance whose actions could change the world, or you could be a nobody, whose life was seemingly insignificant, but the part you had to play was anything but.
Not all Reborn return as physical bodies or reanimated. Carl’s notes reveal multiple times that the children were, in fact, ghosts who needed his help.
Eric Draven, Reborn 9: When local crime boss Top Dollar wanted to relocate the tenants of their apartment building as part of a plan to start a massive fire, Shelly organized the tenants against him. Top Dollar sent a gang in his employ to beat and torture her into giving up, but when Eric returned home, things escalated, and the gang killed the couple.
One year later, Eric was revived as a Reborn to take out the gang one-by-one.
Ashe Corbin, Reborn 5: In life, Ashe was an auto mechanic with a penchant for sleight of hand magic. But after he and his son Danny were killed for being witnesses to a murder, Ashe was returned to life by a crow spirit.
Omen of Disaster, Reborn 5: Some people have a knack for being in the wrong place at the wrong time—you wrote the manual. Life was never kind to you, but you made your way through an oblivious world, watching the pieces fall. The late-night scene after bars closed down was your stomping ground. A chance to see cities for what they really were. Then you saw something you shouldn’t. Something that connected to a larger conspiracy—and you never got a chance to tell your story. Neither did anyone associated with you, or your neighbors as the Professional did their job. The moth saw the larger picture the other spirits ignored and yanked your soul back from hell allowing you the chance to obtain your final answers—just what did you see?
You were returned to the world of the living by a spirit of death to right a wrong or complete an unfinished task.
Omen of Vengeance, Reborn 5: Life in your city was perfect. You enjoyed a great professional career, a partner or two when desired, and had a debt-free existence—a rarity in the world. Even if your family dabbled in secret societies and occult practices to pave a golden road, you didn’t mind. Floating above the muck and grime that was upon the news, you were blissfully unaware that you made the perfect patsy for a frame job. All it took was a simple fix by corrupt cops to tear everything down and blame you for murder. No amount of money saved you from the legal system. How or where you died, only you know the truth, but it doesn’t change the burning hatred in your heart for the Dishonorable. They were the ones responsible for destroying your life, and you can not rest until they have looked into your eyes once more.
You were returned to the world of the living by a spirit of death to right a wrong or complete an unfinished task.
Omen of Love, Reborn 5: Starving artists tend to put their passion before practicality. You spent your life perfecting your art by day and courting paramours in an inspiring nightlife. Sleep was something you’ve long forsaken. Each relationship you had burned brightly and exploded like a barrel of nitroglycerin, and each one was fuel for your art. Until, one-by-one, your muses and paramours started getting murdered. You never saw your killer’s face until it was too late. Obsessed with you as an icon, the Creep systematically dismantled your life one relationship at a time, and in death, you learned the truth—they were behind every case of heartbreak. All for you. Always… for you. You aren’t responsible for the Creep’s actions, but you certainly aren’t going to let them continue— and maybe you can end the last few living relationships with a little closure. To let them know it will be okay.
You were returned to the world of the living by a spirit of death to right a wrong or complete an unfinished task.
Omen of Pain, Reborn 5: You always marched to the beat of your own drum. When culture went one way, you purposely forged ahead in the opposite direction. You fell in with bad crowds at time, but always tried to curb the worst of what you saw—even if they labeled you a snitch. What you didn’t account for were the innocent souls who followed your off-beaten path getting caught in the crossfire. The Maniac lashed out when you least expected it, targeting you and the ones closest to you with their crew—for no discernible rhyme or reason. Chaos like the Maniac got to live, and you were sent to hell? How is that fair? The Crow felt your sadness and has given you a chance to send the Maniac to their grave, not for you… but for the souls you naively placed in their path.
You were returned to the world of the living by a spirit of death to right a wrong or complete an unfinished task.
Ancient Reborn: Most Reborn are recently deceased—a day, a month, a year, maybe even a decade. But sometimes, a much older soul is brought back to serve a purpose. An owl spirit is most likely to do this, returning a deceased hero to life to serve a purpose separate from that hero’s own circumstances. But some wrongs last generations, and any spirit can create a Reborn from someone long dead to end a persistent evil, or to prevent history from repeating itself.
Corpse Puppet: This corpse has been animated by fel magic, following the commands of its dark master or simply waiting to attack anything that comes near it.
When a spirit of death attempts to create a Reborn, the magic goes awry and animates the bodies of hundreds of others in a nearby cemetery, creating a horde of the undead that rampage around the immediate area.
Corpse Puppet ritual.
Undead: When a spirit of death attempts to create a Reborn, the magic goes awry and animates the bodies of hundreds of others in a nearby cemetery, creating a horde of the undead that rampage around the immediate area.
Undead Companion: ?
Corpse Puppet
This powerful ritual allows the caster to animate the bodies of the dead, controlling them like puppets. When cast successfully, the caster animates one human corpse they touch, which becomes a Corpse Puppet. The puppet obeys the caster’s verbal commands to the best of its limited ability.
Research. Difficult. By spending a week of research, or a single day if you have access to an occult library, you can learn that only one known necromancer can teach you this spell. But this necromancer is corrupt and selfish and asks you to perform a task for them before teaching the spell. This task will most certainly be deeply immoral.
Requirements. The spell requires the blood sacrifice of a Small or larger animal, whose blood is used to inscribe runes upon the chosen body, which takes an hour to apply. The incantation requires another hour to perform and must begin at midnight. Once cast, you must repeat the invocation, though not the sacrifice or runes, each night at midnight or lose control of the puppet, causing it to attack you. You can use the same invocation to retain control of up to four puppets at once.
Casting Difficulty. Complex. This spell has a DC of 15. If you fail by 5 or more, the body rises, but does not obey you, and instead attacks anything and everything nearby in a rage.
The general term for a human brought back to life by a spirit of death.
This book includes two new classes that you can use in The Crow or any of your other adventures. The first is the Reborn, a Wise Hero that allows you to play a character that has come back from the dead, returned by a crow spirit, or one of seven other spirits of death.
You are not truly alive, yet you walk the world once more. You have been returned to the world of the living by a spirit of death to fulfill a purpose, right a wrong, or take your vengeance. This spirit accompanies you on your quest, granting you its gifts to accomplish your task. Only when your mission is complete can you finally rest.
You were returned to the world of the living by a spirit of death to right a wrong or complete an unfinished task.
Butterfly spirits are most drawn to souls that cannot move on because of a relationship that the soul is responsible for destroying. They prefer to redeem lost souls, but they sometimes also choose those whose relationships have fallen apart for other reasons, or those souls who cannot rest because of the ruined relationship of their friends or family.
You may have broken a lover’s heart or never reconciled with your parents, torn apart a family or broken up true love. You might have watched your best friend throw away a perfect romance or seen your support group dissolve, unable to reunite without your influence.
Cat spirits create Reborn from the souls of the exploited; those from which something has been taken. They are the most likely type among the spirits of death to choose souls that are unaware of the injustice done to them, who perhaps could have gone to their final rest if not for this intervention.
You may have been sick, disabled, old, or a child. You might have lost control of your life to an abusive partner or family member, or you fell victim of terrible fraud. Or perhaps it is your death that has been exploited; inheritance stolen, or your likeness used to promote evil. Whatever the case, someone has taken advantage of you, whether you know it or not.
Crow spirits choose to create Reborn from the souls of those that cannot pass because of the sadness they feel for the harm done to those they love. Such a soul may well carry its own pain, but the pain of its loved ones is what keeps it from moving on.
Most likely, you died side-by-side with someone you love, witnessing their death as well as your own. But you may also have died elsewhere, unable to prevent the suffering of someone close to you.
Mastiff spirits choose the souls of protectors who cannot pass on because of the worry they have for whoever it is they protected in life, especially those that died protecting their charges.
You might be an older sibling, a community leader, a teacher, a doctor, or someone else that takes care of others, or you might simply be someone that feels a deep responsibility toward those around you.
Moth spirits are drawn to seers and psychics, but they create Reborn from anyone who cannot rest because of their fear of the future, whether that fear is properly placed or not.
You might have been a seer in life, gifted—or cursed—with visions of a terrible future, or perhaps you learned too much and were “taken care of” for it. You might have been an outspoken scientist or safety inspector whose knowledge has been discounted. Or you might be a conspiracy theorist whose theories were all wrong; all you wanted was to save people from disaster, even if the disaster the spirit has chosen you for is different from what you envisioned.
Simply put, owl spirits choose heroes. Those that have a true, altruistic desire to help others that was not fulfilled in life. Most often, these are souls that failed in some way and carry a need to redeem themselves, but they may simply be souls with a never-ending need to do good.
You might have been a firefighter, an EMT, or an activist in life, dedicating your professional life to helping others, but you may also have simply been a good person who always did what they could to help. Or perhaps you were a vigilante, providing justice when the law would not, or could not.
Snake spirits choose souls that cannot find rest because they have been betrayed, abused, or violently murdered and seethe with rage because of it. Most often these souls desire revenge against those that killed them, but some who have died of other causes wish to bring ruin to their abusers or others who have wronged them.
You may simply be someone who was murdered in a particularly brutal, violent manner, your tortured spirit now unable to move on. Or perhaps you were a victim for a much longer time, your anger and hatred building and building until your death did nothing to abate it. Whatever the case, you need someone to pay, and pay dearly.
A spider spirit chooses souls who remain trapped between worlds by the web of fate. Most often these are the souls of those who have been cut down by supernatural forces that play at denying fate, but some simply still have a part to play in the mysterious, intricate plans of destiny.
Whether or not you know it, you had a destiny, and it did not come to pass. You shouldn’t have died, and yet you did, leaving you with a great feeling of unfulfillment. You might have been someone of great significance whose actions could change the world, or you could be a nobody, whose life was seemingly insignificant, but the part you had to play was anything but.
Not all Reborn return as physical bodies or reanimated. Carl’s notes reveal multiple times that the children were, in fact, ghosts who needed his help.
Eric Draven, Reborn 9: When local crime boss Top Dollar wanted to relocate the tenants of their apartment building as part of a plan to start a massive fire, Shelly organized the tenants against him. Top Dollar sent a gang in his employ to beat and torture her into giving up, but when Eric returned home, things escalated, and the gang killed the couple.
One year later, Eric was revived as a Reborn to take out the gang one-by-one.
Ashe Corbin, Reborn 5: In life, Ashe was an auto mechanic with a penchant for sleight of hand magic. But after he and his son Danny were killed for being witnesses to a murder, Ashe was returned to life by a crow spirit.
Omen of Disaster, Reborn 5: Some people have a knack for being in the wrong place at the wrong time—you wrote the manual. Life was never kind to you, but you made your way through an oblivious world, watching the pieces fall. The late-night scene after bars closed down was your stomping ground. A chance to see cities for what they really were. Then you saw something you shouldn’t. Something that connected to a larger conspiracy—and you never got a chance to tell your story. Neither did anyone associated with you, or your neighbors as the Professional did their job. The moth saw the larger picture the other spirits ignored and yanked your soul back from hell allowing you the chance to obtain your final answers—just what did you see?
You were returned to the world of the living by a spirit of death to right a wrong or complete an unfinished task.
Omen of Vengeance, Reborn 5: Life in your city was perfect. You enjoyed a great professional career, a partner or two when desired, and had a debt-free existence—a rarity in the world. Even if your family dabbled in secret societies and occult practices to pave a golden road, you didn’t mind. Floating above the muck and grime that was upon the news, you were blissfully unaware that you made the perfect patsy for a frame job. All it took was a simple fix by corrupt cops to tear everything down and blame you for murder. No amount of money saved you from the legal system. How or where you died, only you know the truth, but it doesn’t change the burning hatred in your heart for the Dishonorable. They were the ones responsible for destroying your life, and you can not rest until they have looked into your eyes once more.
You were returned to the world of the living by a spirit of death to right a wrong or complete an unfinished task.
Omen of Love, Reborn 5: Starving artists tend to put their passion before practicality. You spent your life perfecting your art by day and courting paramours in an inspiring nightlife. Sleep was something you’ve long forsaken. Each relationship you had burned brightly and exploded like a barrel of nitroglycerin, and each one was fuel for your art. Until, one-by-one, your muses and paramours started getting murdered. You never saw your killer’s face until it was too late. Obsessed with you as an icon, the Creep systematically dismantled your life one relationship at a time, and in death, you learned the truth—they were behind every case of heartbreak. All for you. Always… for you. You aren’t responsible for the Creep’s actions, but you certainly aren’t going to let them continue— and maybe you can end the last few living relationships with a little closure. To let them know it will be okay.
You were returned to the world of the living by a spirit of death to right a wrong or complete an unfinished task.
Omen of Pain, Reborn 5: You always marched to the beat of your own drum. When culture went one way, you purposely forged ahead in the opposite direction. You fell in with bad crowds at time, but always tried to curb the worst of what you saw—even if they labeled you a snitch. What you didn’t account for were the innocent souls who followed your off-beaten path getting caught in the crossfire. The Maniac lashed out when you least expected it, targeting you and the ones closest to you with their crew—for no discernible rhyme or reason. Chaos like the Maniac got to live, and you were sent to hell? How is that fair? The Crow felt your sadness and has given you a chance to send the Maniac to their grave, not for you… but for the souls you naively placed in their path.
You were returned to the world of the living by a spirit of death to right a wrong or complete an unfinished task.
Ancient Reborn: Most Reborn are recently deceased—a day, a month, a year, maybe even a decade. But sometimes, a much older soul is brought back to serve a purpose. An owl spirit is most likely to do this, returning a deceased hero to life to serve a purpose separate from that hero’s own circumstances. But some wrongs last generations, and any spirit can create a Reborn from someone long dead to end a persistent evil, or to prevent history from repeating itself.
Corpse Puppet: This corpse has been animated by fel magic, following the commands of its dark master or simply waiting to attack anything that comes near it.
When a spirit of death attempts to create a Reborn, the magic goes awry and animates the bodies of hundreds of others in a nearby cemetery, creating a horde of the undead that rampage around the immediate area.
Corpse Puppet ritual.
Undead: When a spirit of death attempts to create a Reborn, the magic goes awry and animates the bodies of hundreds of others in a nearby cemetery, creating a horde of the undead that rampage around the immediate area.
Undead Companion: ?
Corpse Puppet
This powerful ritual allows the caster to animate the bodies of the dead, controlling them like puppets. When cast successfully, the caster animates one human corpse they touch, which becomes a Corpse Puppet. The puppet obeys the caster’s verbal commands to the best of its limited ability.
Research. Difficult. By spending a week of research, or a single day if you have access to an occult library, you can learn that only one known necromancer can teach you this spell. But this necromancer is corrupt and selfish and asks you to perform a task for them before teaching the spell. This task will most certainly be deeply immoral.
Requirements. The spell requires the blood sacrifice of a Small or larger animal, whose blood is used to inscribe runes upon the chosen body, which takes an hour to apply. The incantation requires another hour to perform and must begin at midnight. Once cast, you must repeat the invocation, though not the sacrifice or runes, each night at midnight or lose control of the puppet, causing it to attack you. You can use the same invocation to retain control of up to four puppets at once.
Casting Difficulty. Complex. This spell has a DC of 15. If you fail by 5 or more, the body rises, but does not obey you, and instead attacks anything and everything nearby in a rage.
The Curse of Skeleton Cove
Skeleton: Legend tells of an apprentice necromancer who foolishly believed dark magics would bend to his untrained whims. The end result was an undead plague, as skeletons swarmed the land with chaos and abandon.
The altar’s transformation spell.
Every creature in the dungeon, living or dead, is reanimated as a skeleton.
The altar itself is made of the bones of several humans and animals. Its surface is caked with the blood of ancient sacrifices. Three jeweled skulls are on its surface - red, green, and blue. A close inspection reveals all three have spinal cords which reach into the altar. Touching or attacking any of the skulls or attempting to dismantle the altar activates the altar.
Skeleton, Cursed Hero Transformed By Dark Magic: What they won’t realize until it’s too late is these skeletons aren’t simply undead - these are cursed heroes transformed by dark magics.
Hostile Skeleton: ?
Skeleton, Mindless Creature: When any skeleton dies [in Skeleton Cove], it either reanimates at sunset or when the altar is activated. It automatically loses 1 intelligence modifier. Upon reaching zero intelligence or less, it becomes a mindless creature content with destroying all living things.
Skeleton Minotaur: ?
Animated Skeleton: ?
Undead, Undead Being: ?
Undead Participant: ?
The altar’s transformation spell.
Every creature in the dungeon, living or dead, is reanimated as a skeleton.
The altar itself is made of the bones of several humans and animals. Its surface is caked with the blood of ancient sacrifices. Three jeweled skulls are on its surface - red, green, and blue. A close inspection reveals all three have spinal cords which reach into the altar. Touching or attacking any of the skulls or attempting to dismantle the altar activates the altar.
Skeleton, Cursed Hero Transformed By Dark Magic: What they won’t realize until it’s too late is these skeletons aren’t simply undead - these are cursed heroes transformed by dark magics.
Hostile Skeleton: ?
Skeleton, Mindless Creature: When any skeleton dies [in Skeleton Cove], it either reanimates at sunset or when the altar is activated. It automatically loses 1 intelligence modifier. Upon reaching zero intelligence or less, it becomes a mindless creature content with destroying all living things.
Skeleton Minotaur: ?
Animated Skeleton: ?
Undead, Undead Being: ?
Undead Participant: ?
The Curse of Wardenwood (5E)
Vampire: ?
Ghost: ?
Ghost: ?
The Devil of Murder Cliffs (5e)
Aspdu, Ghost, Spirit, Evil Spirit, Diabolical Spirit: Aspdu is the true Devil of Murder Cliffs. Once a powerful pit fiend in service to Moloch, Aspdu was reduced in power when a wizard king of old attempted to break his contract with the devil. Aspdu’s bones were melded to the mountainside, and the pit fiend’s evil spirit now haunts the cliffs, possessing others as he attempts to reunite with his old bones and return to Hell with the 99 souls his master tasked him to gather.
Wraith: ?
Zombie: ?
Wraith: ?
Zombie: ?
The Devil’s Sand Box
Danzibus, Lich, Mad Lich, Evil Lich, Madman: ?
Skeleton, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian: ?
Revenant, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian: ?
Death Knight, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian: ?
Mummy, Mummified Being: ?
Mummy Lord, Mummified Being: ?
Skeleton, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian: ?
Revenant, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian: ?
Death Knight, Man Long Dead, Mouldering and Crumbling Corpse, Undead Guardian: ?
Mummy, Mummified Being: ?
Mummy Lord, Mummified Being: ?
The Dollmaker
Vampire: ?
The End of the Line
Zombie Outlaw: Thick, sticky smoke billows from the locomotive stack in front and the rain falls through it in a warm, oily deluge. In the darkness, an outlaw wrestles with an inky form, struggling to retain her footing as the train screams along the rails. Lamplight floods up from an open hatch in the floor and to the rear a steel ladder leads down to the footplate beneath.
As the players watch, the Teihiihan pulls back an outstretched hand, drawing a dark shadowy form from the outlaw, who turns to face the players with dead, white eyes.
Zombie Jesse Keller, Abomination: Jesse turns a key in an intricate mechanism on the front of the crate and a silky, sticky black mist pours onto the floor. In disbelief, he stares as the mist coalesces, drawing upward into a hideous beastly form. Thin tendrils of smoke drip from its hand as it reaches towards Jesse who stands frozen to the spot. His eyes close and he smiles as the creature lays its hand on his head. With terrible swiftness, the hand rips down through Jesse’s body, tearing skin from bone. A crumpled heap of flesh flops to the deck of the cabin and begins to slouch towards you whilst Jesse’s skinless body turns and shuffles lifelessly forward.Jesse turns a key in an intricate mechanism on the front of the crate and a silky, sticky black mist pours onto the floor. In disbelief, he stares as the mist coalesces, drawing upward into a hideous beastly form. Thin tendrils of smoke drip from its hand as it reaches towards Jesse who stands frozen to the spot. His eyes close and he smiles as the creature lays its hand on his head. With terrible swiftness, the hand rips down through Jesse’s body, tearing skin from bone. A crumpled heap of flesh flops to the deck of the cabin and begins to slouch towards you whilst Jesse’s skinless body turns and shuffles lifelessly forward.
Skin Crawler: When the skin crawler has stolen 4 Charisma points of skin it immediately creates a new skin crawler from the stolen skin. The new skin crawler has hit points equal to the original skin crawler’s current hit points.
Jesse turns a key in an intricate mechanism on the front of the crate and a silky, sticky black mist pours onto the floor. In disbelief, he stares as the mist coalesces, drawing upward into a hideous beastly form. Thin tendrils of smoke drip from its hand as it reaches towards Jesse who stands frozen to the spot. His eyes close and he smiles as the creature lays its hand on his head. With terrible swiftness, the hand rips down through Jesse’s body, tearing skin from bone. A crumpled heap of flesh flops to the deck of the cabin and begins to slouch towards you whilst Jesse’s skinless body turns and shuffles lifelessly forward.
Shadow, Increased CR Shadow, Dark Shadowy Form: Thick, sticky smoke billows from the locomotive stack in front and the rain falls through it in a warm, oily deluge. In the darkness, an outlaw wrestles with an inky form, struggling to retain her footing as the train screams along the rails. Lamplight floods up from an open hatch in the floor and to the rear a steel ladder leads down to the footplate beneath.
As the players watch, the Teihiihan pulls back an outstretched hand, drawing a dark shadowy form from the outlaw, who turns to face the players with dead, white eyes.
Shadow, Dark Shadowy Form: ?
Shadow: If a non-evil humanoid dies from this [increased CR shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Teihiihan: ?
Teihiihan, Inky Form, Abomination: ?
Zombie: Teihiihan's Turn Zombie power.
Wraith: ?
Undead: ?
Otherwordly Manifestation of Pure Malice: ?
Turn Zombie. The Teihiihan targets a humanoid within 10 ft. of it with fewer than 5 HP. The target must succeed on a DC13 Constitution saving throw or be turned into a zombie. The newly created zombie has 5 HP and is under the Teihiian’s control.
As the players watch, the Teihiihan pulls back an outstretched hand, drawing a dark shadowy form from the outlaw, who turns to face the players with dead, white eyes.
Zombie Jesse Keller, Abomination: Jesse turns a key in an intricate mechanism on the front of the crate and a silky, sticky black mist pours onto the floor. In disbelief, he stares as the mist coalesces, drawing upward into a hideous beastly form. Thin tendrils of smoke drip from its hand as it reaches towards Jesse who stands frozen to the spot. His eyes close and he smiles as the creature lays its hand on his head. With terrible swiftness, the hand rips down through Jesse’s body, tearing skin from bone. A crumpled heap of flesh flops to the deck of the cabin and begins to slouch towards you whilst Jesse’s skinless body turns and shuffles lifelessly forward.Jesse turns a key in an intricate mechanism on the front of the crate and a silky, sticky black mist pours onto the floor. In disbelief, he stares as the mist coalesces, drawing upward into a hideous beastly form. Thin tendrils of smoke drip from its hand as it reaches towards Jesse who stands frozen to the spot. His eyes close and he smiles as the creature lays its hand on his head. With terrible swiftness, the hand rips down through Jesse’s body, tearing skin from bone. A crumpled heap of flesh flops to the deck of the cabin and begins to slouch towards you whilst Jesse’s skinless body turns and shuffles lifelessly forward.
Skin Crawler: When the skin crawler has stolen 4 Charisma points of skin it immediately creates a new skin crawler from the stolen skin. The new skin crawler has hit points equal to the original skin crawler’s current hit points.
Jesse turns a key in an intricate mechanism on the front of the crate and a silky, sticky black mist pours onto the floor. In disbelief, he stares as the mist coalesces, drawing upward into a hideous beastly form. Thin tendrils of smoke drip from its hand as it reaches towards Jesse who stands frozen to the spot. His eyes close and he smiles as the creature lays its hand on his head. With terrible swiftness, the hand rips down through Jesse’s body, tearing skin from bone. A crumpled heap of flesh flops to the deck of the cabin and begins to slouch towards you whilst Jesse’s skinless body turns and shuffles lifelessly forward.
Shadow, Increased CR Shadow, Dark Shadowy Form: Thick, sticky smoke billows from the locomotive stack in front and the rain falls through it in a warm, oily deluge. In the darkness, an outlaw wrestles with an inky form, struggling to retain her footing as the train screams along the rails. Lamplight floods up from an open hatch in the floor and to the rear a steel ladder leads down to the footplate beneath.
As the players watch, the Teihiihan pulls back an outstretched hand, drawing a dark shadowy form from the outlaw, who turns to face the players with dead, white eyes.
Shadow, Dark Shadowy Form: ?
Shadow: If a non-evil humanoid dies from this [increased CR shadow's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Teihiihan: ?
Teihiihan, Inky Form, Abomination: ?
Zombie: Teihiihan's Turn Zombie power.
Wraith: ?
Undead: ?
Otherwordly Manifestation of Pure Malice: ?
Turn Zombie. The Teihiihan targets a humanoid within 10 ft. of it with fewer than 5 HP. The target must succeed on a DC13 Constitution saving throw or be turned into a zombie. The newly created zombie has 5 HP and is under the Teihiian’s control.
The Eye of Chentoufi
Algol: Creatures who reach 0 Constitution [from an algol's grave touch] die and will rise up as an algol after 1d6 minutes unless a Bless spell is cast upon the corpse.
Vampire Spawn Blighted: ?
Wight Blighted: ?
Ghoul Algol, Gaunt Dirty Human, Vicious Type of Undead, Dark Form: ?
Zombie: A humanoid slain by [a blighted 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.
Undead: ?
Dark Algol: ?
Wight Guardian: ?
Vampire Spawn Blighted: ?
Wight Blighted: ?
Ghoul Algol, Gaunt Dirty Human, Vicious Type of Undead, Dark Form: ?
Zombie: A humanoid slain by [a blighted 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.
Undead: ?
Dark Algol: ?
Wight Guardian: ?
The Fall of Mith: Mithos Manor
Shade Creature: Shades are the spirits of the damned who existed in Noxium for years on end. The evil who die upon Alìm with no greater power to claim them are claimed by Noxium, until the great Calamity sealed the gate guarded by the Mithians and the souls of the damned became trapped at the Door of Night. With the sealing of the gate, the number of shades grow every day as the spirits of the damned travel to the land of Mith.
When killed the shade creatures return to the gate through which they can no longer travel, and as such they must remain there, their spirits preying on and fighting the other damned spirits that circle the gate, until it gains enough power to return in a physical form.
Lesser Shade: ?
Shadeling: ?
Shadeling, Strange Creature: ?
Shadeling, Small But Vicious Looking Creature: ?
Shadeling, Figure: ?
Shadeling, Smaller Shadow Creature: ?
Shadeling, Servant: ?
Summoned Shadeling: ?
Shade Raven: Even the weakest of shades have the inherent power of possession. For those entities that do not yet have the strength to manifest their essence into a corporeal force, they must make due with dominating the bodies of lesser or weakened creatures. Wildlife is targeted by shades, beasts that are weak from hunger or the cold, or creatures that feed by scavenging. Birds, particularly ravens due to their carrion nature, are susceptible to this possession as shades are drawn to death and decay.
Swarm of Shade Ravens: ?
Swarm of Shade Ravens, Flock of Ravens: ?
Swarm of Shade Ravens, Shade Ravens: ?
Shade: ?
Shade, Creature Sheathed in Black: ?
Shade, Figure Wreathed in Shadows: ?
Shade, Black Shade: ?
Wendigo: When a shadeling kills a humanoid in combat or finds a recently killed one body, it can abandon its constructed body for the more stable one in front of it. No intelligent shade would do so, as the trade for the temporary power they gain from the body binds them to a corporeal form, denying the ability to easily abandon the body upon defeat. The other price, however, is the gnawing hunger to fill the mortal belly that now serves no purpose.
If a shadeling finds a body that has been dead for no more than a day it can spend one uninterrupted minute inhabiting the body, turning it into a wendigo and destroying the shadeling’s current form.
Wendigo, Decrepit Withered Looking Naked Human: ?
Wendigo, Gaunt Human-Like Creature, Hideous Creature: ?
Intelligent Shade: ?
Drei: Drei are the result of the unnatural evolution that resulted from the loss of the Noxium Gate during the Renunciation. Their existence is the culmination of hundreds of shades slowly consuming each other, growing stronger and fiercer with each victory, feeding those that are stronger than them with their defeat. As such, the power of a shade is rarely ever lost, just consolidated into a single being: the drei.
Prime Drei: It is said that the prime drei was likely some powerful mage or priest in life, but no one knows for sure. Not even all Mithians believe that the prime drei exist.
Undead: Shard of the Gem of Death artifact.
Lesser Shade Mithian Guard: ?
Lesser Shade Mithian Guard, Mithian Guard With Black Eyes: ?
Lesser Shade Mithian Guard Captain: ?
Lesser Shade Mithian Watch Member: ?
Lesser Shade Mithian Watch Member, Mithian Watch Member With Black Eyes: ?
Lesser Shade Mithian Watch Initiate: ?
Lesser Shade Mithian Mystic: ?
Lesser Shade Mithian Mystic, Figure: ?
Creature of Little Power and Intelligence: ?
Creature of Immense Power: ?
Lost Shadeling: ?
Powerful Shade Creature: ?
Mere Shade: Though the powerful shade creatures usually retain enough strength to return quickly in their previous form if defeated repeatedly even a drei will lose its power and return as a mere shade, or even less at times.
Shard of the Gem of Death
Wonderous item, artifact (requires attunement)
Level Features
1
While dead you remain attuned to Shard of the Gem of Death and are permanently under the effect of the gentle repose spell so long as it is within 100 feet of you, and so long as no one else attunes to Shard of the Gem of Death. During this time your corpse is also immune to all damage.
5
As an action, you may cast create undead as a 6th level without material components or corpses, instead, the undead come forth from the shard itself. This ability can also be used during the day. This ability cannot be used again until you finish a long rest, at which point any remaining undead from this spell return to the shard.
11
Whenever a creature dies within 30 feet of you, you may gain temporary hit points equal to half your level.
As an action, you may cast create undead as a 7th level without material components or corpses, instead, the undead come forth from the shard itself. This ability can also be used during the day. This ability cannot be used again until you finish a long rest, at which point any remaining undead from this spell return to the shard.
17
You gain immunity to necrotic damage.
As an action, you may cast create undead as an 8th level without material components or corpses, instead, the undead come forth from the shard itself. This ability can also be used during the day. This ability cannot be used again until you finish a long rest, at which point any remaining undead from this spell return to the shard.
20
As an action, you may cast create undead as a 9th level without material components or corpses, instead, the undead come forth from the shard itself. This ability can also be used during the day. This ability cannot be used again until you finish a long rest, at which point any remaining undead from this spell return to the shard.
As a free action make all damage dealt by you this turn necrotic. You gain hit points equal to half the necrotic damage you deal. This ability cannot be used again until you finish a long rest.
When killed the shade creatures return to the gate through which they can no longer travel, and as such they must remain there, their spirits preying on and fighting the other damned spirits that circle the gate, until it gains enough power to return in a physical form.
Lesser Shade: ?
Shadeling: ?
Shadeling, Strange Creature: ?
Shadeling, Small But Vicious Looking Creature: ?
Shadeling, Figure: ?
Shadeling, Smaller Shadow Creature: ?
Shadeling, Servant: ?
Summoned Shadeling: ?
Shade Raven: Even the weakest of shades have the inherent power of possession. For those entities that do not yet have the strength to manifest their essence into a corporeal force, they must make due with dominating the bodies of lesser or weakened creatures. Wildlife is targeted by shades, beasts that are weak from hunger or the cold, or creatures that feed by scavenging. Birds, particularly ravens due to their carrion nature, are susceptible to this possession as shades are drawn to death and decay.
Swarm of Shade Ravens: ?
Swarm of Shade Ravens, Flock of Ravens: ?
Swarm of Shade Ravens, Shade Ravens: ?
Shade: ?
Shade, Creature Sheathed in Black: ?
Shade, Figure Wreathed in Shadows: ?
Shade, Black Shade: ?
Wendigo: When a shadeling kills a humanoid in combat or finds a recently killed one body, it can abandon its constructed body for the more stable one in front of it. No intelligent shade would do so, as the trade for the temporary power they gain from the body binds them to a corporeal form, denying the ability to easily abandon the body upon defeat. The other price, however, is the gnawing hunger to fill the mortal belly that now serves no purpose.
If a shadeling finds a body that has been dead for no more than a day it can spend one uninterrupted minute inhabiting the body, turning it into a wendigo and destroying the shadeling’s current form.
Wendigo, Decrepit Withered Looking Naked Human: ?
Wendigo, Gaunt Human-Like Creature, Hideous Creature: ?
Intelligent Shade: ?
Drei: Drei are the result of the unnatural evolution that resulted from the loss of the Noxium Gate during the Renunciation. Their existence is the culmination of hundreds of shades slowly consuming each other, growing stronger and fiercer with each victory, feeding those that are stronger than them with their defeat. As such, the power of a shade is rarely ever lost, just consolidated into a single being: the drei.
Prime Drei: It is said that the prime drei was likely some powerful mage or priest in life, but no one knows for sure. Not even all Mithians believe that the prime drei exist.
Undead: Shard of the Gem of Death artifact.
Lesser Shade Mithian Guard: ?
Lesser Shade Mithian Guard, Mithian Guard With Black Eyes: ?
Lesser Shade Mithian Guard Captain: ?
Lesser Shade Mithian Watch Member: ?
Lesser Shade Mithian Watch Member, Mithian Watch Member With Black Eyes: ?
Lesser Shade Mithian Watch Initiate: ?
Lesser Shade Mithian Mystic: ?
Lesser Shade Mithian Mystic, Figure: ?
Creature of Little Power and Intelligence: ?
Creature of Immense Power: ?
Lost Shadeling: ?
Powerful Shade Creature: ?
Mere Shade: Though the powerful shade creatures usually retain enough strength to return quickly in their previous form if defeated repeatedly even a drei will lose its power and return as a mere shade, or even less at times.
Shard of the Gem of Death
Wonderous item, artifact (requires attunement)
Level Features
1
While dead you remain attuned to Shard of the Gem of Death and are permanently under the effect of the gentle repose spell so long as it is within 100 feet of you, and so long as no one else attunes to Shard of the Gem of Death. During this time your corpse is also immune to all damage.
5
As an action, you may cast create undead as a 6th level without material components or corpses, instead, the undead come forth from the shard itself. This ability can also be used during the day. This ability cannot be used again until you finish a long rest, at which point any remaining undead from this spell return to the shard.
11
Whenever a creature dies within 30 feet of you, you may gain temporary hit points equal to half your level.
As an action, you may cast create undead as a 7th level without material components or corpses, instead, the undead come forth from the shard itself. This ability can also be used during the day. This ability cannot be used again until you finish a long rest, at which point any remaining undead from this spell return to the shard.
17
You gain immunity to necrotic damage.
As an action, you may cast create undead as an 8th level without material components or corpses, instead, the undead come forth from the shard itself. This ability can also be used during the day. This ability cannot be used again until you finish a long rest, at which point any remaining undead from this spell return to the shard.
20
As an action, you may cast create undead as a 9th level without material components or corpses, instead, the undead come forth from the shard itself. This ability can also be used during the day. This ability cannot be used again until you finish a long rest, at which point any remaining undead from this spell return to the shard.
As a free action make all damage dealt by you this turn necrotic. You gain hit points equal to half the necrotic damage you deal. This ability cannot be used again until you finish a long rest.
The Fiddler's Lament (5E)
Grammy, Zombie, Worm-Eaten Corpse: The first of the undead brought forth by Alhindri’s bone fiddle that the PCs encounter are indeed the zombies of Grammy and Grampy come back to visit their young folk.
Rebec Malevolenti artifact.
Grampy, Zombie: The first of the undead brought forth by Alhindri’s bone fiddle that the PCs encounter are indeed the zombies of Grammy and Grampy come back to visit their young folk.
Rebec Malevolenti artifact.
Lesser Shadow, Sinister Shadows: Rebec Malevolenti artifact.
Shadow: ?
Crawling Hand, Disembodied Clawlike Hand: ?
Kurchega the Skeletal Bandit, Skeleton, Malevolent Dead: The town’s posting boy has run afoul of a group of malevolent dead raised by the music of the Rebec Malevolenti. The bandit Kurchega was caught and hanged at the covered bridge by the townsfolk of Raven 40 years ago after plaguing the area with his bloody raids for an entire year. Two of his accomplices were hanged with him, and before he died he watched the townsfolk slaughter his prized mare. All were buried in the river embankment near the bridge in unmarked graves so that their memory would be forgotten by all. With the coming of the supernatural music, they have dug forth from their clay resting places.
Rebec Malevolenti artifact.
Skeleton, Clay-Encrusted Skeleton, Malevolent Dead: The town’s posting boy has run afoul of a group of malevolent dead raised by the music of the Rebec Malevolenti. The bandit Kurchega was caught and hanged at the covered bridge by the townsfolk of Raven 40 years ago after plaguing the area with his bloody raids for an entire year. Two of his accomplices were hanged with him, and before he died he watched the townsfolk slaughter his prized mare. All were buried in the river embankment near the bridge in unmarked graves so that their memory would be forgotten by all. With the coming of the supernatural music, they have dug forth from their clay resting places.
Rebec Malevolenti artifact.
Skeletal Horse, Malevolent Dead: The town’s posting boy has run afoul of a group of malevolent dead raised by the music of the Rebec Malevolenti. The bandit Kurchega was caught and hanged at the covered bridge by the townsfolk of Raven 40 years ago after plaguing the area with his bloody raids for an entire year. Two of his accomplices were hanged with him, and before he died he watched the townsfolk slaughter his prized mare. All were buried in the river embankment near the bridge in unmarked graves so that their memory would be forgotten by all. With the coming of the supernatural music, they have dug forth from their clay resting places.
Rebec Malevolenti artifact.
Pecrit Murik the Ecotoplasmic Man, Slimy Apparition, Ectoplasmic Remains, Ectoplasmic Creature: ?
Ectoplasmic Man: Rebec Malevolenti artifact.
Ghoul Wolf, Foul Creature: A wolf died in the brush near the edge of the road after running afoul of a hunter’s trap and developing infections in its wounds. With the summons of the Rebec Malevolenti, it has arisen as a ghoul wolf and attacks anyone it meets, fighting until destroyed.
Rebec Malevolenti artifact.
Skeleton: Rebec Malevolenti artifact.
Skeleton, Gypsy Skeleton, Skeletal Remains: Rebec Malevolenti artifact.
Zombie, Walking Dead: Rebec Malevolenti artifact.
Undead, Undead Creature: Rebec Malevolenti artifact.
Lurching Undead Horror: ?
Malevolent Dead: The town’s posting boy has run afoul of a group of malevolent dead raised by the music of the Rebec Malevolenti. The bandit Kurchega was caught and hanged at the covered bridge by the townsfolk of Raven 40 years ago after plaguing the area with his bloody raids for an entire year. Two of his accomplices were hanged with him, and before he died he watched the townsfolk slaughter his prized mare. All were buried in the river embankment near the bridge in unmarked graves so that their memory would be forgotten by all. With the coming of the supernatural music, they have dug forth from their clay resting places.
Rebec Malevolenti artifact.
Incorporeal Undead: Rebec Malevolenti artifact.
Minor Artifact: Rebec Malevolenti
This is a three-stringed fiddle made with a narrow boat-shaped body and a horsehair bow. Its finish has the cracked polish of old bone, and when stared at intently tiny glowing red letters can be seen to swirl about just beneath its varnish, never staying still long enough to be read. It weighs 1 pound. You must be attuned to the rebec to gain the following benefits and powers when it is played:
• The fiddler gains a +3 bonus to natural armor and resistance to damage by nonmagical weapons.
• The fiddler gains immunity to the charmed, frightened, grappled, paralyzed, poisoned, and restrained conditions.
• The fiddler becomes engrossed in the playing and suffers a –4 penalty to Wisdom (Perception) checks while doing so.
• If the fiddler is reduced to 0 hit points, the rebec grants 1d10+10 temporary hit points to the fiddler as a reaction. These temporary hit points remain for as long as the fiddler plays. There is no limit to the number of times the rebec can do this, and it can do so multiple times per round.
• The rebec sustains the fiddler without rest in order to allow the fiddler to keep playing.
The primary purpose of the rebec is to animate the dead to wretched unlife. Each round that the rebec is played, any corpses within range of its sound (including those buried in this range) are subject to reanimation. Even corpses that have rotted away can return as incorporeal undead. For each round of playing in an area where dead bodies are available, roll 1d6 to determine the type of undead creature that is created. These creatures do not attack the fiddler but are not otherwise under the fiddler’s command; they remain true to form, attacking living creatures as opportunity presents. They remain animated until destroyed or the rebec is destroyed at which point all previously animated undead return to death once again.
d6 Undead Type
1–2 skeleton
3–4 zombie
5 ectoplasmic man
6 creature of GM’s choice (lesser shadow or ghoul wolf in this adventure)
The effects and powers of the rebec cannot be dispelled or nullified by silence. The fiddler must use her action each round to play the instrument, which does not provoke opportunity attacks The rebec can be destroyed by sundering it. It has an AC of 15, 20 hit points, and resistance to damage by nonmagical weapons. When reduced to 0 hit points, it crumbles to dust and is destroyed.
Rebec Malevolenti artifact.
Grampy, Zombie: The first of the undead brought forth by Alhindri’s bone fiddle that the PCs encounter are indeed the zombies of Grammy and Grampy come back to visit their young folk.
Rebec Malevolenti artifact.
Lesser Shadow, Sinister Shadows: Rebec Malevolenti artifact.
Shadow: ?
Crawling Hand, Disembodied Clawlike Hand: ?
Kurchega the Skeletal Bandit, Skeleton, Malevolent Dead: The town’s posting boy has run afoul of a group of malevolent dead raised by the music of the Rebec Malevolenti. The bandit Kurchega was caught and hanged at the covered bridge by the townsfolk of Raven 40 years ago after plaguing the area with his bloody raids for an entire year. Two of his accomplices were hanged with him, and before he died he watched the townsfolk slaughter his prized mare. All were buried in the river embankment near the bridge in unmarked graves so that their memory would be forgotten by all. With the coming of the supernatural music, they have dug forth from their clay resting places.
Rebec Malevolenti artifact.
Skeleton, Clay-Encrusted Skeleton, Malevolent Dead: The town’s posting boy has run afoul of a group of malevolent dead raised by the music of the Rebec Malevolenti. The bandit Kurchega was caught and hanged at the covered bridge by the townsfolk of Raven 40 years ago after plaguing the area with his bloody raids for an entire year. Two of his accomplices were hanged with him, and before he died he watched the townsfolk slaughter his prized mare. All were buried in the river embankment near the bridge in unmarked graves so that their memory would be forgotten by all. With the coming of the supernatural music, they have dug forth from their clay resting places.
Rebec Malevolenti artifact.
Skeletal Horse, Malevolent Dead: The town’s posting boy has run afoul of a group of malevolent dead raised by the music of the Rebec Malevolenti. The bandit Kurchega was caught and hanged at the covered bridge by the townsfolk of Raven 40 years ago after plaguing the area with his bloody raids for an entire year. Two of his accomplices were hanged with him, and before he died he watched the townsfolk slaughter his prized mare. All were buried in the river embankment near the bridge in unmarked graves so that their memory would be forgotten by all. With the coming of the supernatural music, they have dug forth from their clay resting places.
Rebec Malevolenti artifact.
Pecrit Murik the Ecotoplasmic Man, Slimy Apparition, Ectoplasmic Remains, Ectoplasmic Creature: ?
Ectoplasmic Man: Rebec Malevolenti artifact.
Ghoul Wolf, Foul Creature: A wolf died in the brush near the edge of the road after running afoul of a hunter’s trap and developing infections in its wounds. With the summons of the Rebec Malevolenti, it has arisen as a ghoul wolf and attacks anyone it meets, fighting until destroyed.
Rebec Malevolenti artifact.
Skeleton: Rebec Malevolenti artifact.
Skeleton, Gypsy Skeleton, Skeletal Remains: Rebec Malevolenti artifact.
Zombie, Walking Dead: Rebec Malevolenti artifact.
Undead, Undead Creature: Rebec Malevolenti artifact.
Lurching Undead Horror: ?
Malevolent Dead: The town’s posting boy has run afoul of a group of malevolent dead raised by the music of the Rebec Malevolenti. The bandit Kurchega was caught and hanged at the covered bridge by the townsfolk of Raven 40 years ago after plaguing the area with his bloody raids for an entire year. Two of his accomplices were hanged with him, and before he died he watched the townsfolk slaughter his prized mare. All were buried in the river embankment near the bridge in unmarked graves so that their memory would be forgotten by all. With the coming of the supernatural music, they have dug forth from their clay resting places.
Rebec Malevolenti artifact.
Incorporeal Undead: Rebec Malevolenti artifact.
Minor Artifact: Rebec Malevolenti
This is a three-stringed fiddle made with a narrow boat-shaped body and a horsehair bow. Its finish has the cracked polish of old bone, and when stared at intently tiny glowing red letters can be seen to swirl about just beneath its varnish, never staying still long enough to be read. It weighs 1 pound. You must be attuned to the rebec to gain the following benefits and powers when it is played:
• The fiddler gains a +3 bonus to natural armor and resistance to damage by nonmagical weapons.
• The fiddler gains immunity to the charmed, frightened, grappled, paralyzed, poisoned, and restrained conditions.
• The fiddler becomes engrossed in the playing and suffers a –4 penalty to Wisdom (Perception) checks while doing so.
• If the fiddler is reduced to 0 hit points, the rebec grants 1d10+10 temporary hit points to the fiddler as a reaction. These temporary hit points remain for as long as the fiddler plays. There is no limit to the number of times the rebec can do this, and it can do so multiple times per round.
• The rebec sustains the fiddler without rest in order to allow the fiddler to keep playing.
The primary purpose of the rebec is to animate the dead to wretched unlife. Each round that the rebec is played, any corpses within range of its sound (including those buried in this range) are subject to reanimation. Even corpses that have rotted away can return as incorporeal undead. For each round of playing in an area where dead bodies are available, roll 1d6 to determine the type of undead creature that is created. These creatures do not attack the fiddler but are not otherwise under the fiddler’s command; they remain true to form, attacking living creatures as opportunity presents. They remain animated until destroyed or the rebec is destroyed at which point all previously animated undead return to death once again.
d6 Undead Type
1–2 skeleton
3–4 zombie
5 ectoplasmic man
6 creature of GM’s choice (lesser shadow or ghoul wolf in this adventure)
The effects and powers of the rebec cannot be dispelled or nullified by silence. The fiddler must use her action each round to play the instrument, which does not provoke opportunity attacks The rebec can be destroyed by sundering it. It has an AC of 15, 20 hit points, and resistance to damage by nonmagical weapons. When reduced to 0 hit points, it crumbles to dust and is destroyed.
The Fiend of Turlin's Well (5e)
Cadaver: ?
Cadaver, Woken Dead: ?
Undead: ?
Ghoul, Unexpected Visitor, Huddled Figure, Ragged Creature: ?
Emil Orimus, Wight, Disfigured Corpse: ?
Standard Wight: ?
Zombie, Wretch: This is where the Fiend grew bored with torture and mutilation and moved on to killing. The last of the doppelganger’s initial playthings perished here a few weeks ago, but the vengeful spirits did not rest. Hidden under the pile of straw are 2 zombies. The two wretches are former members of the Beggars Guild, suggesting the timeline for the killings began several weeks ago.
Cadaver, Woken Dead: ?
Undead: ?
Ghoul, Unexpected Visitor, Huddled Figure, Ragged Creature: ?
Emil Orimus, Wight, Disfigured Corpse: ?
Standard Wight: ?
Zombie, Wretch: This is where the Fiend grew bored with torture and mutilation and moved on to killing. The last of the doppelganger’s initial playthings perished here a few weeks ago, but the vengeful spirits did not rest. Hidden under the pile of straw are 2 zombies. The two wretches are former members of the Beggars Guild, suggesting the timeline for the killings began several weeks ago.
The Folio #1 [5E Version] - ROS1
Lady Astrid Aldenmier, Ghostly Apparition: ?
Animated Skeleton, 'Enhanced' Skeleton: ?
Wight: ?
Zombie: ?
Zombie, The Dead: ?
Animated Skeleton, 'Enhanced' Skeleton: ?
Wight: ?
Zombie: ?
Zombie, The Dead: ?
The Folio #2 [1E & 5E Format] ROS2
Undead: ?
Astrid Aldenmier, Ghost, Wife, Murder Victim, Apparition: ?
Korean Water Ghost: ?
Ghost: ?
Shadow Haunt: ?
Increased HD Shadow: ?
Nuban Vampire, Man With Chocolate-Colored Skin: ?
Quick Zombie: ?
Astrid Aldenmier, Ghost, Wife, Murder Victim, Apparition: ?
Korean Water Ghost: ?
Ghost: ?
Shadow Haunt: ?
Increased HD Shadow: ?
Nuban Vampire, Man With Chocolate-Colored Skin: ?
Quick Zombie: ?
The Folio #3 [1E & 5E Format] ROS3
Undead Ettin, Two-Headed Giant With Rotting Flesh: ?
Crawling Claw, Insidious Human Appendage: ?
Death Knight, Armored Man: ?
Ghost: ?
Astrid, Ghostly Wife: ?
Zombie: ?
Crawling Claw, Insidious Human Appendage: ?
Death Knight, Armored Man: ?
Ghost: ?
Astrid, Ghostly Wife: ?
Zombie: ?
The Folio #4 [1E & 5E Format] ROS4
Burning Dead, Burning Dead Corpse: This is the ‘The Glade of the Burning Dead’, a place where the Infernal Machine manifests 2-8 Burning Dead corpses every 1-4 rounds as long as characters are within 100 foot diameter from the stairs.
Ghostly Wife: ?
Ghost: ?
Skeleton: ?
Skeletal Warrior: ?
Spectre: ?
Zombie: ?
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead: Unbeknownst to everyone on the surface world, the Infernal Machine has been storing the souls of the dead Mithel Company adventurers since its inception.
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Fighter 8: ?
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Wizard 8: ?
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Cleric 8: ?
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Rogue 8: ?
Ghostly Wife: ?
Ghost: ?
Skeleton: ?
Skeletal Warrior: ?
Spectre: ?
Zombie: ?
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead: Unbeknownst to everyone on the surface world, the Infernal Machine has been storing the souls of the dead Mithel Company adventurers since its inception.
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Fighter 8: ?
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Wizard 8: ?
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Cleric 8: ?
Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Rogue 8: ?
The Folio #5 [1E & 5E Format] ROS5
Ghost: ?
The Folio #6 [1E & 5E Format] ROS6
Lich: ?
Skeletal Warrior: ?
Zombie, Standard Zombie: ?
Brainless Enhanced Zombie, Shadowy Figure: ?
Skeletal Warrior: ?
Zombie, Standard Zombie: ?
Brainless Enhanced Zombie, Shadowy Figure: ?
The Folio Digital Quarterly #2 [1E & 5E Format]
White Ship Zombie, Figure: ?
The Fomor Folio
The Sluagh Host: They are slain and rise again, and thus are undead...but they serve the fomor and take on something of a fey nature as well.
Lone Sluagh: A humanoid slain in this way [by a lone sluagh's tear and rip and drink attack] rises the next round as a lone sluagh.
A humanoid slain in this way [by a sluagh host's tear and rip and drink attack] rises the next round as a sluagh, immediately joining the swarm.
They are slain and rise again, and thus are undead...but they serve the fomor and take on something of a fey nature as well.
Efnysien, Champion of Bones, Cauldron-Born, Eldest of the Cauldron-Born: Efnysien, half brother of the ancient king of Prydain, Bran the Blessed, once gave his life to destroy the Cauldron. In this interpretation, it only seemed to work, and Efnysien was bound forever to the will of the Cauldron and its master by his own evil deeds and heart.
In life, Efnysien was the half-brother of High King Bran, who was himself, it is said, brother to Mannannan. He gave his life to destroy the Black Cauldron, long ago, to save his people from the warriors it revived. But he himself had caused the war they were in, between Prydain and Eriu, between Britons and Irish, and his selfish evil was not redeemed by this one act. In stead, his soul was bound to the Cauldron, and when the Three Queens corrupted it to raise Balor...he returned with the Eyeless One, and in his service.
But that was not the end of Balor's story. For Cethlenn did not fall, and she took his corpse away with her, and she and her fellow Fomor Queens worked long and arduous magics on the stolen Cauldron of Rebirth, and twisted its magic to their will. And they used it to bring Balor back, now undying, and Efnysien came with it, and many more Cauldron-Born have been made since.
Balor of the Evil Eye Reborn, Old Balor, Old One-Eye, Greater Fomor, Immense Rotting Hulk of a Giant Goat-Man, Undisputed High King of the Fomor, Grandfather: Three Queens have the Fomor, three queens has old Balor, three brides, three companions. Three witches, three hags. One, the Fair One Cethlenn, first among equals, greatest of Fomor druids. The second, the giantess Beara, the Cailleach Bheur, sorceress and near deity of winter's chill. Third, Sgian Arran, the Bean Bron, greatest of all annis hags, barbaric warrior, mistress of Shadows. Together, they achieved the impossible, and corrupted the Cauldron, and brought Balor back to a shambling semblance of life.
Cethlenn is the beautiful fair one Queen of the Fomor, one of three brides of Balor, and first among equals. She is a mighty druidess, and the one who corrupted the Cauldron of Rebirth to bring Balor back from the dead, and create the Cauldron-Born in their current form. She was aided in this by her coven mates, Beara, the Cailleach Bheur and Sgian Iarran, the Bean Bron.
Cauldron-Born, Cauldron Born: Cethlenn is the beautiful fair one Queen of the Fomor, one of three brides of Balor, and first among equals. She is a mighty druidess, and the one who corrupted the Cauldron of Rebirth to bring Balor back from the dead, and create the Cauldron-Born in their current form. She was aided in this by her coven mates, Beara, the Cailleach Bheur and Sgian Iarran, the Bean Bron.
But that was not the end of Balor's story. For Cethlenn did not fall, and she took his corpse away with her, and she and her fellow Fomor Queens worked long and arduous magics on the stolen Cauldron of Rebirth, and twisted its magic to their will. And they used it to bring Balor back, now undying, and Efnysien came with it, and many more Cauldron-Born have been made since.
The Black Cauldron artifact.
The Sluagh Host, Teeming Masses of the Unseelie Host, Angry Swarm of the Fey, Host of the Fomor: ?
Lone Sluagh, Fallen Angel, Unforgiven Dead, Horrific Humanoid Raven,: ?
Lone Sluagh, Beautiful Woman With Dark Avian Features: ?
Lone Sluagh, Beautiful Man With Dark Avian Features: ?
Cauldron-Born, Silent Undead: ?
Undead: ?
Penardunn, Cliodhna, First of the Banshee: ?
Spriggan, Ghost of a Giant: ?
Vampire Spawn: A humanoid slain in this way [by a glaistig's bite] and then buried in the ground rises the following night as a vampire spawn under the glaistig's control.
Vampire: The goat-legged glaistig is a seductive, blood drinking fomor, that may well be the original source of vampires.
A humanoid slain in this way [by a leannan sidhe's addictive bite] and then buried in the ground rises the following night as a vampire under the Leannan Sidhe's control.
Their [the Leannan Sidhe's] victims return from death with a similar hunger for life, but lacking the true immortality of the Fomor . . . they are vampires.
The Black Cauldron (Pair Dadeni: The Original Cauldron of Rebirth) Wondrous Item, Legendary/Artifact (requires attunement)
This massive black cauldron, also known as the Black Crochan, has the power to return the dead to a semblance of life.
Any corpse placed in it becomes one of the Cauldron-Born, silent undead bound to the will of its owner. The cauldron is big enough to hold up to four corpses at once. The corpses must boil in the Cauldron for several minutes before they animate. See below for generic stats, although the Cauldron-Born actually retain all the skills they had in life.
Once, this cauldron belonged to the Tuatha de Danaan, also known as the Sons of Don, and could return the dead to true life. It could also produce food for hundreds of warriors every day. It has long since been stolen and corrupted by the Fomor, twisted by the mighty enchantments of the mighty Fomor hag Cethlenn of the Fair, Balor's first wife.
The cauldron can reanimate 81 (nine times nine) corpses per day, but there is no limit to the amount of Cauldron-Born the owner of the Crochan can control. No Cauldron Born can be permanently slain by any means while the Cauldron endures.
Minor Properties:
While attuned to the Cauldron, whether or not it is in your possession, you have Resistance to Necrotic Damage, and may cast Animate Dead 3/day.
Major Properties:
While attuned to the Cauldron, you can cast Finger of Death 1/day.
Detrimental Properties:
While attuned to the Cauldron, all animals within 30' become hostile to you, you spoil holy water within 10', and the Cauldron twists your mind, slowly corrupting you to evil, making the defeat of the Tuatha and their followers your only goal, the supremacy of the Fomor. Make a Charisma save, DC 15, every night that you are attuned to it, or move one step toward Chaotic Evil. While it is in your possession, you must make a Charisma save, DC 15, every night, or attempt to become attuned.
Destroying the Cauldron: It can only be destroyed by the willing sacrifice of a living creature, who must throw themselves into the cauldron in full knowledge that the act will cost their life, and that not even a wish spell can restore them.
Lone Sluagh: A humanoid slain in this way [by a lone sluagh's tear and rip and drink attack] rises the next round as a lone sluagh.
A humanoid slain in this way [by a sluagh host's tear and rip and drink attack] rises the next round as a sluagh, immediately joining the swarm.
They are slain and rise again, and thus are undead...but they serve the fomor and take on something of a fey nature as well.
Efnysien, Champion of Bones, Cauldron-Born, Eldest of the Cauldron-Born: Efnysien, half brother of the ancient king of Prydain, Bran the Blessed, once gave his life to destroy the Cauldron. In this interpretation, it only seemed to work, and Efnysien was bound forever to the will of the Cauldron and its master by his own evil deeds and heart.
In life, Efnysien was the half-brother of High King Bran, who was himself, it is said, brother to Mannannan. He gave his life to destroy the Black Cauldron, long ago, to save his people from the warriors it revived. But he himself had caused the war they were in, between Prydain and Eriu, between Britons and Irish, and his selfish evil was not redeemed by this one act. In stead, his soul was bound to the Cauldron, and when the Three Queens corrupted it to raise Balor...he returned with the Eyeless One, and in his service.
But that was not the end of Balor's story. For Cethlenn did not fall, and she took his corpse away with her, and she and her fellow Fomor Queens worked long and arduous magics on the stolen Cauldron of Rebirth, and twisted its magic to their will. And they used it to bring Balor back, now undying, and Efnysien came with it, and many more Cauldron-Born have been made since.
Balor of the Evil Eye Reborn, Old Balor, Old One-Eye, Greater Fomor, Immense Rotting Hulk of a Giant Goat-Man, Undisputed High King of the Fomor, Grandfather: Three Queens have the Fomor, three queens has old Balor, three brides, three companions. Three witches, three hags. One, the Fair One Cethlenn, first among equals, greatest of Fomor druids. The second, the giantess Beara, the Cailleach Bheur, sorceress and near deity of winter's chill. Third, Sgian Arran, the Bean Bron, greatest of all annis hags, barbaric warrior, mistress of Shadows. Together, they achieved the impossible, and corrupted the Cauldron, and brought Balor back to a shambling semblance of life.
Cethlenn is the beautiful fair one Queen of the Fomor, one of three brides of Balor, and first among equals. She is a mighty druidess, and the one who corrupted the Cauldron of Rebirth to bring Balor back from the dead, and create the Cauldron-Born in their current form. She was aided in this by her coven mates, Beara, the Cailleach Bheur and Sgian Iarran, the Bean Bron.
Cauldron-Born, Cauldron Born: Cethlenn is the beautiful fair one Queen of the Fomor, one of three brides of Balor, and first among equals. She is a mighty druidess, and the one who corrupted the Cauldron of Rebirth to bring Balor back from the dead, and create the Cauldron-Born in their current form. She was aided in this by her coven mates, Beara, the Cailleach Bheur and Sgian Iarran, the Bean Bron.
But that was not the end of Balor's story. For Cethlenn did not fall, and she took his corpse away with her, and she and her fellow Fomor Queens worked long and arduous magics on the stolen Cauldron of Rebirth, and twisted its magic to their will. And they used it to bring Balor back, now undying, and Efnysien came with it, and many more Cauldron-Born have been made since.
The Black Cauldron artifact.
The Sluagh Host, Teeming Masses of the Unseelie Host, Angry Swarm of the Fey, Host of the Fomor: ?
Lone Sluagh, Fallen Angel, Unforgiven Dead, Horrific Humanoid Raven,: ?
Lone Sluagh, Beautiful Woman With Dark Avian Features: ?
Lone Sluagh, Beautiful Man With Dark Avian Features: ?
Cauldron-Born, Silent Undead: ?
Undead: ?
Penardunn, Cliodhna, First of the Banshee: ?
Spriggan, Ghost of a Giant: ?
Vampire Spawn: A humanoid slain in this way [by a glaistig's bite] and then buried in the ground rises the following night as a vampire spawn under the glaistig's control.
Vampire: The goat-legged glaistig is a seductive, blood drinking fomor, that may well be the original source of vampires.
A humanoid slain in this way [by a leannan sidhe's addictive bite] and then buried in the ground rises the following night as a vampire under the Leannan Sidhe's control.
Their [the Leannan Sidhe's] victims return from death with a similar hunger for life, but lacking the true immortality of the Fomor . . . they are vampires.
The Black Cauldron (Pair Dadeni: The Original Cauldron of Rebirth) Wondrous Item, Legendary/Artifact (requires attunement)
This massive black cauldron, also known as the Black Crochan, has the power to return the dead to a semblance of life.
Any corpse placed in it becomes one of the Cauldron-Born, silent undead bound to the will of its owner. The cauldron is big enough to hold up to four corpses at once. The corpses must boil in the Cauldron for several minutes before they animate. See below for generic stats, although the Cauldron-Born actually retain all the skills they had in life.
Once, this cauldron belonged to the Tuatha de Danaan, also known as the Sons of Don, and could return the dead to true life. It could also produce food for hundreds of warriors every day. It has long since been stolen and corrupted by the Fomor, twisted by the mighty enchantments of the mighty Fomor hag Cethlenn of the Fair, Balor's first wife.
The cauldron can reanimate 81 (nine times nine) corpses per day, but there is no limit to the amount of Cauldron-Born the owner of the Crochan can control. No Cauldron Born can be permanently slain by any means while the Cauldron endures.
Minor Properties:
While attuned to the Cauldron, whether or not it is in your possession, you have Resistance to Necrotic Damage, and may cast Animate Dead 3/day.
Major Properties:
While attuned to the Cauldron, you can cast Finger of Death 1/day.
Detrimental Properties:
While attuned to the Cauldron, all animals within 30' become hostile to you, you spoil holy water within 10', and the Cauldron twists your mind, slowly corrupting you to evil, making the defeat of the Tuatha and their followers your only goal, the supremacy of the Fomor. Make a Charisma save, DC 15, every night that you are attuned to it, or move one step toward Chaotic Evil. While it is in your possession, you must make a Charisma save, DC 15, every night, or attempt to become attuned.
Destroying the Cauldron: It can only be destroyed by the willing sacrifice of a living creature, who must throw themselves into the cauldron in full knowledge that the act will cost their life, and that not even a wish spell can restore them.
The Forgotten Gate
Lesser Bound Undead: ?
Podenkrey Geldenkett, Lesser Bound Undead, Mummified Corpse: How a bound undead found itself locked in this cell, however, is a curious tale indeed. During the final evacuation of the Deeplands at the end of the Age of Darkness, before the halls were sealed by the warders, a dwarf thief named Podenkrey Geldenkett tried to slip out with a chest of treasures looted from the Deepland ruins. He might have gotten away with it, had the guards not noticed the inclusion of the crown of King Hethkett III, the last High King of the Donarzheis Mountains, among his treasures. How the crown came into his possession is a twisted tale, too long to cover here, but the guards were not amused. They confiscated his belongings and locked him in this cell.
Sadly for the guards, a day later a warband of endrori attacked the tower and killed the soldiers. Even worse for Podenkrey, the endrori didn’t notice him, leaving him locked away in his cell. With no way out, Podenkrey slowly died of thirst over the next few days.
For a time, Podenkrey’s ghost roamed the tower, unnaturally bound to the place due to the traumatic nature of his death. As he slowly went mad from despair over his fate, one of his last cogent thoughts was, “At least things can’t get worse.” This proved incorrect.
Six months after his death, well before the warders came and sealed this entrance, an abomonae, fleeing the avatars who hunted it, used the tower to enter the Deeplands. As it passed through, its essential form collided with Podenkrey’s spirit, resulting in a terrible and unexpected outcome. The abomonae’s corruption energized the few threads of essence still binding Podenkrey to his corporeal form, rebinding his spirit to his decomposing corpse. To his utter surprise and horror, Podenkrey returned to the world of the living—or in his case, unliving—as a bound undead.
Podenkrey Geldenkett, Ghost: How a bound undead found itself locked in this cell, however, is a curious tale indeed. During the final evacuation of the Deeplands at the end of the Age of Darkness, before the halls were sealed by the warders, a dwarf thief named Podenkrey Geldenkett tried to slip out with a chest of treasures looted from the Deepland ruins. He might have gotten away with it, had the guards not noticed the inclusion of the crown of King Hethkett III, the last High King of the Donarzheis Mountains, among his treasures. How the crown came into his possession is a twisted tale, too long to cover here, but the guards were not amused. They confiscated his belongings and locked him in this cell.
Sadly for the guards, a day later a warband of endrori attacked the tower and killed the soldiers. Even worse for Podenkrey, the endrori didn’t notice him, leaving him locked away in his cell. With no way out, Podenkrey slowly died of thirst over the next few days.
For a time, Podenkrey’s ghost roamed the tower, unnaturally bound to the place due to the traumatic nature of his death. As he slowly went mad from despair over his fate, one of his last cogent thoughts was, “At least things can’t get worse.” This proved incorrect.
Podenkrey Geldenkett, Lesser Bound Undead, Mummified Corpse: How a bound undead found itself locked in this cell, however, is a curious tale indeed. During the final evacuation of the Deeplands at the end of the Age of Darkness, before the halls were sealed by the warders, a dwarf thief named Podenkrey Geldenkett tried to slip out with a chest of treasures looted from the Deepland ruins. He might have gotten away with it, had the guards not noticed the inclusion of the crown of King Hethkett III, the last High King of the Donarzheis Mountains, among his treasures. How the crown came into his possession is a twisted tale, too long to cover here, but the guards were not amused. They confiscated his belongings and locked him in this cell.
Sadly for the guards, a day later a warband of endrori attacked the tower and killed the soldiers. Even worse for Podenkrey, the endrori didn’t notice him, leaving him locked away in his cell. With no way out, Podenkrey slowly died of thirst over the next few days.
For a time, Podenkrey’s ghost roamed the tower, unnaturally bound to the place due to the traumatic nature of his death. As he slowly went mad from despair over his fate, one of his last cogent thoughts was, “At least things can’t get worse.” This proved incorrect.
Six months after his death, well before the warders came and sealed this entrance, an abomonae, fleeing the avatars who hunted it, used the tower to enter the Deeplands. As it passed through, its essential form collided with Podenkrey’s spirit, resulting in a terrible and unexpected outcome. The abomonae’s corruption energized the few threads of essence still binding Podenkrey to his corporeal form, rebinding his spirit to his decomposing corpse. To his utter surprise and horror, Podenkrey returned to the world of the living—or in his case, unliving—as a bound undead.
Podenkrey Geldenkett, Ghost: How a bound undead found itself locked in this cell, however, is a curious tale indeed. During the final evacuation of the Deeplands at the end of the Age of Darkness, before the halls were sealed by the warders, a dwarf thief named Podenkrey Geldenkett tried to slip out with a chest of treasures looted from the Deepland ruins. He might have gotten away with it, had the guards not noticed the inclusion of the crown of King Hethkett III, the last High King of the Donarzheis Mountains, among his treasures. How the crown came into his possession is a twisted tale, too long to cover here, but the guards were not amused. They confiscated his belongings and locked him in this cell.
Sadly for the guards, a day later a warband of endrori attacked the tower and killed the soldiers. Even worse for Podenkrey, the endrori didn’t notice him, leaving him locked away in his cell. With no way out, Podenkrey slowly died of thirst over the next few days.
For a time, Podenkrey’s ghost roamed the tower, unnaturally bound to the place due to the traumatic nature of his death. As he slowly went mad from despair over his fate, one of his last cogent thoughts was, “At least things can’t get worse.” This proved incorrect.
The Frigid World of Illambria: an original ice age setting for 5th edition fantasy
Bog Mummy: One of the great mysteries of Gatia is a vast peat bog known as the Lonely Bog. The bog contains the remains of many a soul who perished seeking fortune or refuge in its depths: for the Lonely Bog is said to be ruled by a winged woman who can provide either to those she deems worthy.
This is true: at the heart of the Lonely Bog dwells the Tar Witch, a woman who cannot be found unless she wills it. She is a relic of a bygone age: a seven foot tall hunched, pterodactyl-like figure whose body oozes black tar. A mantle of dark feathers rests across her shoulders. If someone is trapped in the bog who was truly alone in life, she frees them and offers them a second chance. Those she rescues share some characteristics of undead, making her a perfect patron for an Undying or Undead warlock.
Those who were not truly alone in life (which is most people) are left to die and linger in the bog as bog mummies.
Ice Mummy, Notorious Ice Mummy: The creature's hit point maximum decreases by 10 (3d6) for every 24 hours that elapse [after being cursed with ice mummy's chill] as the cold permeates its very form. If the target's hit point maximum is reduced to 0 in this way, the target dies and its body freezes solid. After 1d4 hours the body thaws and rises as a new ice mummy.
If a creature's maximum hit points would be reduced to 0 in this way [from an ice mummy's chill], the creature dies. The creature's corpse reanimates 1d4 hours later as a hostile Ice Mummy under the GM's control.
If a person is bitten by an ice mummy and escapes, often their fate is already sealed. A strange affliction takes hold, and the person slowly freezes to death. When their body thaws, they stir and wake again as an ice mummy.
Eight years ago, the alligatoi of Gatia welcomed a heavily scarred mammutida and her lover into their midst. The woman identified herself as a disgraced Prime Warrior named Nima, who along with her lover Cara was the only survivor of an ice mummy attack near the Sea of Lost Souls. With all her people dead, she was unable to see out her exile and return to them, and so she sought refuge among the alligatoi.
The alligatoi welcomed and sheltered the couple. The next morning, the remaining alligatoi woke to find that half their number had vanished into thin air along with their guests. There was no blood nor signs of struggle.
Though the alligatoi of Gatia hear more tales than anyone else, they have yet to learn what happened to their comrades.
Some theorise that the couple were unusually lucid ice mummies, and coerced the missing alligatoi to join them in unquiet death. Perhaps the couple didn’t realise they’d also perished in the ice mummy attack, and genuinely believed they were helping people by leading them away from the alligatoi village.
Fearsome Ice Mummy: ?
Nima, Unusually Lucid Ice Mummy: Eight years ago, the alligatoi of Gatia welcomed a heavily scarred mammutida and her lover into their midst. The woman identified herself as a disgraced Prime Warrior named Nima, who along with her lover Cara was the only survivor of an ice mummy attack near the Sea of Lost Souls. With all her people dead, she was unable to see out her exile and return to them, and so she sought refuge among the alligatoi.
The alligatoi welcomed and sheltered the couple. The next morning, the remaining alligatoi woke to find that half their number had vanished into thin air along with their guests. There was no blood nor signs of struggle.
Though the alligatoi of Gatia hear more tales than anyone else, they have yet to learn what happened to their comrades.
Some theorise that the couple were unusually lucid ice mummies, and coerced the missing alligatoi to join them in unquiet death. Perhaps the couple didn’t realise they’d also perished in the ice mummy attack, and genuinely believed they were helping people by leading them away from the alligatoi village.
Cara, Unusually Lucid Ice Mummy: Eight years ago, the alligatoi of Gatia welcomed a heavily scarred mammutida and her lover into their midst. The woman identified herself as a disgraced Prime Warrior named Nima, who along with her lover Cara was the only survivor of an ice mummy attack near the Sea of Lost Souls. With all her people dead, she was unable to see out her exile and return to them, and so she sought refuge among the alligatoi.
The alligatoi welcomed and sheltered the couple. The next morning, the remaining alligatoi woke to find that half their number had vanished into thin air along with their guests. There was no blood nor signs of struggle.
Though the alligatoi of Gatia hear more tales than anyone else, they have yet to learn what happened to their comrades.
Some theorise that the couple were unusually lucid ice mummies, and coerced the missing alligatoi to join them in unquiet death. Perhaps the couple didn’t realise they’d also perished in the ice mummy attack, and genuinely believed they were helping people by leading them away from the alligatoi village.
Fal the Devoted, Bog Mummy: A man who ventured into the Lonely Bog to rescue his son. In exchange for his son's life, he was transformed into a bog mummy.
Older Bog Mummy: ?
Undead: ?
Banshee, Ghost: ?
Flameskull: ?
Ghost: ?
Skeleton: ?
Specter: ?
Wraith, Malevolent Ghost: ?
Zombie: ?
This is true: at the heart of the Lonely Bog dwells the Tar Witch, a woman who cannot be found unless she wills it. She is a relic of a bygone age: a seven foot tall hunched, pterodactyl-like figure whose body oozes black tar. A mantle of dark feathers rests across her shoulders. If someone is trapped in the bog who was truly alone in life, she frees them and offers them a second chance. Those she rescues share some characteristics of undead, making her a perfect patron for an Undying or Undead warlock.
Those who were not truly alone in life (which is most people) are left to die and linger in the bog as bog mummies.
Ice Mummy, Notorious Ice Mummy: The creature's hit point maximum decreases by 10 (3d6) for every 24 hours that elapse [after being cursed with ice mummy's chill] as the cold permeates its very form. If the target's hit point maximum is reduced to 0 in this way, the target dies and its body freezes solid. After 1d4 hours the body thaws and rises as a new ice mummy.
If a creature's maximum hit points would be reduced to 0 in this way [from an ice mummy's chill], the creature dies. The creature's corpse reanimates 1d4 hours later as a hostile Ice Mummy under the GM's control.
If a person is bitten by an ice mummy and escapes, often their fate is already sealed. A strange affliction takes hold, and the person slowly freezes to death. When their body thaws, they stir and wake again as an ice mummy.
Eight years ago, the alligatoi of Gatia welcomed a heavily scarred mammutida and her lover into their midst. The woman identified herself as a disgraced Prime Warrior named Nima, who along with her lover Cara was the only survivor of an ice mummy attack near the Sea of Lost Souls. With all her people dead, she was unable to see out her exile and return to them, and so she sought refuge among the alligatoi.
The alligatoi welcomed and sheltered the couple. The next morning, the remaining alligatoi woke to find that half their number had vanished into thin air along with their guests. There was no blood nor signs of struggle.
Though the alligatoi of Gatia hear more tales than anyone else, they have yet to learn what happened to their comrades.
Some theorise that the couple were unusually lucid ice mummies, and coerced the missing alligatoi to join them in unquiet death. Perhaps the couple didn’t realise they’d also perished in the ice mummy attack, and genuinely believed they were helping people by leading them away from the alligatoi village.
Fearsome Ice Mummy: ?
Nima, Unusually Lucid Ice Mummy: Eight years ago, the alligatoi of Gatia welcomed a heavily scarred mammutida and her lover into their midst. The woman identified herself as a disgraced Prime Warrior named Nima, who along with her lover Cara was the only survivor of an ice mummy attack near the Sea of Lost Souls. With all her people dead, she was unable to see out her exile and return to them, and so she sought refuge among the alligatoi.
The alligatoi welcomed and sheltered the couple. The next morning, the remaining alligatoi woke to find that half their number had vanished into thin air along with their guests. There was no blood nor signs of struggle.
Though the alligatoi of Gatia hear more tales than anyone else, they have yet to learn what happened to their comrades.
Some theorise that the couple were unusually lucid ice mummies, and coerced the missing alligatoi to join them in unquiet death. Perhaps the couple didn’t realise they’d also perished in the ice mummy attack, and genuinely believed they were helping people by leading them away from the alligatoi village.
Cara, Unusually Lucid Ice Mummy: Eight years ago, the alligatoi of Gatia welcomed a heavily scarred mammutida and her lover into their midst. The woman identified herself as a disgraced Prime Warrior named Nima, who along with her lover Cara was the only survivor of an ice mummy attack near the Sea of Lost Souls. With all her people dead, she was unable to see out her exile and return to them, and so she sought refuge among the alligatoi.
The alligatoi welcomed and sheltered the couple. The next morning, the remaining alligatoi woke to find that half their number had vanished into thin air along with their guests. There was no blood nor signs of struggle.
Though the alligatoi of Gatia hear more tales than anyone else, they have yet to learn what happened to their comrades.
Some theorise that the couple were unusually lucid ice mummies, and coerced the missing alligatoi to join them in unquiet death. Perhaps the couple didn’t realise they’d also perished in the ice mummy attack, and genuinely believed they were helping people by leading them away from the alligatoi village.
Fal the Devoted, Bog Mummy: A man who ventured into the Lonely Bog to rescue his son. In exchange for his son's life, he was transformed into a bog mummy.
Older Bog Mummy: ?
Undead: ?
Banshee, Ghost: ?
Flameskull: ?
Ghost: ?
Skeleton: ?
Specter: ?
Wraith, Malevolent Ghost: ?
Zombie: ?
The Garllyn Stones
Undead: ?
Tryph Benry, Ghost, Older Dwarven Man: Viridun was a town of mortals and fey, who worked together harvesting and selling rare magical herbs - the fey took their profits in dairy and baked goods (which were rare to them).
The human leader of the town tried to cheat the fey population. In return, the larger fey sang themselves and all the town's children away to the Plane of Faerie.
He doesn't know what happened to the children after that.
The town had no means to support itself without the fey and most of the people moved away.
Those that died in the town after the fey left haunt it.
Deceased Townsfolk: Viridun was a town of mortals and fey, who worked together harvesting and selling rare magical herbs - the fey took their profits in dairy and baked goods (which were rare to them).
The human leader of the town tried to cheat the fey population. In return, the larger fey sang themselves and all the town's children away to the Plane of Faerie.
He doesn't know what happened to the children after that.
The town had no means to support itself without the fey and most of the people moved away.
Those that died in the town after the fey left haunt it.
Shadow, Orange-Laced Shadow: ?
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: ?
Warhorse Skeleton: ?
Mage Skeleton: Deceased spellcasters who have not quite made it to lichdom may still be more than just animated bones.
Mage Skeleton, Glowing Red Skeleton: ?
Deceased Spellcaster: ?
Bonethrower Skeleton, Kipling Skeleton: ?
Wight: ?
The Greyman Wraith: ?
Gigantic Shadow Creature: ?
Will-o'-Wisp: ?
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.
Zombie Werewolf: It is unclear which condition appears first, lycanthropy or zombification, but their bites only transmit the conditions together, never one without the other. There is approximately 35% chance that once bit, a healthy humanoid will succumb to their curse
Savage Undead Predator: ?
Tryph Benry, Ghost, Older Dwarven Man: Viridun was a town of mortals and fey, who worked together harvesting and selling rare magical herbs - the fey took their profits in dairy and baked goods (which were rare to them).
The human leader of the town tried to cheat the fey population. In return, the larger fey sang themselves and all the town's children away to the Plane of Faerie.
He doesn't know what happened to the children after that.
The town had no means to support itself without the fey and most of the people moved away.
Those that died in the town after the fey left haunt it.
Deceased Townsfolk: Viridun was a town of mortals and fey, who worked together harvesting and selling rare magical herbs - the fey took their profits in dairy and baked goods (which were rare to them).
The human leader of the town tried to cheat the fey population. In return, the larger fey sang themselves and all the town's children away to the Plane of Faerie.
He doesn't know what happened to the children after that.
The town had no means to support itself without the fey and most of the people moved away.
Those that died in the town after the fey left haunt it.
Shadow, Orange-Laced Shadow: ?
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: ?
Warhorse Skeleton: ?
Mage Skeleton: Deceased spellcasters who have not quite made it to lichdom may still be more than just animated bones.
Mage Skeleton, Glowing Red Skeleton: ?
Deceased Spellcaster: ?
Bonethrower Skeleton, Kipling Skeleton: ?
Wight: ?
The Greyman Wraith: ?
Gigantic Shadow Creature: ?
Will-o'-Wisp: ?
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.
Zombie Werewolf: It is unclear which condition appears first, lycanthropy or zombification, but their bites only transmit the conditions together, never one without the other. There is approximately 35% chance that once bit, a healthy humanoid will succumb to their curse
Savage Undead Predator: ?
The Genesis
Undead: ?
Reth-Hotep, Strangely-Intelligent Mummy: ?
Hungry Ghoul: ?
Talizeum the Ghast, Ghast: ?
Ogre Zombie: ?
Skeleton: ?
Zombie: ?
Wight: ?
Reth-Hotep, Strangely-Intelligent Mummy: ?
Hungry Ghoul: ?
Talizeum the Ghast, Ghast: ?
Ogre Zombie: ?
Skeleton: ?
Zombie: ?
Wight: ?
The Ghosting of Lady Quay (5e)
Brine Zombie: ?
Draug: ?
Lacedon, Aquatic Ghoul: ?
Mummy of the Deep: This creature, all that remains of an evil man buried at sea, uses its ability to control water to create a whirlpool under the ship.
Poshkin the Tame, Draug, Resident Draug: The draug is actually the Night Heron’s former quartermaster, Poshkin the Tame, who led the mutiny that brought about the ship’s destruction. Upon his death, Poshkin transformed into a draug, and it is his powerful yet dreadful presence that keeps the vessel afloat.
Brine Zombie, Undead Horror: The truth is, several months ago, Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny.
The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. To save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died as the ship was sinking.
Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rise from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons.
These undead were once members of the Night Heron but drowned when the ship burned and sank.
Lacedon, Undead Horror: The truth is, several months ago, Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny.
The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. To save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died as the ship was sinking.
Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rise from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons.
Undead, Undead Being: ?
Undead Cohort: ?
Draug: ?
Lacedon, Aquatic Ghoul: ?
Mummy of the Deep: This creature, all that remains of an evil man buried at sea, uses its ability to control water to create a whirlpool under the ship.
Poshkin the Tame, Draug, Resident Draug: The draug is actually the Night Heron’s former quartermaster, Poshkin the Tame, who led the mutiny that brought about the ship’s destruction. Upon his death, Poshkin transformed into a draug, and it is his powerful yet dreadful presence that keeps the vessel afloat.
Brine Zombie, Undead Horror: The truth is, several months ago, Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny.
The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. To save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died as the ship was sinking.
Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rise from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons.
These undead were once members of the Night Heron but drowned when the ship burned and sank.
Lacedon, Undead Horror: The truth is, several months ago, Winnifer Miro and her lover Thispin Venroth were hired to deliver a fell cargo of essence ingots to a sorcerer on Aegis Isle. They loaded the essence ingots into the hold of their beautiful ketch, the Night Heron, unaware that these dangerous black bricks contained the trapped souls of once-living creatures. The ubiquitous ship rats gnawed on the crates and eventually were infected after consuming portions of the tainted ingots. The rats transformed into malevolent creatures known as soul nibblers. When the soul nibblers began biting the crew, the fatalities quickly mounted, and the frightened sailors declared an all-out mutiny.
The ensuing fight was savage and bloody, and the Night Heron caught fire during the fray. To save their own lives, Captain Miro, Thispin, and boson Rekello slew a dozen of their own men. But Thispin was mortally wounded and died as the ship was sinking.
Fully expecting to drown clinging to the body of her beloved, Captain Miro was startled to find her ship rise from the clutches of the cold sea. Instinctively she felt a new presence aboard, a phantom atmosphere that chilled her blood. Only days later, when her crewmates rose up as undead horrors, did she finally realize what had happened. Teeming with the dark chemistry of essence ingots, soul nibblers, dead sailors, and acts of sedition, the Night Heron was a crucible of negative energy. It became a draug ship, its sailors now brine zombies and lacedons.
Undead, Undead Being: ?
Undead Cohort: ?
The Gods Have Spoken (5E)
Bone Jackal: Bone jackals were created when Balamet slew Jaris the Shadow Jackal.
Remnants of the Shadow Jackal: before the moon was placed in the sky, Jaris the Shadow Jackal hunted the night, terrifying mortals for his own enjoyment. He drew particular enjoyment from chasing his prey until their hearts gave out, howling his joy to the sky as he feasted upon their still-warm flesh. Jaris’ hunt came to an end when one of his victims overcame her fear and entreated Balamet for aid; the Warrior Cat answered her call and slew Jaris.
While Jaris was defeated, his body was not done hunting. From his shattered bone fragments, bone jackals grew, each one a twisted mockery of the shadow jackal’s form. Possessing a thirst for mortal fear and Jaris’ mastery of shadow, the bone jackals began their own hunt.
Twisted Mockery: ?
Argir the Undead: The Withered Root worships Argir the Undead. They contend that since Argir died but did not die in the creation of the World Tree, he was the first undead being.
Undead, Undead Being: ?
Incorporeal Undead: ?
Undead Servant: ?
Undead Beast: ?
Ghost: ?
Ghost Dragon: ?
Lich: ?
Skeleton: ?
Vampire Mage: ?
Vampire: ?
Vampire Necromancer: ?
Famous Vampire: ?
Vampire Parent: ?
Vampire Spawn: ?
Zombie: Devil Lord Tenebras Noctem's Death-Spiral Gaze power.
Death-Spiral Gaze: the arch-devil’s gaze emits an invisible, magical 180-ft. cone of negative energy. The arch-devil decides which direction the cone is facing.
All creatures in that area cannot regain hit points. Any humanoid who dies there becomes a zombie under the control of Lord Tenebras Noctem. The zombie goes at the start of the arch-devil’s initiative.
Remnants of the Shadow Jackal: before the moon was placed in the sky, Jaris the Shadow Jackal hunted the night, terrifying mortals for his own enjoyment. He drew particular enjoyment from chasing his prey until their hearts gave out, howling his joy to the sky as he feasted upon their still-warm flesh. Jaris’ hunt came to an end when one of his victims overcame her fear and entreated Balamet for aid; the Warrior Cat answered her call and slew Jaris.
While Jaris was defeated, his body was not done hunting. From his shattered bone fragments, bone jackals grew, each one a twisted mockery of the shadow jackal’s form. Possessing a thirst for mortal fear and Jaris’ mastery of shadow, the bone jackals began their own hunt.
Twisted Mockery: ?
Argir the Undead: The Withered Root worships Argir the Undead. They contend that since Argir died but did not die in the creation of the World Tree, he was the first undead being.
Undead, Undead Being: ?
Incorporeal Undead: ?
Undead Servant: ?
Undead Beast: ?
Ghost: ?
Ghost Dragon: ?
Lich: ?
Skeleton: ?
Vampire Mage: ?
Vampire: ?
Vampire Necromancer: ?
Famous Vampire: ?
Vampire Parent: ?
Vampire Spawn: ?
Zombie: Devil Lord Tenebras Noctem's Death-Spiral Gaze power.
Death-Spiral Gaze: the arch-devil’s gaze emits an invisible, magical 180-ft. cone of negative energy. The arch-devil decides which direction the cone is facing.
All creatures in that area cannot regain hit points. Any humanoid who dies there becomes a zombie under the control of Lord Tenebras Noctem. The zombie goes at the start of the arch-devil’s initiative.
The Gray World (5E)
Undead: ?
The Grey Citadel (5e)
Undead, Undead Being, Undead Creature: ?
Skeleton: There are also a wight and two dangerous traps capable of producing dozens of undead.
The traps are armed when wound up, and from then on are triggered by the approach of any good-aligned humanoid within 50 feet. When triggered, they begin to play a pleasant tune as would a child’s music box, and the sound of laughing children can be heard. After five rounds, the music slows, and thick black fog seeps out of the box, expanding to cover a 50-foot radius. This area receives the effects of animate dead cast at 9th level. Then, 13 skeletons are raised from that area (if available).
When the party is at least partially distracted by the corpses, he casts animate dead on the pile, creating zombies and skeletons from the freshest corpses.
He chooses escape over death if possible, but if given no opportunity for escape, he spends his final round winding up his last box o’ darkness trap. This box animates 2 more skeletons in the area.
Box o' Darkness magic item.
Wight: ?
Roark the Righteous, Wight, Skeletal Remains, Skeletal Corpse: Roark was a paladin from the distant north who heeded the call of the imperiled valley and rode to aid the defense. A cadre of powerful necromancers and undead beings led the invaders, and a wight fatally wounded Roark even as he struck it down. He bade the citizens prepare a consecrated grave for him as he struggled with the curse. They laid him down before the injuries claimed him, and even as he passed, his spirit struggled against the spawn within. His soul remains trapped within the husk of his body, barely holding the wight impulse at bay, and as the evil influences on this level have increased his grip on undeath has been slipping.
Zombie: There are also a wight and two dangerous traps capable of producing dozens of undead.
When the party is at least partially distracted by the corpses, he casts animate dead on the pile, creating zombies and skeletons from the freshest corpses.
Box o' Darkness magic item.
BOX O’ DARKNESS
Wondrous Item, rare
The box o’ darkness trap is used by Gethrax to protect his lair in dungeon Level 1. (Note: The box o’ darkness traps featured in this adventure are much more powerful; the one described here is the 5th level “standard” version.)
The traps are armed when wound up, and from then on are triggered by the approach of any good-aligned humanoid within 20 feet. When triggered, they begin to play a pleasant tune as would a child’s music box, and the sound of laughing children can be heard. After five rounds, the music slows, and thick black fog seeps out of the box, expanding to cover a 20-foot radius. This area receives the effects of animate dead cast at 5th level. Up to five zombies and skeletons arise in the area. The trap magically converts the surrounding 20-foot area into hallowed ground for up to 30 hours. Undead within this area receive +1 hit point and a +1 bonus to attack, damage, and saving throw rolls. Undead within this area also receive advantage on Wisdom saving throws against being turned.
Skeleton: There are also a wight and two dangerous traps capable of producing dozens of undead.
The traps are armed when wound up, and from then on are triggered by the approach of any good-aligned humanoid within 50 feet. When triggered, they begin to play a pleasant tune as would a child’s music box, and the sound of laughing children can be heard. After five rounds, the music slows, and thick black fog seeps out of the box, expanding to cover a 50-foot radius. This area receives the effects of animate dead cast at 9th level. Then, 13 skeletons are raised from that area (if available).
When the party is at least partially distracted by the corpses, he casts animate dead on the pile, creating zombies and skeletons from the freshest corpses.
He chooses escape over death if possible, but if given no opportunity for escape, he spends his final round winding up his last box o’ darkness trap. This box animates 2 more skeletons in the area.
Box o' Darkness magic item.
Wight: ?
Roark the Righteous, Wight, Skeletal Remains, Skeletal Corpse: Roark was a paladin from the distant north who heeded the call of the imperiled valley and rode to aid the defense. A cadre of powerful necromancers and undead beings led the invaders, and a wight fatally wounded Roark even as he struck it down. He bade the citizens prepare a consecrated grave for him as he struggled with the curse. They laid him down before the injuries claimed him, and even as he passed, his spirit struggled against the spawn within. His soul remains trapped within the husk of his body, barely holding the wight impulse at bay, and as the evil influences on this level have increased his grip on undeath has been slipping.
Zombie: There are also a wight and two dangerous traps capable of producing dozens of undead.
When the party is at least partially distracted by the corpses, he casts animate dead on the pile, creating zombies and skeletons from the freshest corpses.
Box o' Darkness magic item.
BOX O’ DARKNESS
Wondrous Item, rare
The box o’ darkness trap is used by Gethrax to protect his lair in dungeon Level 1. (Note: The box o’ darkness traps featured in this adventure are much more powerful; the one described here is the 5th level “standard” version.)
The traps are armed when wound up, and from then on are triggered by the approach of any good-aligned humanoid within 20 feet. When triggered, they begin to play a pleasant tune as would a child’s music box, and the sound of laughing children can be heard. After five rounds, the music slows, and thick black fog seeps out of the box, expanding to cover a 20-foot radius. This area receives the effects of animate dead cast at 5th level. Up to five zombies and skeletons arise in the area. The trap magically converts the surrounding 20-foot area into hallowed ground for up to 30 hours. Undead within this area receive +1 hit point and a +1 bonus to attack, damage, and saving throw rolls. Undead within this area also receive advantage on Wisdom saving throws against being turned.
The Grey Citadel: Temple of the Azure Eye (5e)
Undead: ?
Vampire: ?
Vampire: ?
The Heart of Chentoufi
Anathema of Senrahbah: These mummy-like creatures are the remains of long-dead workers that staffed the Invi[n]cibles Detention Center. The Oculus preserved and twisted their life force into these undead beings for its own purposes.
Ghoul Algol, Dark Ghoul: The algols are fearsome undead who wander the Everdark and Kanaat. Several have found their way into the Carve, feasting on anything that crosses their path. They are intelligent, cunning, and organized undead that appear as gaunt, dirty humans in tattered clothing.
Mordant Skeleton: The mordant skeletons are what remains of most of the prisoners who died here long ago only to rise in undeath as the power of the Oculus subverted the prison.
Anathema of Senrahbah, Mummy-Like Creature, Remains of a Long-Dead Worker: ?
Mordant Skeleton, Skeletal Remains: ?
Ghoul Algol, Fearsome Undead, Intelligent Cunning Organized Undead, Gaunt Dirty Human: ?
Undead Victim: ?
Ghoul Algol, Dark Ghoul: The algols are fearsome undead who wander the Everdark and Kanaat. Several have found their way into the Carve, feasting on anything that crosses their path. They are intelligent, cunning, and organized undead that appear as gaunt, dirty humans in tattered clothing.
Mordant Skeleton: The mordant skeletons are what remains of most of the prisoners who died here long ago only to rise in undeath as the power of the Oculus subverted the prison.
Anathema of Senrahbah, Mummy-Like Creature, Remains of a Long-Dead Worker: ?
Mordant Skeleton, Skeletal Remains: ?
Ghoul Algol, Fearsome Undead, Intelligent Cunning Organized Undead, Gaunt Dirty Human: ?
Undead Victim: ?
The Haunting of Middinnelikk Manor
Hur Anstysa Middinnelikk, Ghost, Eccentric Aunt, Spectral Figure of a Youngish Gnome Noblewoman: Anstysa was an unmarried gnomish noblewoman who loved the arts and was a known philanthropist. She especially supported organizations that took care of orphans. She foster-parented several orphans herself. One of these, a young half-elven girl named Stassi, was afflicted with a form of lycanthropy. Anstysa knew this and was seeking the cure for Stassi’s curse. Unfortunately, at a young age, the noblewoman died of “skinthin,” a horrible, hereditary wasting disease that afflicts some in the Middinnelikk family. Anstysa was so comitted to finding a cure for Stassi that her spirit was bound to the manor, where she languishes, forever seeking to cure Stassi’s curse and unable to do so.
The Haunting of Myrtle Cottage (5E Adventure)
Poltergeist: ?
Swarm of Undead Rats: ?
Zombie: ?
Swarm of Undead Rats, Masses of Tiny Skeletal Creatures, Rats: ?
June Myrtle, Mama June, Spirit, Ghost: ?
Reginald Myrtle, Poltergeist, Spirit, Ghost: ?
June Myrtle, Zombie, Animated Corpse: ?
Angry Poltergeist: ?
Undead: ?
Swarm of Undead Rats: ?
Zombie: ?
Swarm of Undead Rats, Masses of Tiny Skeletal Creatures, Rats: ?
June Myrtle, Mama June, Spirit, Ghost: ?
Reginald Myrtle, Poltergeist, Spirit, Ghost: ?
June Myrtle, Zombie, Animated Corpse: ?
Angry Poltergeist: ?
Undead: ?
The Hidden Halls of Hazakor
Ghast: ?
Ghoul: ?
Skeleton, Undead Skeleton: ?
Specter, Undead Specter: Once the master of the halls that bore his name, Hazakor still dwells in this area. But his horrible experiments stole his life and power away, transforming him into an undead ghast when he died here. The same magic turned two of his disloyal servants into undead specters.
Zombie: ?
Undead, Undead Monster, Undead Creature: ?
Undead, Yucky Creature: ?
Horrid Undead: ?
Foul Undead: ?
Hazakor, Undead Ghast, Horrid Undead, Intelligent Ghast: Once the master of the halls that bore his name, Hazakor still dwells in this area. But his horrible experiments stole his life and power away, transforming him into an undead ghast when he died here.
Hazakor died when the earthquake damaged his halls. But the dark power he was researching brought him back as an undead ghast.
Ghoul, Shrieking Ghoul: This ruined lounge is the lair of undead creatures created from servants of Hazakor who died here.
Skeleton, Skeleton Guard: This ruined lounge is the lair of undead creatures created from servants of Hazakor who died here.
Skeleton, Undead Remains: The two skeletons are the undead remains of scribes who died during the earthquake.
Specter, Restless Specter: ?
Specter, Specter Servant, Circling Specter: Once the master of the halls that bore his name, Hazakor still dwells in this area. But his horrible experiments stole his life and power away, transforming him into an undead ghast when he died here. The same magic turned two of his disloyal servants into undead specters.
Zombie, Caged Zombie: ?
Ghoul: ?
Skeleton, Undead Skeleton: ?
Specter, Undead Specter: Once the master of the halls that bore his name, Hazakor still dwells in this area. But his horrible experiments stole his life and power away, transforming him into an undead ghast when he died here. The same magic turned two of his disloyal servants into undead specters.
Zombie: ?
Undead, Undead Monster, Undead Creature: ?
Undead, Yucky Creature: ?
Horrid Undead: ?
Foul Undead: ?
Hazakor, Undead Ghast, Horrid Undead, Intelligent Ghast: Once the master of the halls that bore his name, Hazakor still dwells in this area. But his horrible experiments stole his life and power away, transforming him into an undead ghast when he died here.
Hazakor died when the earthquake damaged his halls. But the dark power he was researching brought him back as an undead ghast.
Ghoul, Shrieking Ghoul: This ruined lounge is the lair of undead creatures created from servants of Hazakor who died here.
Skeleton, Skeleton Guard: This ruined lounge is the lair of undead creatures created from servants of Hazakor who died here.
Skeleton, Undead Remains: The two skeletons are the undead remains of scribes who died during the earthquake.
Specter, Restless Specter: ?
Specter, Specter Servant, Circling Specter: Once the master of the halls that bore his name, Hazakor still dwells in this area. But his horrible experiments stole his life and power away, transforming him into an undead ghast when he died here. The same magic turned two of his disloyal servants into undead specters.
Zombie, Caged Zombie: ?
The Hidden Shrine of Tmocanotz (5e)
Undead: ?
Will-o'-Wisp, Dancing Ball of Malevolent Light, Undead Abomination, Lingering Essence of a Restless Spirit, Malevolent Being: ?
Bloated Waterlogged Corpse: ?
Will-o'-Wisp, Dancing Ball of Malevolent Light, Undead Abomination, Lingering Essence of a Restless Spirit, Malevolent Being: ?
Bloated Waterlogged Corpse: ?
The Horror out of Hagsjaw (5e)
Karnley Hag Skull, Malevolent Spirit, Evil Hag-Spirit, Evil Spirit, Evil Hag Spirit: In time, the townspeople, led by the prominent (for Hagsjaw anyways) Tatterly family, hunted down and brought these bloodthirsty witches to justice. The gallows where they were hung still stand in the town square. When the hags were finally killed, their remains were scattered about in different locations (local tradition when dealing with witches), and their old religion seemingly disappeared from the region with their deaths.
Before they died however, the witches remained defiant, cursing the town and vowing that they would one day “return to bleed all ye folk dry,” promising nothing less than misery and doom for the folk of Hagsjaw.
When the Karnley witches were hung from the gallows in the town square, they cursed the town of Hagsjaw and vowed that they would one day return. They were summarily beheaded, their bodies burned, and then their skulls were separated and hidden to prevent their spirits from ever finding each other in the afterlife. The hags’ hatred lingered, eventually coalescing in the mortal world as malevolent spirits attached to what was left of their mortal remains: the skulls.
When the witches were eventually overthrown and hanged in the town square, they muttered a unified curse with their last breaths, promising nothing less than misery and doom for all who remained in Hagsjaw.
Belknap, Ghost, Unquiet Spirit: [T]he unquiet spirit of the enterprising miner Belknap who slipped and fell to his death, inadvertently giving the cave its name. He is imprisoned here by his regret and folly, unable to move on to the afterlife.
Will-o'-Wisp: ?
Undead: ?
Before they died however, the witches remained defiant, cursing the town and vowing that they would one day “return to bleed all ye folk dry,” promising nothing less than misery and doom for the folk of Hagsjaw.
When the Karnley witches were hung from the gallows in the town square, they cursed the town of Hagsjaw and vowed that they would one day return. They were summarily beheaded, their bodies burned, and then their skulls were separated and hidden to prevent their spirits from ever finding each other in the afterlife. The hags’ hatred lingered, eventually coalescing in the mortal world as malevolent spirits attached to what was left of their mortal remains: the skulls.
When the witches were eventually overthrown and hanged in the town square, they muttered a unified curse with their last breaths, promising nothing less than misery and doom for all who remained in Hagsjaw.
Belknap, Ghost, Unquiet Spirit: [T]he unquiet spirit of the enterprising miner Belknap who slipped and fell to his death, inadvertently giving the cave its name. He is imprisoned here by his regret and folly, unable to move on to the afterlife.
Will-o'-Wisp: ?
Undead: ?
The Howling Caverns (5e)
Goblin Zombie: ?
Undead: ?
Lesser Undead, Lower Undead: ?
Whitby, Old Gravel Arse, Ghast, Intelligent Undead: ?
Ghoul: ?
Skeleton: ?
Skeleton, Lesser Undead, Lower Undead: ?
Duergar Skeleton: ?
Vampire: ?
Baroness Sylva Havel, Sam Volk, Vampire, Ancient Vampire, Vampire Lord: ?
Zombie: ?
Zombie, Lesser Undead, Lower Undead: ?
Zombie, Goblin Corpse: ?
Undead: ?
Lesser Undead, Lower Undead: ?
Whitby, Old Gravel Arse, Ghast, Intelligent Undead: ?
Ghoul: ?
Skeleton: ?
Skeleton, Lesser Undead, Lower Undead: ?
Duergar Skeleton: ?
Vampire: ?
Baroness Sylva Havel, Sam Volk, Vampire, Ancient Vampire, Vampire Lord: ?
Zombie: ?
Zombie, Lesser Undead, Lower Undead: ?
Zombie, Goblin Corpse: ?
The Invisible Hand
Vampire: ?
Baron Rucel, Ghost: Yet the County of Boskerry was not as idyllic as modern people believe. Some of its nobles and rich merchants worshiped in secret Mammon, the archdevil of greed. The largest gatherings of diabolists occurred at the underground Temple of the Grasping Hand. The cult was eventually broken up by agents of several good gods, but the cult’s leader, Baron Rucel, was defiant to the end. Rather than be arrested, he fled to the temple’s treasure room, collapsing the passage behind him.
Baron Rucel died surrounded by riches, but his ghost continued to wander the abandoned halls of the temple.
The Red Vampire: ?
Wight, Undead Cultist: ?
Undead: ?
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.
Baron Rucel, Ghost: Yet the County of Boskerry was not as idyllic as modern people believe. Some of its nobles and rich merchants worshiped in secret Mammon, the archdevil of greed. The largest gatherings of diabolists occurred at the underground Temple of the Grasping Hand. The cult was eventually broken up by agents of several good gods, but the cult’s leader, Baron Rucel, was defiant to the end. Rather than be arrested, he fled to the temple’s treasure room, collapsing the passage behind him.
Baron Rucel died surrounded by riches, but his ghost continued to wander the abandoned halls of the temple.
The Red Vampire: ?
Wight, Undead Cultist: ?
Undead: ?
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.
The Kingdom of Grimsby Bremen Town-Musician
Specter, Undead Specter: Priest (Modified)'s Raise Undead power.
Undead: ?
Raise Undead (recharges at midnight): As an action, the priest can raise up to 1d4 dead humanoid corpses within 120’ to fight as their ally as long as they have only been dead for less than a moon-cycle. The undead have stats of a specter appearing as ghostly images of their living form. They will do whatever the priest wants and if there are no immediate orders they will roam until killed or someone performs Raise Undead on the same corpse. This is not a spell, so it does not require concentration and is not affected by magical effects like counterspell or dispel magic.
Undead: ?
Raise Undead (recharges at midnight): As an action, the priest can raise up to 1d4 dead humanoid corpses within 120’ to fight as their ally as long as they have only been dead for less than a moon-cycle. The undead have stats of a specter appearing as ghostly images of their living form. They will do whatever the priest wants and if there are no immediate orders they will roam until killed or someone performs Raise Undead on the same corpse. This is not a spell, so it does not require concentration and is not affected by magical effects like counterspell or dispel magic.
The Last Barrow
Undead: ?
Ghost of Calla: After her own death, her spirit lingered, still tied to the world even as her body was prepared for the grave, delaying her journey on the Path of the Dead despite the guides that awaited her. As her body was interred she sensed the presence nearby of her husband. Deyr had not left the Material World; somehow, he was still manifest there. She turned her back on the Path of the Dead then, and has lingered ever since, watching and waiting to find some sign of her husband, whose dark presence she still feels nearby, even long centuries later, and whom she warns the characters against.
Ghost: After they built the hidden Chamber of the King’s Rest for Erl Deyr, several workmen were then murdered by his son, Deyrrin, who then buried their bodies in another part of the barrow mound if they are ghosts (characters using divination could perhaps later find the location after much digging, and give the skeletons their proper burial), or else sealed them into the chamber if they are to be found as less powerful wights.
Spirit: ?
Hathaz-Ghul, Ghul: ?
Ghoul: ?
Ghast: ?
Erl Deyr, Old Prince Deyr, The Old King of the Barrow, Dangerous Creature of the Grave, Death Knight, Undead Corpse: ?
Erl Deyr, Old Prince Deyr, The Old King of the Barrow, Dangerous Creature of the Grave, Sword Wraith Commander, Undead Corpse: ?
Erl Deyr, Old Prince Deyr The Old King of the Barrow, Dangerous Creature of the Grave, Sword Wraith, Undead Corpse: ?
Erl Deyr, Old Prince Deyr, The Old King of the Barrow, Dangerous Creature of the Grave, Wight, Undead Corpse: ?
Regular Barrow-Wight: ?
Wight: After they built the hidden Chamber of the King’s Rest for Erl Deyr, several workmen were then murdered by his son, Deyrrin, who then buried their bodies in another part of the barrow mound if they are ghosts (characters using divination could perhaps later find the location after much digging, and give the skeletons their proper burial), or else sealed them into the chamber if they are to be found as less powerful wights.
Mummy: ?
Ghost of the Line of Deyr, Prince of Ivost, of the Lineage of Eldyr: Deyrrin, Caldyr, and Caldyss were interred within the barrow, and one or more of their ghosts could be held in the orbit of their ancestor’s power and madness.
Banshee: ?
Deyrrin, Ghost of the Line of Deyr, Prince of Ivost, of the Lineage of Eldyr: Deyrrin, Caldyr, and Caldyss were interred within the barrow, and one or more of their ghosts could be held in the orbit of their ancestor’s power and madness.
Caldeyr, Ghost of the Line of Deyr, Prince of Ivost, of the Lineage of Eldyr: Deyrrin, Caldyr, and Caldyss were interred within the barrow, and one or more of their ghosts could be held in the orbit of their ancestor’s power and madness.
Caldyss, Ghost of the Line of Deyr, Prince of Ivost, of the Lineage of Eldyr: Deyrrin, Caldyr, and Caldyss were interred within the barrow, and one or more of their ghosts could be held in the orbit of their ancestor’s power and madness.
Sword Wraith: ?
Ghostly Skeleton: ?
Flesh-Eating Ghoul: ?
Sacred Dead: ?
Spirit of the Dead: ?
Unquiet Dead: ?
Shade: ?
Shadow of the Dead: ?
Ghost of Calla: After her own death, her spirit lingered, still tied to the world even as her body was prepared for the grave, delaying her journey on the Path of the Dead despite the guides that awaited her. As her body was interred she sensed the presence nearby of her husband. Deyr had not left the Material World; somehow, he was still manifest there. She turned her back on the Path of the Dead then, and has lingered ever since, watching and waiting to find some sign of her husband, whose dark presence she still feels nearby, even long centuries later, and whom she warns the characters against.
Ghost: After they built the hidden Chamber of the King’s Rest for Erl Deyr, several workmen were then murdered by his son, Deyrrin, who then buried their bodies in another part of the barrow mound if they are ghosts (characters using divination could perhaps later find the location after much digging, and give the skeletons their proper burial), or else sealed them into the chamber if they are to be found as less powerful wights.
Spirit: ?
Hathaz-Ghul, Ghul: ?
Ghoul: ?
Ghast: ?
Erl Deyr, Old Prince Deyr, The Old King of the Barrow, Dangerous Creature of the Grave, Death Knight, Undead Corpse: ?
Erl Deyr, Old Prince Deyr, The Old King of the Barrow, Dangerous Creature of the Grave, Sword Wraith Commander, Undead Corpse: ?
Erl Deyr, Old Prince Deyr The Old King of the Barrow, Dangerous Creature of the Grave, Sword Wraith, Undead Corpse: ?
Erl Deyr, Old Prince Deyr, The Old King of the Barrow, Dangerous Creature of the Grave, Wight, Undead Corpse: ?
Regular Barrow-Wight: ?
Wight: After they built the hidden Chamber of the King’s Rest for Erl Deyr, several workmen were then murdered by his son, Deyrrin, who then buried their bodies in another part of the barrow mound if they are ghosts (characters using divination could perhaps later find the location after much digging, and give the skeletons their proper burial), or else sealed them into the chamber if they are to be found as less powerful wights.
Mummy: ?
Ghost of the Line of Deyr, Prince of Ivost, of the Lineage of Eldyr: Deyrrin, Caldyr, and Caldyss were interred within the barrow, and one or more of their ghosts could be held in the orbit of their ancestor’s power and madness.
Banshee: ?
Deyrrin, Ghost of the Line of Deyr, Prince of Ivost, of the Lineage of Eldyr: Deyrrin, Caldyr, and Caldyss were interred within the barrow, and one or more of their ghosts could be held in the orbit of their ancestor’s power and madness.
Caldeyr, Ghost of the Line of Deyr, Prince of Ivost, of the Lineage of Eldyr: Deyrrin, Caldyr, and Caldyss were interred within the barrow, and one or more of their ghosts could be held in the orbit of their ancestor’s power and madness.
Caldyss, Ghost of the Line of Deyr, Prince of Ivost, of the Lineage of Eldyr: Deyrrin, Caldyr, and Caldyss were interred within the barrow, and one or more of their ghosts could be held in the orbit of their ancestor’s power and madness.
Sword Wraith: ?
Ghostly Skeleton: ?
Flesh-Eating Ghoul: ?
Sacred Dead: ?
Spirit of the Dead: ?
Unquiet Dead: ?
Shade: ?
Shadow of the Dead: ?
The Legend of the Mist Flowers 5E
Roviann, Ghost Captain, Spirit: Roviann was the captain of a pirate ship, an adventurous and ruthless half-elf. He arrived on the Island looking for treasures, and he came into contact with the local population. Unluckily, a doppelganger fell madly in love with him, and Roviann talked her into revealing much more than she should have. The two became lovers, and the pirate even convinced the doppelganger to change her shape into that of Lorian the Red, Roviann's paramour who had met a tragic death in the sea just a few months before. During the exploration of the island, Roviann's crew casually discovered one of the seals; Roviann, curious, gave order to actively search the others, ignoring the warnings from the Nameless People, and bringing the whole island to the brink of destruction: abominations from The Unknown, conjured by the weakening of the Ritual, launched a massive attack against everyone, killing doppelgangers and sailors alike.
Only once Roviann was cornered did he finally accept to drink the potion and leave the Island along with his crew. His ship, however, was caught in a violent storm a few miles from the shore: the sailors were unable to react properly, still confused by the after-effects of the memory-erasing potion, and they sank to their deaths.
Roviann became a ghost, tied to this world by regret and by the memory of his love; he believes her to be on the Island, and he has a vague feeling that he will never find peace as long as someone still remembers him and waits for his return.
Lorian the Red is a doppelganger who fell in love with the rugged pirate/adventurer Roviann, having met him about 50 years ago on the Island. She has awaited him all this time (unaware of his death), and it is this memory that binds the ghost of Roviann to this world.
Wraith: [T]he sailors of Roviann's crew, forced in the World as Undead bound by the same bond that binds their captain.
Ghost: As for the monsters, ghosts, and spirits, I think it's just superstition: with mists so persistent, however, I can't help but wonder if there's magic at work…
Spirit: As for the monsters, ghosts, and spirits, I think it's just superstition: with mists so persistent, however, I can't help but wonder if there's magic at work…
Lich: ?
Only once Roviann was cornered did he finally accept to drink the potion and leave the Island along with his crew. His ship, however, was caught in a violent storm a few miles from the shore: the sailors were unable to react properly, still confused by the after-effects of the memory-erasing potion, and they sank to their deaths.
Roviann became a ghost, tied to this world by regret and by the memory of his love; he believes her to be on the Island, and he has a vague feeling that he will never find peace as long as someone still remembers him and waits for his return.
Lorian the Red is a doppelganger who fell in love with the rugged pirate/adventurer Roviann, having met him about 50 years ago on the Island. She has awaited him all this time (unaware of his death), and it is this memory that binds the ghost of Roviann to this world.
Wraith: [T]he sailors of Roviann's crew, forced in the World as Undead bound by the same bond that binds their captain.
Ghost: As for the monsters, ghosts, and spirits, I think it's just superstition: with mists so persistent, however, I can't help but wonder if there's magic at work…
Spirit: As for the monsters, ghosts, and spirits, I think it's just superstition: with mists so persistent, however, I can't help but wonder if there's magic at work…
Lich: ?
The Lighthouse of Anan Marath (5e)
Aqueous Wight: An aqueous wight is a humanoid who broke their oath to Dagon and was cursed with a twisted form of undeath.
While the aqueous wight was once a follower of Dagon, the aqueous zombie was a sacrifice.
Aqueous Zombie: While the aqueous wight was once a follower of Dagon, the aqueous zombie was a sacrifice. The ritual to create them is quite gruesome and involves stuffing the still-living sacrifice with dried sea salt and blood until their stomach bursts, at which point they are drowned.
A humanoid slain by [an aqueous wight's tentacle] attack rises 24 hours later as an aqueous zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Sir Keven’s personal bodyguards are an aboleth and a monstrous crayfish; additionally, the clerics animated several aqueous zombies.
Any noise here alerts an aqueous zombie, one of the undead raised by the priests of Dagon.
Commander Bors Davarion, Captain Davarion, Aqueous Wight: Seated in the center of the circle is Commander Bors Davarion, who was cursed into undeath by his following of the Brotherhood of the Sea.
During the battle to remove the Brotherhood of the Sea from the lighthouse, Davarion fled despite his oaths to Dagon and the Brotherhood. He hid in his quarters during the fighting and was cursed and struck down by the vengeful demon god of the sea to rise again as an aqueous wightB. Even as he died, tentacles of the sea burst from his skin, and rage and strength flooded him.
Aqueous Zombie, Vicious Undead: ?
Undead: ?
Undead From the Sea: ?
While the aqueous wight was once a follower of Dagon, the aqueous zombie was a sacrifice.
Aqueous Zombie: While the aqueous wight was once a follower of Dagon, the aqueous zombie was a sacrifice. The ritual to create them is quite gruesome and involves stuffing the still-living sacrifice with dried sea salt and blood until their stomach bursts, at which point they are drowned.
A humanoid slain by [an aqueous wight's tentacle] attack rises 24 hours later as an aqueous zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Sir Keven’s personal bodyguards are an aboleth and a monstrous crayfish; additionally, the clerics animated several aqueous zombies.
Any noise here alerts an aqueous zombie, one of the undead raised by the priests of Dagon.
Commander Bors Davarion, Captain Davarion, Aqueous Wight: Seated in the center of the circle is Commander Bors Davarion, who was cursed into undeath by his following of the Brotherhood of the Sea.
During the battle to remove the Brotherhood of the Sea from the lighthouse, Davarion fled despite his oaths to Dagon and the Brotherhood. He hid in his quarters during the fighting and was cursed and struck down by the vengeful demon god of the sea to rise again as an aqueous wightB. Even as he died, tentacles of the sea burst from his skin, and rage and strength flooded him.
Aqueous Zombie, Vicious Undead: ?
Undead: ?
Undead From the Sea: ?
The Lonely Coast 2020 (5e)
Undead: ?
Ghost of an Elder Age: ?
Morveren, Ghost: Sea caves and tunnels honeycomb the headland of Din Kershal upon which stands Caer Syllan. The witch Morveren once lived in the caves, but was slain by Maban Locher 100 years ago. Some say her ghost still lingers in the dark waiting to wreak revenge on the Lochers.
Lich: ?
Shade of the Ancient Fallen: ?
Wearne, Vampire: ?
Morveren, Powerful Spellcasting Vampire, Vampire: ?
Vampire: ?
Ghost of an Elder Age: ?
Morveren, Ghost: Sea caves and tunnels honeycomb the headland of Din Kershal upon which stands Caer Syllan. The witch Morveren once lived in the caves, but was slain by Maban Locher 100 years ago. Some say her ghost still lingers in the dark waiting to wreak revenge on the Lochers.
Lich: ?
Shade of the Ancient Fallen: ?
Wearne, Vampire: ?
Morveren, Powerful Spellcasting Vampire, Vampire: ?
Vampire: ?
The Lost Crypt (5e)
Undead, Undead Creature: ?
Ghoul: ?
Lich: ?
Mummy: High priests of the tombs were laid here upon their death. The richest of them was clearly in the middle. The spirits of the deceased, lesser priests are still enraged at the desecration of their brothers’ tomb and wait to attack the next intruders who disturb this chamber.
Specter, Spectre: ?
Wight: ?
Zombie: A malevolent force animated all of the dead as 35 zombies that climb out of their chambers to attack.
Ghoul: ?
Lich: ?
Mummy: High priests of the tombs were laid here upon their death. The richest of them was clearly in the middle. The spirits of the deceased, lesser priests are still enraged at the desecration of their brothers’ tomb and wait to attack the next intruders who disturb this chamber.
Specter, Spectre: ?
Wight: ?
Zombie: A malevolent force animated all of the dead as 35 zombies that climb out of their chambers to attack.
The Lost Triptych (5e)
Deadly Visage: ?
Deathlock, Undead Deathlock: ?
Dread: ?
Dread Knight: ?
Greater Wight: ?
Skeletal Priest: ?
Winter Wolf Skeleton: ?
Deadly Visage, Limited Undead Creature: ?
Crenforlenn, Powerful Variety of Deadly Visage, Nude Male Figure, Powerful Undead: Egramish’s only love after her rise to divinity, Crenforlenn (now a powerful variety of deadly visage; see Appendix C) possessed legendary good looks, and his rumored exceptional fertility lured the goddess to take a mortal to bed. Much like the men before him, Crenforlenn was unable to provide the goddess with children. His failure to give Egramish a child led to his eternal imprisonment in this tomb.
Each of Egramish’s former loves was cursed with undeath and sealed within a glass sarcophagus to await the end of time.
Garl Grugo, Deathlock, Bony Skeletal Form, Decaying Humanoid, Still Form, Powerful Undead: Mentor and teacher Garl Grugo (now a deathlock with a staff of astral travel) helped train Egramish in sorcery and necromancy for years before their relationship turned romantic. He initially tried to help Egramish with her fertility issue but eventually angered her when he casually hinted that she was the sole problem for her inability to become pregnant. He choked on a poisoned peach pie a few days later and now lingers in a place between death and life in his glass tomb.
Each of Egramish’s former loves was cursed with undeath and sealed within a glass sarcophagus to await the end of time.
Vlor Romatal, Dread Knight, Suit of Steel Armor, Powerful Undead: Egramish vowed that her first love was the last she would marry. Vlor Romatal, a war hero and fierce warrior, was fiery and full of passion but also a violent drunk. After an abusive few days where his misplaced anger caused her first miscarriage, Egramish promised never to allow another man to strike her and live. Vlor was dead within a week of the incident.
The large warrior was buried in the glass sarcophagus in a full suit of sealed armor, his evil spirit (a dread knight) trapped within the steel armor for all eternity.
Each of Egramish’s former loves was cursed with undeath and sealed within a glass sarcophagus to await the end of time.
Vrelk, Skeletal Priest, Skeletal High Priest: ?
Winter Wolf Skeleton, Skeletal Wolf: ?
Undead, Undead Creature: ?
Ancient Undead: ?
Undead Horror: ?
Undead Foe: ?
Slumbering Dead: ?
Awakened Undead: ?
Wandering Undead: ?
Stillborn Undead Child: ?
Diseased Giant Undead Rat: ?
Ghoul: By the time the characters arrive, Xenalder has already cast the create undead spell and has 3 ghoul minions.
Ghoul, Ghoul Minion: ?
Mummy: Four important acolytes that fell while in the service of Egramish were mummified and placed here.
Threllana Bhortosa, Mummy, Slender Form Wrapped in Cloth and Funerary Clothing: After her death and entombment, Egramish visited the cold body of Threllana and recalled her from the hellish afterlife. The goddess instilled Threllana’s lifeforce and consciousness in her mummified remains so that the priestess would spend eternity in agonizing contemplation of her hideous appearance.
Mummy, Lurking Mummy, Linen-Wrapped Humanoid Form: ?
Shadow, Minor Shadow: The occasional wayward acolyte or priest who is judged to be unfit and subsequently killed by the dead warrior [Ghorbog the Obliterator] is brought back to this chamber to rot and reform as a minor shadow.
Shadow Demon: ?
Blood Shadow: Every sacrifice slain for the goddess has left its imprint on the temple in some manner. All but the purest of souls remain tied to the temple after their blood empties into the great pool. The occasional good soul may depart for its intended afterlife, but all the rest now tirelessly swim within the area awaiting further instructions from the goddess or high priest.
Skeleton: Every faction member and conspirator who contributed to the priest’s greed was slain and buried with him in this tomb. Necromantic runes set into the floor continually reanimate the bones into skeletons that fight an eternal battle with the skeletal high priest inside.
Skeleton, Conspirator, Skeletal Conspirator: ?
Skeletal Being: ?
Skeleton, Skeletal Acolyte, Skeleton of a Former Acolyte, Dead Acolyte: ?
Skeletal Hero: ?
Skeletal Hero, Skeletal Warrior: ?
Specter: Staff of Necromantic Power magic item.
Ghorbog the Obliterator, Warrior Spectre, Mass of Inky Black Ash, Dead Warrior, Specter: One of the greatest soldiers of the fortress temple was buried here. Taking orders only from the goddess herself, Ghorbog the Obliterator removed many false priests and unfit acolytes from service. When he reached the age where his bones and muscles began to hurt daily, he gave himself up to the goddess by burning himself alive on the altar of the temple before all the high priests of the eight factions. His ashes were buried here, along with his prized possessions. His malevolence was so great that his ashes reformed as a warrior spectre.
Galnatak, Vampire, Despised Twin, Imprisoned Twin Sister, Twin Sister, Competent Vampire-Witch, Fierce Undead Foe, Valuable Ally, Mistress: While imprisoned, Galnatak was bitten by a vampire and still suffers from its affliction.
Wight: ?
Wight, Deformed Grotesque Unborn Child, Two-and-a-Half-Foot-Tall Wight, Child-Wight, Child: ?
Greater Wight, Ghoulish Priest: ?
Edwurd Kipple, Wight, Powerful Undead, Now-Dead Man: Each of Egramish’s former loves was cursed with undeath and sealed within a glass sarcophagus to await the end of time.
Dak Lessar, Greater Wight: An underpriest of Her Unending Malevolence was rejected by the goddess after death and returned to his tomb to starve for all eternity. Dak Lessar never served Egramish properly as one of his rank should have and, as such, was never granted access to her realm after his death.
Flin Dandall, Wraith: ?
Staff of Necromantic Power
Staff, very rare (requires attunement by a cleric, sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: blight (5 charges), black tentacles (5 charges), necrotic blast (4 charges) (see Appendix D), vampiric touch (3 charges). If you cast vampiric touch this way, hitting a creature with the staff of necromantic power counts as touching that creature for purposes of the spell.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly teleport to a known location within one mile, avoiding the explosion. If you do not teleport away, you take necrotic damage equal to 13 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw, taking necrotic damage equal to 9 x the number of charges in the staff on a failure, or half as much damage on a success. If a humanoid dies from this strike, a specter rises from the corpse 1d4 hours later.
Deathlock, Undead Deathlock: ?
Dread: ?
Dread Knight: ?
Greater Wight: ?
Skeletal Priest: ?
Winter Wolf Skeleton: ?
Deadly Visage, Limited Undead Creature: ?
Crenforlenn, Powerful Variety of Deadly Visage, Nude Male Figure, Powerful Undead: Egramish’s only love after her rise to divinity, Crenforlenn (now a powerful variety of deadly visage; see Appendix C) possessed legendary good looks, and his rumored exceptional fertility lured the goddess to take a mortal to bed. Much like the men before him, Crenforlenn was unable to provide the goddess with children. His failure to give Egramish a child led to his eternal imprisonment in this tomb.
Each of Egramish’s former loves was cursed with undeath and sealed within a glass sarcophagus to await the end of time.
Garl Grugo, Deathlock, Bony Skeletal Form, Decaying Humanoid, Still Form, Powerful Undead: Mentor and teacher Garl Grugo (now a deathlock with a staff of astral travel) helped train Egramish in sorcery and necromancy for years before their relationship turned romantic. He initially tried to help Egramish with her fertility issue but eventually angered her when he casually hinted that she was the sole problem for her inability to become pregnant. He choked on a poisoned peach pie a few days later and now lingers in a place between death and life in his glass tomb.
Each of Egramish’s former loves was cursed with undeath and sealed within a glass sarcophagus to await the end of time.
Vlor Romatal, Dread Knight, Suit of Steel Armor, Powerful Undead: Egramish vowed that her first love was the last she would marry. Vlor Romatal, a war hero and fierce warrior, was fiery and full of passion but also a violent drunk. After an abusive few days where his misplaced anger caused her first miscarriage, Egramish promised never to allow another man to strike her and live. Vlor was dead within a week of the incident.
The large warrior was buried in the glass sarcophagus in a full suit of sealed armor, his evil spirit (a dread knight) trapped within the steel armor for all eternity.
Each of Egramish’s former loves was cursed with undeath and sealed within a glass sarcophagus to await the end of time.
Vrelk, Skeletal Priest, Skeletal High Priest: ?
Winter Wolf Skeleton, Skeletal Wolf: ?
Undead, Undead Creature: ?
Ancient Undead: ?
Undead Horror: ?
Undead Foe: ?
Slumbering Dead: ?
Awakened Undead: ?
Wandering Undead: ?
Stillborn Undead Child: ?
Diseased Giant Undead Rat: ?
Ghoul: By the time the characters arrive, Xenalder has already cast the create undead spell and has 3 ghoul minions.
Ghoul, Ghoul Minion: ?
Mummy: Four important acolytes that fell while in the service of Egramish were mummified and placed here.
Threllana Bhortosa, Mummy, Slender Form Wrapped in Cloth and Funerary Clothing: After her death and entombment, Egramish visited the cold body of Threllana and recalled her from the hellish afterlife. The goddess instilled Threllana’s lifeforce and consciousness in her mummified remains so that the priestess would spend eternity in agonizing contemplation of her hideous appearance.
Mummy, Lurking Mummy, Linen-Wrapped Humanoid Form: ?
Shadow, Minor Shadow: The occasional wayward acolyte or priest who is judged to be unfit and subsequently killed by the dead warrior [Ghorbog the Obliterator] is brought back to this chamber to rot and reform as a minor shadow.
Shadow Demon: ?
Blood Shadow: Every sacrifice slain for the goddess has left its imprint on the temple in some manner. All but the purest of souls remain tied to the temple after their blood empties into the great pool. The occasional good soul may depart for its intended afterlife, but all the rest now tirelessly swim within the area awaiting further instructions from the goddess or high priest.
Skeleton: Every faction member and conspirator who contributed to the priest’s greed was slain and buried with him in this tomb. Necromantic runes set into the floor continually reanimate the bones into skeletons that fight an eternal battle with the skeletal high priest inside.
Skeleton, Conspirator, Skeletal Conspirator: ?
Skeletal Being: ?
Skeleton, Skeletal Acolyte, Skeleton of a Former Acolyte, Dead Acolyte: ?
Skeletal Hero: ?
Skeletal Hero, Skeletal Warrior: ?
Specter: Staff of Necromantic Power magic item.
Ghorbog the Obliterator, Warrior Spectre, Mass of Inky Black Ash, Dead Warrior, Specter: One of the greatest soldiers of the fortress temple was buried here. Taking orders only from the goddess herself, Ghorbog the Obliterator removed many false priests and unfit acolytes from service. When he reached the age where his bones and muscles began to hurt daily, he gave himself up to the goddess by burning himself alive on the altar of the temple before all the high priests of the eight factions. His ashes were buried here, along with his prized possessions. His malevolence was so great that his ashes reformed as a warrior spectre.
Galnatak, Vampire, Despised Twin, Imprisoned Twin Sister, Twin Sister, Competent Vampire-Witch, Fierce Undead Foe, Valuable Ally, Mistress: While imprisoned, Galnatak was bitten by a vampire and still suffers from its affliction.
Wight: ?
Wight, Deformed Grotesque Unborn Child, Two-and-a-Half-Foot-Tall Wight, Child-Wight, Child: ?
Greater Wight, Ghoulish Priest: ?
Edwurd Kipple, Wight, Powerful Undead, Now-Dead Man: Each of Egramish’s former loves was cursed with undeath and sealed within a glass sarcophagus to await the end of time.
Dak Lessar, Greater Wight: An underpriest of Her Unending Malevolence was rejected by the goddess after death and returned to his tomb to starve for all eternity. Dak Lessar never served Egramish properly as one of his rank should have and, as such, was never granted access to her realm after his death.
Flin Dandall, Wraith: ?
Staff of Necromantic Power
Staff, very rare (requires attunement by a cleric, sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: blight (5 charges), black tentacles (5 charges), necrotic blast (4 charges) (see Appendix D), vampiric touch (3 charges). If you cast vampiric touch this way, hitting a creature with the staff of necromantic power counts as touching that creature for purposes of the spell.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly teleport to a known location within one mile, avoiding the explosion. If you do not teleport away, you take necrotic damage equal to 13 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw, taking necrotic damage equal to 9 x the number of charges in the staff on a failure, or half as much damage on a success. If a humanoid dies from this strike, a specter rises from the corpse 1d4 hours later.
The Midderlands
Undead, All That Rise Again: When the oorgthrax animates an undead creature, the creature remains under the control of the oorgthrax until it is destroyed.
Mephistophael, Gormoth, Kan-Thuul, Undead Angel-Demon: ?
Sadistic Undead: It is fair to say that most of the watchmen and militia are employed to prevent escapes by the gaol’s inmates and then apprehend those that do as quickly as possible. However, this is less of an issue than the problem they have with errant Masters of Deadford striving to raise the Midderland’s worst criminals — many of whom have died in Fetterstone Gaol and are buried in its graveyard — as the most sadistic undead they can find.
Undead Servitor: ?
Ghost, Spirit: ?
Ghostly Apparition: ?
Spirit: ?
Vampire: ?
Sir Valen the White, Vampire: ?
Eater-of-Dead-Flesh: ?
Long-Dead King: A long-dead king of Tamewort lies beneath the ground here, decaying in cold, dank chambers. Robbed of his golden hoard years ago — some say by Leechfielders — the old king has awakened once more to re-gather his lost treasures.
Mephistophael, Gormoth, Kan-Thuul, Undead Angel-Demon: ?
Sadistic Undead: It is fair to say that most of the watchmen and militia are employed to prevent escapes by the gaol’s inmates and then apprehend those that do as quickly as possible. However, this is less of an issue than the problem they have with errant Masters of Deadford striving to raise the Midderland’s worst criminals — many of whom have died in Fetterstone Gaol and are buried in its graveyard — as the most sadistic undead they can find.
Undead Servitor: ?
Ghost, Spirit: ?
Ghostly Apparition: ?
Spirit: ?
Vampire: ?
Sir Valen the White, Vampire: ?
Eater-of-Dead-Flesh: ?
Long-Dead King: A long-dead king of Tamewort lies beneath the ground here, decaying in cold, dank chambers. Robbed of his golden hoard years ago — some say by Leechfielders — the old king has awakened once more to re-gather his lost treasures.
The Mists of Akuma - Imperial Dragons
Necroji: ?
The Mists of Akuma - Martial Arts Feats
Necroji: ?
The Mists of Akuma - Primer
Necroji: ?
Kanden, Necroji, Undead Ninja, Necroji Ninja, Ninja, Trespassing Ninja: ?
Necroji, Undead Abomination, Unliving Freak: ?
Kanden, Necroji, Undead Ninja, Necroji Ninja, Ninja, Trespassing Ninja: ?
Necroji, Undead Abomination, Unliving Freak: ?
The Mists of Akuma - Tsukumogami
Necroji: ?
The Murmuring Fountain (5E)
Eronel the Ghost Raven, Ghostly Raven, Unique Spectral Pet, Spectral Bird, Spectral Raven, Ghost: Shortly before the arrival of the PCs in town, Antrellus observed a group of yellow-clad travelers passing through, one asking questions about him. Believing that these priests were the same ones responsible for his wife’s death years ago and that they had returned for him, he saw one of the travelers apparently talking with a raven in the town. While the raven is the pet of Lereia, one of the local town children, Antrellus became convinced the bird is actually the cultist’s familiar. After seeing the little girl talking with the bird as well, his paranoia cemented the notion that the girl herself is a cultist in disguise, masquerading as the child. Obsessed with the animal and believing it to be constantly watching him, he tracked it and eventually captured it at its favorite roost by the Murmuring Fountain, tying it in a sack and stuffing the squawking package under the drain grate of the fountain’s lower basin. What might otherwise have been a simple act of insane compulsion, however, has become something else as eldritch energies have seeped into the town and caused the spirit of the murdered pet raven, named Eronel by Lereia, to awaken, along with a darker haunting at the town’s heart.
Spectral Gargoyle: However, the [raven's roost] haunt’s spiritual energies do not simply dissipate when the haunt is destroyed. Instead, these energies cascade over the fountain and create spectral versions of the four gargoyles supporting the fountain.
Raven's Roost Haunt: Shortly before the arrival of the PCs in town, Antrellus observed a group of yellow-clad travelers passing through, one asking questions about him. Believing that these priests were the same ones responsible for his wife’s death years ago and that they had returned for him, he saw one of the travelers apparently talking with a raven in the town. While the raven is the pet of Lereia, one of the local town children, Antrellus became convinced the bird is actually the cultist’s familiar. After seeing the little girl talking with the bird as well, his paranoia cemented the notion that the girl herself is a cultist in disguise, masquerading as the child. Obsessed with the animal and believing it to be constantly watching him, he tracked it and eventually captured it at its favorite roost by the Murmuring Fountain, tying it in a sack and stuffing the squawking package under the drain grate of the fountain’s lower basin. What might otherwise have been a simple act of insane compulsion, however, has become something else as eldritch energies have seeped into the town and caused the spirit of the murdered pet raven, named Eronel by Lereia, to awaken, along with a darker haunting at the town’s heart.
Spectral Gargoyle: However, the [raven's roost] haunt’s spiritual energies do not simply dissipate when the haunt is destroyed. Instead, these energies cascade over the fountain and create spectral versions of the four gargoyles supporting the fountain.
Raven's Roost Haunt: Shortly before the arrival of the PCs in town, Antrellus observed a group of yellow-clad travelers passing through, one asking questions about him. Believing that these priests were the same ones responsible for his wife’s death years ago and that they had returned for him, he saw one of the travelers apparently talking with a raven in the town. While the raven is the pet of Lereia, one of the local town children, Antrellus became convinced the bird is actually the cultist’s familiar. After seeing the little girl talking with the bird as well, his paranoia cemented the notion that the girl herself is a cultist in disguise, masquerading as the child. Obsessed with the animal and believing it to be constantly watching him, he tracked it and eventually captured it at its favorite roost by the Murmuring Fountain, tying it in a sack and stuffing the squawking package under the drain grate of the fountain’s lower basin. What might otherwise have been a simple act of insane compulsion, however, has become something else as eldritch energies have seeped into the town and caused the spirit of the murdered pet raven, named Eronel by Lereia, to awaken, along with a darker haunting at the town’s heart.
The Night Comes Down
Undead: ?
Vampire: ?
Vampire Spawn: A humanoid slain in this way [by Lady May's bite attack] and then buried in the ground rises the following night as a vampire spawn under Lady May’s control.
Wraith: ?
Ghoul: ?
Ghast: ?
Lady May Deacon, Vampire Patrician: While living in Kirkachmill, Lady May “fell in with the wrong crowd”. This crowd wasn’t your regular young nobles carousing and causing drunken problems though. This crowd were under the sway of a vampire, one who sired Lady May who then returned to her family home.
Lord Deacon, Ghost: In order to hide her affliction from her parents, she [Lady May] arranged an accident that caused their horse and carriage to careen off the bridge into the gully below. Their ghosts haunt this spot, wishing to have their bodies laid to rest in a dignified manner.
Lady Deacon, Ghost: In order to hide her affliction from her parents, she [Lady May] arranged an accident that caused their horse and carriage to careen off the bridge into the gully below. Their ghosts haunt this spot, wishing to have their bodies laid to rest in a dignified manner.
Vampire: ?
Vampire Spawn: A humanoid slain in this way [by Lady May's bite attack] and then buried in the ground rises the following night as a vampire spawn under Lady May’s control.
Wraith: ?
Ghoul: ?
Ghast: ?
Lady May Deacon, Vampire Patrician: While living in Kirkachmill, Lady May “fell in with the wrong crowd”. This crowd wasn’t your regular young nobles carousing and causing drunken problems though. This crowd were under the sway of a vampire, one who sired Lady May who then returned to her family home.
Lord Deacon, Ghost: In order to hide her affliction from her parents, she [Lady May] arranged an accident that caused their horse and carriage to careen off the bridge into the gully below. Their ghosts haunt this spot, wishing to have their bodies laid to rest in a dignified manner.
Lady Deacon, Ghost: In order to hide her affliction from her parents, she [Lady May] arranged an accident that caused their horse and carriage to careen off the bridge into the gully below. Their ghosts haunt this spot, wishing to have their bodies laid to rest in a dignified manner.
The North Seat Campaign Setting: Book 1
Ghoul: When the soul departs to the Underside it leaves the body an empty husk, like a pot drained of water. Normally these bodies would be burned because those vessels are prime for thoughts and emotions looking to fill them. Ghouls are creatures filled with the tortured essence of the Underside that seek nothing else than to collect the clean souls of the living to fill the rotten voids of their own.
Ghoul, Creature Filled With the Tortured Essence of the Underside: ?
Ghoul Ghast: ?
Ghoul, Creature Filled With the Tortured Essence of the Underside: ?
Ghoul Ghast: ?
The North Seat: Player's Primer
Undead: ?
The North Seat Saga
Ghoul: When the soul departs to the Underside it leaves the body an empty husk, like a pot drained of water. Normally these bodies would be burned because those vessels are prime for thoughts and emotions looking to fill them. Ghouls are such creatures; filled with the tortured essence of the Underside they seek nothing else than to collect the clean souls of the living to fill the rotten voids of their own.
Ghoul Ghast: ?
Specter: Dreamers unable to accept their own death sometimes attempt to return to their former selves. If such a soul can climb to the top of the Underside and dig through the Axius and into the waking sun, they arrive as something inhuman and incorporeal. Still limited in their time left as themselves, specters are on a ticking clock set by will to complete some unfinished task.
Hrodul the Ancient, Specter: ?
Ghoul Ghast: ?
Specter: Dreamers unable to accept their own death sometimes attempt to return to their former selves. If such a soul can climb to the top of the Underside and dig through the Axius and into the waking sun, they arrive as something inhuman and incorporeal. Still limited in their time left as themselves, specters are on a ticking clock set by will to complete some unfinished task.
Hrodul the Ancient, Specter: ?
The Obsidian Keep
Skeleton: ?
Ghastly Soldier: ?
Obsidian Skeleton: ?
Duchess Forza, Lady of the Obsidian Keep, Charred Corpse, Sorcerer Queen: ?
Undead: ?
Skeleton, Figure: ?
Legless Skeleton: ?
Shining Black Horse With a White Skull Head: ?
Ghastly Soldier, Pale Figure in Black Armor: ?
Ghost: ?
Ghastly Soldier: ?
Obsidian Skeleton: ?
Duchess Forza, Lady of the Obsidian Keep, Charred Corpse, Sorcerer Queen: ?
Undead: ?
Skeleton, Figure: ?
Legless Skeleton: ?
Shining Black Horse With a White Skull Head: ?
Ghastly Soldier, Pale Figure in Black Armor: ?
Ghost: ?
The Red Opera: Last Days of The Warlock
Undead: ?
Undead Thrall: Wind Up Knife magic item.
Banshee: ?
Ghost: A ghost in the form of an old woman rises from the ashes. She is Rei’Zel’s great aunt, whom she betrayed and murdered, trapping her spirit in the urn. The urn was in display in this room as an everlasting taunt, so her great aunt could “always watch the sunrise.”
Curse of the Phantom curse.
Master Ridgewell Beckett, Assistant Librarian of the Athenaeum Arcanum, Ghost, Librarian: ?
Hostile Ghost: ?
Great Lich: ?
Lich: ?
Lady Helena Whitestone, Head Librarian of the Athenaeum Arcanus, Lich, Terrifying Lich: ?
Reanimated Skeleton: ?
Skeleton: ?
Skeletal Minion: ?
Skeleton Soldier: ?
Specter of Long-Dead Scribe: ?
Vampire: ?
Xael, Vampire Spawn, Struggling Hooded Vampire Spawn, Soulless Evil Undead, Trustworthy Undead: Occasionally, an act of true surprise can snap such a lost soul from this cycle of chaotic endless evil. Such was the case of Zai’Liu. While off at a recent conflict with Cordelia, a young human noble by the name of Xael knelt by the wounded to grant them water as they died. Xael was a diplomat from Yon'Cath, based on the Yonder side, and this kindness he showed among the carnage felt out of place. He displayed humanity that Zai’Liu had long forgotten. Perhaps even a flame of romance that had long been snuffed out.
Rei’Zel watched on from nearby, noticing her sister’s fascination as a curious scheme turned in her mind. What if she snatched this man’s life and made him her spawn? To twist him into a soulless evil undead? In those few moments, while Zai’Liu pondered her place in the Elemental Dance, Rei’Zel convinced herself she hated Xael for the simple audacity of existing.
So she killed him that evening.
As his blood drained from his corpse, Xael prayed to the Patrons of the Shadelands for a second chance.
He never expected someone to answer…
After the battle, Rei’Zel said he had ‘potential’, and she devoured his soul and turned him. With only nights left, perhaps even just this one, he needs Fayte’s help to entreat a Patron with who he cut a deal with that is keeping his soul intact.
Rei'Zel, Vampire Lord, Legendary Vampire: ?
Zai'Liu, Vampire: ?
Spirit: ?
Wind-Up Knife
Weapon (Dagger), very rare (requires attunement)
This sterling silver dagger is marked with a simple etching depicting a humanoid outline attached to marionette strings. When you slay a flesh and blood creature using the knife, you can choose to leave the blade in the target’s body and twist the blade to activate its magic. When you do so, the target rises as an undead thrall under your command within 1 minute. The creature’s statistics are unchanged, except its type changes to undead, and it becomes immune to necrotic and poison damage. As a bonus action on each of your turns, you can issue verbal commands to the target, which follows your commands to the best of its ability and otherwise has no will of its own. After 1 hour, the magic of the knife fades and the thrall crumbles to dust. Once you have used the knife in this manner, it cannot be used again until 1 week has passed.
“Dance, dance, then dance some more, under my command as your unlife must endure. And when you fall, shall that be the final call?”
Within the hilt, you can almost hear the faint ticking of tiny gears, far too small to have been placed and set with even the most dexterous fingers. An off-color liquid will periodically seep from the joint between the hilt and the blade. When the blade twists in a devious manner it causes cracking, rusty gears, and straining clicks, to creep out.
Black Pact: A Bloody History
- By Kazir LeGau
Knowledge Gained
It is a common misconception that Warlocks only maintain one pact with one Patron. This is likely true for most, however, those willing to stretch their souls to the breaking point can always take on more power. As long as they draw breath, and even after in some cases, there is always more power to be drawn from the Well.
Curse of the Phantom
The active Player’s body loses its corporeal nature, becoming wispy and translucent. The Player is now a ghost and must pass a DC 17 Charisma check every time they wish to physically interact with something or someone, or the interaction fails. If in combat, the Player has disadvantage on attack rolls. Enemies also have disadvantage on attack rolls against the Player.
Undead Thrall: Wind Up Knife magic item.
Banshee: ?
Ghost: A ghost in the form of an old woman rises from the ashes. She is Rei’Zel’s great aunt, whom she betrayed and murdered, trapping her spirit in the urn. The urn was in display in this room as an everlasting taunt, so her great aunt could “always watch the sunrise.”
Curse of the Phantom curse.
Master Ridgewell Beckett, Assistant Librarian of the Athenaeum Arcanum, Ghost, Librarian: ?
Hostile Ghost: ?
Great Lich: ?
Lich: ?
Lady Helena Whitestone, Head Librarian of the Athenaeum Arcanus, Lich, Terrifying Lich: ?
Reanimated Skeleton: ?
Skeleton: ?
Skeletal Minion: ?
Skeleton Soldier: ?
Specter of Long-Dead Scribe: ?
Vampire: ?
Xael, Vampire Spawn, Struggling Hooded Vampire Spawn, Soulless Evil Undead, Trustworthy Undead: Occasionally, an act of true surprise can snap such a lost soul from this cycle of chaotic endless evil. Such was the case of Zai’Liu. While off at a recent conflict with Cordelia, a young human noble by the name of Xael knelt by the wounded to grant them water as they died. Xael was a diplomat from Yon'Cath, based on the Yonder side, and this kindness he showed among the carnage felt out of place. He displayed humanity that Zai’Liu had long forgotten. Perhaps even a flame of romance that had long been snuffed out.
Rei’Zel watched on from nearby, noticing her sister’s fascination as a curious scheme turned in her mind. What if she snatched this man’s life and made him her spawn? To twist him into a soulless evil undead? In those few moments, while Zai’Liu pondered her place in the Elemental Dance, Rei’Zel convinced herself she hated Xael for the simple audacity of existing.
So she killed him that evening.
As his blood drained from his corpse, Xael prayed to the Patrons of the Shadelands for a second chance.
He never expected someone to answer…
After the battle, Rei’Zel said he had ‘potential’, and she devoured his soul and turned him. With only nights left, perhaps even just this one, he needs Fayte’s help to entreat a Patron with who he cut a deal with that is keeping his soul intact.
Rei'Zel, Vampire Lord, Legendary Vampire: ?
Zai'Liu, Vampire: ?
Spirit: ?
Wind-Up Knife
Weapon (Dagger), very rare (requires attunement)
This sterling silver dagger is marked with a simple etching depicting a humanoid outline attached to marionette strings. When you slay a flesh and blood creature using the knife, you can choose to leave the blade in the target’s body and twist the blade to activate its magic. When you do so, the target rises as an undead thrall under your command within 1 minute. The creature’s statistics are unchanged, except its type changes to undead, and it becomes immune to necrotic and poison damage. As a bonus action on each of your turns, you can issue verbal commands to the target, which follows your commands to the best of its ability and otherwise has no will of its own. After 1 hour, the magic of the knife fades and the thrall crumbles to dust. Once you have used the knife in this manner, it cannot be used again until 1 week has passed.
“Dance, dance, then dance some more, under my command as your unlife must endure. And when you fall, shall that be the final call?”
Within the hilt, you can almost hear the faint ticking of tiny gears, far too small to have been placed and set with even the most dexterous fingers. An off-color liquid will periodically seep from the joint between the hilt and the blade. When the blade twists in a devious manner it causes cracking, rusty gears, and straining clicks, to creep out.
Black Pact: A Bloody History
- By Kazir LeGau
Knowledge Gained
It is a common misconception that Warlocks only maintain one pact with one Patron. This is likely true for most, however, those willing to stretch their souls to the breaking point can always take on more power. As long as they draw breath, and even after in some cases, there is always more power to be drawn from the Well.
Curse of the Phantom
The active Player’s body loses its corporeal nature, becoming wispy and translucent. The Player is now a ghost and must pass a DC 17 Charisma check every time they wish to physically interact with something or someone, or the interaction fails. If in combat, the Player has disadvantage on attack rolls. Enemies also have disadvantage on attack rolls against the Player.
The Runewild Campaign Setting
Fey Lion Spirit, Fey Lion Ghostly Form, Incorporeal Fey Lion, Fey Lion Ghost, Spectral Fey Lion, Ghostly Lion: If killed through violence, the fey lion’s spirit returns the following night (and each night thereafter) to haunt the creature who killed it.
A fey lion killed through violence always returns to stalk the one who killed it.
Pyre Wraith: During their occupation of the Runewild, the Aruandans burnt witches in droves, but a hag’s spirit isn’t easily destroyed. Even when their bodies were reduced to ashes, many witches refused to pass into the afterlife and still haunt the Runewild to this day.
Wild Folk: The process by which a mortal becomes a wild folk is known as the Black Rite. During the rite, the mortal is buried alive in the raw earth, stripped of everything but a severed unicorn horn clutched its hands. When the mortal dies, the Black Rite’s magic binds their life force to the horn they hold.
Unbeknownst to Wergella, the Church of the Black Horn hides a dark secret. Some of its members have undergone a ritual to transform themselves into wild folk, undead servants of the Black Unicorn.
Edith brings anyone she captures (including the PCs) to the Black Unicorn’s grove and prepares the Black Rite to transform them into wild folk.
Using an ancient fey ritual known as the Black Rite, the Black Unicorn began transforming mortals into wild folk and gathered the undead creatures into a cult to serve him.
If Edith Teafly kidnapped another NPC (either one of the Saggers children or a villager from Ill Hollow), she and the other wild folk prepare to perform the Black Rite. Unless the PCs interrupt the ritual, Edith transforms the hostage into a wild folk within the hour.
Korthsuva, The Hag of Hours, Undead Creature Comparable to a Lich: The forest was still young when Korthsuva, the Hag of Hours, was born. As the first hag born in the Runewild, Korthsuva was destined to wield great and terrible magic. Knowing this, the fey of the forest stole Korthsuva from her cradle and used their magic to bind her life force to an enchanted clock. For as long as the clock ticks, Korthsuva is cursed to be born, grow old, and die each day.
Korthsuva’s curse prevents her from escaping the clock and makes her forget her predicament each morning. However, as the sun sets—and particularly after midnight, when she becomes an undead creature comparable to a lich—Korthsuva remembers her curse.
Inferno in the Shape of a Tormented Woman: ?
Personification of the Forest: ?
Cursed Creature: ?
Mindless Monster: ?
Wild Folk, Servant of the Black Unicorn: ?
Sam Seggers, Wild Folk: Several weeks ago, Edith Teafly, a wild folk servant of the Black Unicorn, seduced Sam Saggers, the father of the clan. Threatening to expose their affair if he refused, Edith led Sam into the Runewild and forced him to undergo the Black Rite, a magical ritual that transformed him into one of the wild folk.
Edith Teafley, Wild Folk, Servant of the Black Unicorn: ?
Undead, Undead Creature: ?
Frederick the Everliving, Undead Human: ?
Mister Switch, Devoted Undead Husband: ?
Ghast: ?
Ghazrek, Ghast: ?
Scrape, Ghast: ?
Twig-Legs, Ghast: ?
Ghost, Normal Ghost: PCs who die as a result of this exhaustion [after the moveable feast] can’t be returned to life by any means short of a wish spell. (The rest of the party may see the ghost of their lost compatriot among the elves the next time they encounter the Feast.)
Ghost of a Runish Prince: The ghost of a Runish prince who became lost in the forest centuries ago approaches the party.
Ghostly Form: ?
Ghostly Hag, Spirit of a Hag: If a cursed creature sleeps at least one watch (6 hours) while holding an ember, it can make a DC 10 Wisdom saving throw when it awakens. On a successful save, the curse ends, regardless of the length of time the creature has been cursed (see the Runewild Curses optional rule on page 38). A failure releases the spirit of a hag (as a ghost), who tries to possess the cursed creature instead.
Ghost, Incorporeal Creature: ?
Witch's Ghost, Vengeful Spirit: ?
Blaedyn Mabbot, Ghost, Tormented Spirit: ?
Lover's Ghost, Ghostly Lover: Over a century ago, an Aruandan lord decapitated the lover of his unfaithful wife. He then replaced the man’s head with that of a goat and had the resulting hybrid stuffed as a gruesome trophy. The satyr decorated the lord’s front hall until his wife pushed her vengeful husband from a tower window.
Ghost of a Thrushkin Champion: The ghosts of thrushkin champions slain in the battle with Apophix inhabit the statues.
The champions died when a green dragon attacked the palace and captured the Feathered Serpent.
Dame Breowen, Ghost of an Aurandan Knight, Restless Spirit of the Dead: ?
Dame Lambhorn, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Cledd Jorkins, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Father Bellan, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Evran Hughes, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Aerona Pye, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Alabaster, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Huragar, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Pearl-Eye Pete, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Torken Clood, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Brenzibar the Black, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Gwilli Wrensong, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Hooded Man, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Ghostly Presence, Ghost: ?
The Old Maid, Ghost, Vengeful Spirit, Hunched But Kindly Looking Grandmother, Ghostly Hag: The shed holds the ghost of the witch Goodie killed to obtain her deck of magic playing cards. The witch haunted Goodie after her death, so Goodie trapped the ghost inside the shed.
Goodie found her husband dead the next morning, but when the witch came to collect her debt, Goodie killed her and stole the deck of magical playing cards that gave the witch her power. Goodie’s cunning transformed her into a green hag but also saddled her with the witch’s ghost, a vengeful spirit that haunts Goodie to this day.
Lord Tergodan Maythorn, Ghost, Scowling Man: ?
Gwendolyn Maythorn, Ghost, Ghostly Form of a Woman: ?
Merrowyn Maythorn, Ghost, Ghostly Form of a Woman: ?
Brynmai Maythorn, Ghost: ?
Merfolk Ghost, Ghostly Merfolk: ?
The Siren Queen, Ghost: When the last queen of the Runewild’s merfolk died, her subjects built this enormous statue to serve as her tomb. For a time, the Aosidhe brought offerings of treasure to the tomb, but these offerings ended when the elves retreated from the Runewild. Forsaken, the Siren Queen went mad. The Queen’s ghost now prevents anyone who enters her tomb from leaving it alive.
Nevin Toombs, Ghost: Witches weren’t the only targets of the Aruandans’ wrath during their conquest of the Runewild. Anyone who practiced magic not sanctioned by the church of St. Adso or the Council Arcane was put to the sword. Nevin Toombs was a necromancer and grave-robber in the village of Ill Hollow when the Aruandans executed him for his crimes. As a kindness, the Aruandans allowed Nevin’s widow to bury her husband in Ill Hollow’s cemetery, but instead she took his body to an ancient Runish graveyard north of the village. There, she watched over Nevin for 40 nights, never straying more than a few feet from her husband’s grave.
Ghoul: ?
Meuric, Ghoul: ?
Marrow, Ghoul: ?
Lich: ?
Mummy: The Cronemarsh has transformed the corpses of 1d6 humanoids into mummies.
Nevin Toombs, Mummy: An ancient fey curse forces Old Mother Toombs to tend her husband’s grave for all eternity. So long as she does so, Nevin sleeps peacefully, but he rises as a mummy if his grave is disturbed.
Old Mother Toombs’s greatest weakness is the curse that binds her to her husband’s grave. Disturbing Nevin Toombs’s remains causes him to rise as a mummy.
Lord Verloun Cankerworm, Mummy: Lord Cankerworm’s pact with Fennysnake may have allowed him to escape true death, but his body is as decrepit as it was in life.
Lord Cankerworm ordered his Councilor Arcane, the wizard Montagne, to find a way to stave off his death. Montagne was no necromancer, but during his time in the Runewild he’d met witches who claimed power over life and death. One of these witches, a night hag named Fennysnake, agreed to cast a spell that would bind Lord Cankerworm’s spirit to his body after he died. All she required in return was a small piece of Montagne’s soul.
Reluctantly, Montagne agreed. Fennysnake cast her spell on Lord Cankerworm, but as she collected her payment, Montagne tricked the witch into gazing into his mirror of life trapping.
Shadow: To avoid engaging in melee with the characters, Amadan casts darkness using his staff of nethermancy and withdraws to the glade’s edge. From there, he continues casting darkness around the PCs until his staff has only one charge remaining. Amadan has already used 15 of the staff’s charges to create the shadows, leaving 5 charges available as the battle with the PCs begins.
Staff of Nethermancy magic item.
Foxhall room unique feature.
Skeleton, Normal Skeleton: A single candle lights the cupboard’s interior. Mother Toombs uses the candle to maintain control over the skeletons she animates with her animate dead spell.
The dead may rise as skeletons (3d4 per round) [in the Maythorn Family Crypts].
Skeletal Grandchild, Child-Size Skeleton, Skeletal Child: Six skeletal children animated by Clavia and Sterna’s foul magic share the rooms.
The hags adore small children almost as much as they do death. When no living children are available, they animate the bones of dead ones to keep them company.
Unarmed Skeleton: ?
Skeletal Bird, Bird Skeleton: ?
Flying Skeleton: ?
Skeletal Snake, Skeleton of an Enormous Snake, Snake Skeleton, Animated Skeleton of a Giant Constrictor Snake: ?
Undead Giant Constrictor Snake: ?
Skeleton, Skeletal Thrushkin: ?
Skeleton, Skeletal Servant: To help Sir Morley operate the Tavern on the Marsh, Camadaithe has animated the skeletons of four humans who died in the Cronemarsh.
Sir Morley, Talking Skull: While he lived, Sir Morley was an Aruandan knight renowned for his bravery and good humor. When the Witch Wars ended, Morley laid aside his sword and shield to build the Tavern on the Marsh. Morley wanted the tavern to serve as a haven for travelers, as well as a poke in the eye of Griselda, whom he and his fellow knights had routed only months before.
It was this boldness that brought about Sir Morley’s ruin. Though Griselda’s forces had been scattered, the Hag Queen herself was far from beaten. Unwilling to suffer an insult like the tavern in her domain, Griselda slew Sir Morley and bound his spirit to his severed head.
Warhorse Skeleton, Normal Warhorse Skeleton: ?
Advanced Skeleton, Skeletal Knight, Illspire Guard: The Illspire Guard, as the skeletal knights are commonly known, were once flesh and blood. During the Aruandan Conquest, the knights patrolled the trail from Wexmore Abbey to the Illspire, an area which had become a hotbed of Runish resistance. One night, while the knights camped near the Illspire, a witch named Old Mother Toombs visited and offered the knights a skin of mulled mead as thanks for their service on the cold night. The knights thanked the woman for her gift, but moments after they’d emptied the skin, they toppled to the ground, dead from the witch’s poison.
Not finished with her mischief, Mother Toombs reanimated the knights so she could watch their bodies rot for all eternity.
Skeleton, Animated Skeleton: There are 60 graves in all. Mundane human remains fill most of them, but 24 contain skeletons animated and controlled by Mother Toombs.
When the PCs first arrive, the skeletons are simply bones. However, if the PCs free the Red Rose Prince and Lord Maythorn’s ghost hasn’t already been destroyed, the skeletons animate as undead to prevent the Prince from escaping.
Uncontrolled Skeleton: A single candle lights the cupboard’s interior. Mother Toombs uses the candle to maintain control over the skeletons she animates with her animate dead spell. The candle never burns down but can be extinguished like a normal candle. If it is extinguished, Mother Toombs loses control over any skeletons she’s animated. Uncontrolled skeletons attack the nearest living creature, including Mother Toombs.
Skeleton, Undead Aurandan Knight, Skeletal Warrior, Skeletal Knight: ?
Specter, Aoshidhe Specter, Undead Spirit, Aosidhe Youth, Elf, Spirit of an Elven Youth: ?
Thrushkin Specter, Restless Soul: ?
Specter: ?
Dame Briar, Sleeping Vampire: ?
Dame Briar's Spawn, Vampire Spawn: Dame Briar wanders the forest, killing mortals who cross her path and raising them as vampire spawn.
Wight, Runish Warrior: ?
Wight: Over the centuries, many have undertaken the trial of the Goodwife Tree, but only a handful have survived. To complete the trial, a mortal must first climb the steps carved into the tree and press their hand against its trunk. As they do, the bark crumbles away, revealing a hollow too large to be contained within the tree itself. Inside the hollow, a black-scaled wyvern guards an enchanted wedding band. Killing the wyvern allows the mortal to claim the ring. Returning the ring to the tree’s mistress completes the trial and forges a magical union between the witch and the mortal. Thereafter, the witch can scry on the mortal and share the ring’s magic with them over any distance. A mortal who dies while “married” to the witch rises as a wight under the witch’s control.
Gray-Skinned Wight: ?
Will-o'-Wisp: ?
Will-o'-Wisp, Cackling Skull: ?
Will-o'-Wisp, Cat Made of Moonlight: ?
Will-o'-Wisp, Elven Maiden: ?
Wraith, Normal Wraith: ?
Galthyr Lionfell, The Broken King, Wraith, Mysterious Figure, Living Statue: Flesh and blood once, a curse transformed the Broken King into a creature of living stone.
Galthyr Lionfell was the chief architect of the alliance between the Aosidhe and Aruandan forces during the Witch Wars. A knight of unmatched prowess and impeccable honor, he led the mortal armies against Griselda and her minions, and personally cut down more than a dozen witches with his enchanted longsword, Truth Teller. When the Witch Wars ended and the Aosidhe retreated from the forest, it seemed only natural that Lionfell serve as steward of the elves’ principal stronghold in the Runewild.
As the new lord of the Broken Keep, Lionfell’s role of crusader became that of governor. With a wisdom that surpassed even his skill on the battlefield, Lionfell acted as an envoy between the Aruandans, the Ruasidhe elves, and the Runewild’s fey inhabitants. Under Lionfell’s rule, all creatures of the forest prospered.
But the ogre hag Griselda hadn’t forgotten Lord Lionfell. As punishment for killing so many of her kin, Griselda cast a terrible curse upon Lionfell. So long as he remained lord of the Broken Keep, Lionfell would be barren. Lord Lionfell despaired, for he knew he couldn’t break his oath to the Aosidhe. And yet, not doing so would risk the happiness of his young wife, a Runish maiden named Brinwain.
Ultimately, Lord Lionfell refused to abandon his duty. He searched for a way to break Griselda’s curse and, when those efforts failed, dispatched his knights to the Cronemarsh to slay the Hag Queen herself. The few knights who survived these desperate expeditions came home empty-handed. As Lionfell’s failures eroded his once legendary virtue, he became prone to fits of melancholy, paranoia, and rage.
With no end to Griselda’s curse in sight and her husband growing ever more distant, Brinwain fell into despair. As if sensing the young woman’s troubles, a mysterious figure visited Brinwain one night. The figure, its face hidden beneath the shadows of its cloak, introduced herself as Medusa and promised an end to Brinwain’s troubles. The magic of the fey, Medusa claimed, could give Brinwain the child she and her husband wanted. All Medusa asked in return was that Brinwain never reveal the child’s true origin to Lord Lionfell.
Desperate to ease her sorrow, Brinwain agreed to Medusa’s bargain. Medusa gave Brinwain a tiny river-stone and ordered her to swallow it. Once this was done, Medusa departed the keep, leaving Brinwain with a final reminder that Lord Lionfell must never learn of their agreement.
Weeks passed, and soon Brinwain found herself with child. The news banished Lord Lionfell’s dark moods, and for a time happiness returned to the keep. But as the baby’s birth approached, Brinwain’s resolution faltered. Certain Lord Lionfell would love their child regardless of how it came to be, Brinwain told her husband of the baby’s true origins.
As Brinwain revealed her secret, the darkness that had plagued Lord Lionfell returned. He became furious, insisting Brinwain’s pact with Medusa was nothing short of a betrayal. In a fit of madness, he drew Truth Teller and held its edge to Brinwain’s stomach. When Brinwain refused to repent for what she’d done, Lionfell carved the unborn baby from her womb.
What the child might have been if it had been allowed to come to term isn’t known. The thing Lionfell ripped from Brinwain’s body instead was a nightmarish beast: a bull with skin like iron and nostrils that spewed clouds of poison smoke. Lionfell dropped to his knees before the bull, but as the newborn monster lowered its horns to gore him, Medusa intervened. “As punishment for what you’ve done,” she told Lionfell, “you will rule this keep forever.” Medusa then revealed her face—that of a beautiful woman with snakes for hair—and turned Lord Lionfell to stone.
Medusa named Brinwain’s monstrous child Gorgon, claiming both it and the Broken Keep as her own. As her first act as the keep’s new ruler, Medusa ordered Gorgon to trample Lord Lionfell’s petrified body. She then used ancient fey magic to bind Lionfell’s spirit to his shattered remains, so the knight would live on forever as a statue animated by his tortured soul.
Medusa petrifies Galthyr Lionfell, transforming him into the Broken King.
The Broken King, a human knight whom a fey curse transformed into a living statue, marshals the goblins of the forest deep within the Runewild.
Green-Guts, Pyre Wraith, Spirit, Ghost: The wraiths cackle as the PCs enter the room. Speaking in turns, they pose the following riddle: “We are Green-Guts, Blue-Tongue, and Yellow-Eye. Ancient magic binds us here, and long has been our torment. Speak the name of the blade that slew her, and you end that sister’s misery. You have three guesses. Use them wisely and surely one of us will be destroyed. The lucky may escape our wrath completely. Fools must face us all.”
The pyre wraiths are the spirits of three hags Dame Breighwen, Dame Hastrid, and Sir Lornas killed with the Highvale Blades before sealing their swords inside the vault. The Aosidhe bound the hags here to protect the weapons that slew them.
Blue-Tongue, Pyre Wraith, Spirit, Ghost: The wraiths cackle as the PCs enter the room. Speaking in turns, they pose the following riddle: “We are Green-Guts, Blue-Tongue, and Yellow-Eye. Ancient magic binds us here, and long has been our torment. Speak the name of the blade that slew her, and you end that sister’s misery. You have three guesses. Use them wisely and surely one of us will be destroyed. The lucky may escape our wrath completely. Fools must face us all.”
The pyre wraiths are the spirits of three hags Dame Breighwen, Dame Hastrid, and Sir Lornas killed with the Highvale Blades before sealing their swords inside the vault. The Aosidhe bound the hags here to protect the weapons that slew them.
Yellow-Eye, Pyre Wraith, Spirit, Ghost: The wraiths cackle as the PCs enter the room. Speaking in turns, they pose the following riddle: “We are Green-Guts, Blue-Tongue, and Yellow-Eye. Ancient magic binds us here, and long has been our torment. Speak the name of the blade that slew her, and you end that sister’s misery. You have three guesses. Use them wisely and surely one of us will be destroyed. The lucky may escape our wrath completely. Fools must face us all.”
The pyre wraiths are the spirits of three hags Dame Breighwen, Dame Hastrid, and Sir Lornas killed with the Highvale Blades before sealing their swords inside the vault. The Aosidhe bound the hags here to protect the weapons that slew them.
Wraith, Black Butterflies, Unquiet Soul, Wraith-Like Form: While the lord and his wife were on a nighttime ride, the Black Unicorn chased down the carriage and ran it off the road. Both the lord and his wife died in the crash.
PCs capable of detecting undead (such as a paladin using Divine Sense) feel the presence of the couple’s unquiet souls. Specifically, their spirits have manifested as the black butterflies that gather around the carriage. If the PCs disturb the remains of either of the nobles, the butterflies coalesce into wraith-like forms and attack.
Shambling Husk, Zombie: ?
Zombie: A target killed by [the Golden Bodach's Siphon Beauty] attack rises as a zombie at the start of its next turn.
Zombie, Runish Warrior: ?
Ogre Zombie, Figure: Griselda animated the ogre’s body (as a zombie) and stored it here for safekeeping.
Restless Spirit: ?
Staff of Nethermancy
Staff, very rare (requires attunement)
This blackwood staff is shod with orichalcum bands and topped by a sphere of flawless crystal. A doppelganger disguised as the staff’s creator, a wizard of the Council Arcane named Amadan, currently possesses the staff (see location 132).
The staff of nethermancy can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While attuned to the staff, you can see through normal and magical darkness to a range of 120 feet.
Nethermancy. The staff has 20 charges, and it regains 2d8 + 4 charges daily at sunset. If you expend the staff’s last charge, roll a d20. On a 1, you must make a successful DC 12 Charisma saving throw or become trapped inside the staff’s crystal prison (see below). While attuned to the staff, you can use an action to produce one of the following magical effects:
• Call to Darkness. You expend one of the staff’s charges to cast darkness.
• Shadow Play: You expend three of the staff’s charges to cast any 3rd-level or lower illusion spell you know without spending a spell slot to do so. If you prepare spells, you must have the spell prepared in order to cast it this way.
• Summon Shadow: You expend five of the staff’s charges to summon a shadow. A shadow created by the staff looks like a real humanoid with features you choose. The shadow understands any languages you know, but it can’t speak. A physical inspection reveals the shadow’s true nature, as does a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check. When the shadow is created, it appears in an unoccupied space you choose within 60 feet of you. The shadow follows your spoken commands. The shadow remains for 10 minutes or until either you or the shadow dies. You can also dismiss any shadows under your control as an action.
Crystal Prison. When you attempt to attune to the staff, you must make a DC 12 Charisma saving throw. On a success, you attune to the staff as normal. On a failure, you and any equipment you are wearing or carrying become trapped inside the crystal sphere that tops the staff. While trapped in the sphere, you wander a shadowy labyrinth from which there is no escape. Characters who gaze into the sphere see tiny versions of the creatures trapped inside it. A wish spell frees all creatures trapped inside the sphere, as does destroying the staff’s crystal.
Destroying the Crystal. A creature in possession of the staff can use an action to smash the crystal sphere. Any creatures trapped inside the sphere when it’s smashed reappear in unoccupied spaces nearest the staff. Once the crystal sphere is smashed, the staff becomes a normal +2 quarterstaff.
Foxhall Room 12
Roll again, but the chamber has a unique feature. Roll 1d6: 1—strange gravity, 2—shadows animate and attack (one shadow per PC), 3—draped in spider webs, 4—animated murals, 5—secret door (DC 12 to spot), 6—pit trap (20 ft. deep, DC 12 Dexterity saving throw to avoid).
A fey lion killed through violence always returns to stalk the one who killed it.
Pyre Wraith: During their occupation of the Runewild, the Aruandans burnt witches in droves, but a hag’s spirit isn’t easily destroyed. Even when their bodies were reduced to ashes, many witches refused to pass into the afterlife and still haunt the Runewild to this day.
Wild Folk: The process by which a mortal becomes a wild folk is known as the Black Rite. During the rite, the mortal is buried alive in the raw earth, stripped of everything but a severed unicorn horn clutched its hands. When the mortal dies, the Black Rite’s magic binds their life force to the horn they hold.
Unbeknownst to Wergella, the Church of the Black Horn hides a dark secret. Some of its members have undergone a ritual to transform themselves into wild folk, undead servants of the Black Unicorn.
Edith brings anyone she captures (including the PCs) to the Black Unicorn’s grove and prepares the Black Rite to transform them into wild folk.
Using an ancient fey ritual known as the Black Rite, the Black Unicorn began transforming mortals into wild folk and gathered the undead creatures into a cult to serve him.
If Edith Teafly kidnapped another NPC (either one of the Saggers children or a villager from Ill Hollow), she and the other wild folk prepare to perform the Black Rite. Unless the PCs interrupt the ritual, Edith transforms the hostage into a wild folk within the hour.
Korthsuva, The Hag of Hours, Undead Creature Comparable to a Lich: The forest was still young when Korthsuva, the Hag of Hours, was born. As the first hag born in the Runewild, Korthsuva was destined to wield great and terrible magic. Knowing this, the fey of the forest stole Korthsuva from her cradle and used their magic to bind her life force to an enchanted clock. For as long as the clock ticks, Korthsuva is cursed to be born, grow old, and die each day.
Korthsuva’s curse prevents her from escaping the clock and makes her forget her predicament each morning. However, as the sun sets—and particularly after midnight, when she becomes an undead creature comparable to a lich—Korthsuva remembers her curse.
Inferno in the Shape of a Tormented Woman: ?
Personification of the Forest: ?
Cursed Creature: ?
Mindless Monster: ?
Wild Folk, Servant of the Black Unicorn: ?
Sam Seggers, Wild Folk: Several weeks ago, Edith Teafly, a wild folk servant of the Black Unicorn, seduced Sam Saggers, the father of the clan. Threatening to expose their affair if he refused, Edith led Sam into the Runewild and forced him to undergo the Black Rite, a magical ritual that transformed him into one of the wild folk.
Edith Teafley, Wild Folk, Servant of the Black Unicorn: ?
Undead, Undead Creature: ?
Frederick the Everliving, Undead Human: ?
Mister Switch, Devoted Undead Husband: ?
Ghast: ?
Ghazrek, Ghast: ?
Scrape, Ghast: ?
Twig-Legs, Ghast: ?
Ghost, Normal Ghost: PCs who die as a result of this exhaustion [after the moveable feast] can’t be returned to life by any means short of a wish spell. (The rest of the party may see the ghost of their lost compatriot among the elves the next time they encounter the Feast.)
Ghost of a Runish Prince: The ghost of a Runish prince who became lost in the forest centuries ago approaches the party.
Ghostly Form: ?
Ghostly Hag, Spirit of a Hag: If a cursed creature sleeps at least one watch (6 hours) while holding an ember, it can make a DC 10 Wisdom saving throw when it awakens. On a successful save, the curse ends, regardless of the length of time the creature has been cursed (see the Runewild Curses optional rule on page 38). A failure releases the spirit of a hag (as a ghost), who tries to possess the cursed creature instead.
Ghost, Incorporeal Creature: ?
Witch's Ghost, Vengeful Spirit: ?
Blaedyn Mabbot, Ghost, Tormented Spirit: ?
Lover's Ghost, Ghostly Lover: Over a century ago, an Aruandan lord decapitated the lover of his unfaithful wife. He then replaced the man’s head with that of a goat and had the resulting hybrid stuffed as a gruesome trophy. The satyr decorated the lord’s front hall until his wife pushed her vengeful husband from a tower window.
Ghost of a Thrushkin Champion: The ghosts of thrushkin champions slain in the battle with Apophix inhabit the statues.
The champions died when a green dragon attacked the palace and captured the Feathered Serpent.
Dame Breowen, Ghost of an Aurandan Knight, Restless Spirit of the Dead: ?
Dame Lambhorn, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Cledd Jorkins, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Father Bellan, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Evran Hughes, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Aerona Pye, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Alabaster, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Huragar, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Pearl-Eye Pete, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Torken Clood, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Brenzibar the Black, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Gwilli Wrensong, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Hooded Man, Ghost, Deck-Bound Soul, Trapped Soul, Spirit of the Dead: ?
Ghostly Presence, Ghost: ?
The Old Maid, Ghost, Vengeful Spirit, Hunched But Kindly Looking Grandmother, Ghostly Hag: The shed holds the ghost of the witch Goodie killed to obtain her deck of magic playing cards. The witch haunted Goodie after her death, so Goodie trapped the ghost inside the shed.
Goodie found her husband dead the next morning, but when the witch came to collect her debt, Goodie killed her and stole the deck of magical playing cards that gave the witch her power. Goodie’s cunning transformed her into a green hag but also saddled her with the witch’s ghost, a vengeful spirit that haunts Goodie to this day.
Lord Tergodan Maythorn, Ghost, Scowling Man: ?
Gwendolyn Maythorn, Ghost, Ghostly Form of a Woman: ?
Merrowyn Maythorn, Ghost, Ghostly Form of a Woman: ?
Brynmai Maythorn, Ghost: ?
Merfolk Ghost, Ghostly Merfolk: ?
The Siren Queen, Ghost: When the last queen of the Runewild’s merfolk died, her subjects built this enormous statue to serve as her tomb. For a time, the Aosidhe brought offerings of treasure to the tomb, but these offerings ended when the elves retreated from the Runewild. Forsaken, the Siren Queen went mad. The Queen’s ghost now prevents anyone who enters her tomb from leaving it alive.
Nevin Toombs, Ghost: Witches weren’t the only targets of the Aruandans’ wrath during their conquest of the Runewild. Anyone who practiced magic not sanctioned by the church of St. Adso or the Council Arcane was put to the sword. Nevin Toombs was a necromancer and grave-robber in the village of Ill Hollow when the Aruandans executed him for his crimes. As a kindness, the Aruandans allowed Nevin’s widow to bury her husband in Ill Hollow’s cemetery, but instead she took his body to an ancient Runish graveyard north of the village. There, she watched over Nevin for 40 nights, never straying more than a few feet from her husband’s grave.
Ghoul: ?
Meuric, Ghoul: ?
Marrow, Ghoul: ?
Lich: ?
Mummy: The Cronemarsh has transformed the corpses of 1d6 humanoids into mummies.
Nevin Toombs, Mummy: An ancient fey curse forces Old Mother Toombs to tend her husband’s grave for all eternity. So long as she does so, Nevin sleeps peacefully, but he rises as a mummy if his grave is disturbed.
Old Mother Toombs’s greatest weakness is the curse that binds her to her husband’s grave. Disturbing Nevin Toombs’s remains causes him to rise as a mummy.
Lord Verloun Cankerworm, Mummy: Lord Cankerworm’s pact with Fennysnake may have allowed him to escape true death, but his body is as decrepit as it was in life.
Lord Cankerworm ordered his Councilor Arcane, the wizard Montagne, to find a way to stave off his death. Montagne was no necromancer, but during his time in the Runewild he’d met witches who claimed power over life and death. One of these witches, a night hag named Fennysnake, agreed to cast a spell that would bind Lord Cankerworm’s spirit to his body after he died. All she required in return was a small piece of Montagne’s soul.
Reluctantly, Montagne agreed. Fennysnake cast her spell on Lord Cankerworm, but as she collected her payment, Montagne tricked the witch into gazing into his mirror of life trapping.
Shadow: To avoid engaging in melee with the characters, Amadan casts darkness using his staff of nethermancy and withdraws to the glade’s edge. From there, he continues casting darkness around the PCs until his staff has only one charge remaining. Amadan has already used 15 of the staff’s charges to create the shadows, leaving 5 charges available as the battle with the PCs begins.
Staff of Nethermancy magic item.
Foxhall room unique feature.
Skeleton, Normal Skeleton: A single candle lights the cupboard’s interior. Mother Toombs uses the candle to maintain control over the skeletons she animates with her animate dead spell.
The dead may rise as skeletons (3d4 per round) [in the Maythorn Family Crypts].
Skeletal Grandchild, Child-Size Skeleton, Skeletal Child: Six skeletal children animated by Clavia and Sterna’s foul magic share the rooms.
The hags adore small children almost as much as they do death. When no living children are available, they animate the bones of dead ones to keep them company.
Unarmed Skeleton: ?
Skeletal Bird, Bird Skeleton: ?
Flying Skeleton: ?
Skeletal Snake, Skeleton of an Enormous Snake, Snake Skeleton, Animated Skeleton of a Giant Constrictor Snake: ?
Undead Giant Constrictor Snake: ?
Skeleton, Skeletal Thrushkin: ?
Skeleton, Skeletal Servant: To help Sir Morley operate the Tavern on the Marsh, Camadaithe has animated the skeletons of four humans who died in the Cronemarsh.
Sir Morley, Talking Skull: While he lived, Sir Morley was an Aruandan knight renowned for his bravery and good humor. When the Witch Wars ended, Morley laid aside his sword and shield to build the Tavern on the Marsh. Morley wanted the tavern to serve as a haven for travelers, as well as a poke in the eye of Griselda, whom he and his fellow knights had routed only months before.
It was this boldness that brought about Sir Morley’s ruin. Though Griselda’s forces had been scattered, the Hag Queen herself was far from beaten. Unwilling to suffer an insult like the tavern in her domain, Griselda slew Sir Morley and bound his spirit to his severed head.
Warhorse Skeleton, Normal Warhorse Skeleton: ?
Advanced Skeleton, Skeletal Knight, Illspire Guard: The Illspire Guard, as the skeletal knights are commonly known, were once flesh and blood. During the Aruandan Conquest, the knights patrolled the trail from Wexmore Abbey to the Illspire, an area which had become a hotbed of Runish resistance. One night, while the knights camped near the Illspire, a witch named Old Mother Toombs visited and offered the knights a skin of mulled mead as thanks for their service on the cold night. The knights thanked the woman for her gift, but moments after they’d emptied the skin, they toppled to the ground, dead from the witch’s poison.
Not finished with her mischief, Mother Toombs reanimated the knights so she could watch their bodies rot for all eternity.
Skeleton, Animated Skeleton: There are 60 graves in all. Mundane human remains fill most of them, but 24 contain skeletons animated and controlled by Mother Toombs.
When the PCs first arrive, the skeletons are simply bones. However, if the PCs free the Red Rose Prince and Lord Maythorn’s ghost hasn’t already been destroyed, the skeletons animate as undead to prevent the Prince from escaping.
Uncontrolled Skeleton: A single candle lights the cupboard’s interior. Mother Toombs uses the candle to maintain control over the skeletons she animates with her animate dead spell. The candle never burns down but can be extinguished like a normal candle. If it is extinguished, Mother Toombs loses control over any skeletons she’s animated. Uncontrolled skeletons attack the nearest living creature, including Mother Toombs.
Skeleton, Undead Aurandan Knight, Skeletal Warrior, Skeletal Knight: ?
Specter, Aoshidhe Specter, Undead Spirit, Aosidhe Youth, Elf, Spirit of an Elven Youth: ?
Thrushkin Specter, Restless Soul: ?
Specter: ?
Dame Briar, Sleeping Vampire: ?
Dame Briar's Spawn, Vampire Spawn: Dame Briar wanders the forest, killing mortals who cross her path and raising them as vampire spawn.
Wight, Runish Warrior: ?
Wight: Over the centuries, many have undertaken the trial of the Goodwife Tree, but only a handful have survived. To complete the trial, a mortal must first climb the steps carved into the tree and press their hand against its trunk. As they do, the bark crumbles away, revealing a hollow too large to be contained within the tree itself. Inside the hollow, a black-scaled wyvern guards an enchanted wedding band. Killing the wyvern allows the mortal to claim the ring. Returning the ring to the tree’s mistress completes the trial and forges a magical union between the witch and the mortal. Thereafter, the witch can scry on the mortal and share the ring’s magic with them over any distance. A mortal who dies while “married” to the witch rises as a wight under the witch’s control.
Gray-Skinned Wight: ?
Will-o'-Wisp: ?
Will-o'-Wisp, Cackling Skull: ?
Will-o'-Wisp, Cat Made of Moonlight: ?
Will-o'-Wisp, Elven Maiden: ?
Wraith, Normal Wraith: ?
Galthyr Lionfell, The Broken King, Wraith, Mysterious Figure, Living Statue: Flesh and blood once, a curse transformed the Broken King into a creature of living stone.
Galthyr Lionfell was the chief architect of the alliance between the Aosidhe and Aruandan forces during the Witch Wars. A knight of unmatched prowess and impeccable honor, he led the mortal armies against Griselda and her minions, and personally cut down more than a dozen witches with his enchanted longsword, Truth Teller. When the Witch Wars ended and the Aosidhe retreated from the forest, it seemed only natural that Lionfell serve as steward of the elves’ principal stronghold in the Runewild.
As the new lord of the Broken Keep, Lionfell’s role of crusader became that of governor. With a wisdom that surpassed even his skill on the battlefield, Lionfell acted as an envoy between the Aruandans, the Ruasidhe elves, and the Runewild’s fey inhabitants. Under Lionfell’s rule, all creatures of the forest prospered.
But the ogre hag Griselda hadn’t forgotten Lord Lionfell. As punishment for killing so many of her kin, Griselda cast a terrible curse upon Lionfell. So long as he remained lord of the Broken Keep, Lionfell would be barren. Lord Lionfell despaired, for he knew he couldn’t break his oath to the Aosidhe. And yet, not doing so would risk the happiness of his young wife, a Runish maiden named Brinwain.
Ultimately, Lord Lionfell refused to abandon his duty. He searched for a way to break Griselda’s curse and, when those efforts failed, dispatched his knights to the Cronemarsh to slay the Hag Queen herself. The few knights who survived these desperate expeditions came home empty-handed. As Lionfell’s failures eroded his once legendary virtue, he became prone to fits of melancholy, paranoia, and rage.
With no end to Griselda’s curse in sight and her husband growing ever more distant, Brinwain fell into despair. As if sensing the young woman’s troubles, a mysterious figure visited Brinwain one night. The figure, its face hidden beneath the shadows of its cloak, introduced herself as Medusa and promised an end to Brinwain’s troubles. The magic of the fey, Medusa claimed, could give Brinwain the child she and her husband wanted. All Medusa asked in return was that Brinwain never reveal the child’s true origin to Lord Lionfell.
Desperate to ease her sorrow, Brinwain agreed to Medusa’s bargain. Medusa gave Brinwain a tiny river-stone and ordered her to swallow it. Once this was done, Medusa departed the keep, leaving Brinwain with a final reminder that Lord Lionfell must never learn of their agreement.
Weeks passed, and soon Brinwain found herself with child. The news banished Lord Lionfell’s dark moods, and for a time happiness returned to the keep. But as the baby’s birth approached, Brinwain’s resolution faltered. Certain Lord Lionfell would love their child regardless of how it came to be, Brinwain told her husband of the baby’s true origins.
As Brinwain revealed her secret, the darkness that had plagued Lord Lionfell returned. He became furious, insisting Brinwain’s pact with Medusa was nothing short of a betrayal. In a fit of madness, he drew Truth Teller and held its edge to Brinwain’s stomach. When Brinwain refused to repent for what she’d done, Lionfell carved the unborn baby from her womb.
What the child might have been if it had been allowed to come to term isn’t known. The thing Lionfell ripped from Brinwain’s body instead was a nightmarish beast: a bull with skin like iron and nostrils that spewed clouds of poison smoke. Lionfell dropped to his knees before the bull, but as the newborn monster lowered its horns to gore him, Medusa intervened. “As punishment for what you’ve done,” she told Lionfell, “you will rule this keep forever.” Medusa then revealed her face—that of a beautiful woman with snakes for hair—and turned Lord Lionfell to stone.
Medusa named Brinwain’s monstrous child Gorgon, claiming both it and the Broken Keep as her own. As her first act as the keep’s new ruler, Medusa ordered Gorgon to trample Lord Lionfell’s petrified body. She then used ancient fey magic to bind Lionfell’s spirit to his shattered remains, so the knight would live on forever as a statue animated by his tortured soul.
Medusa petrifies Galthyr Lionfell, transforming him into the Broken King.
The Broken King, a human knight whom a fey curse transformed into a living statue, marshals the goblins of the forest deep within the Runewild.
Green-Guts, Pyre Wraith, Spirit, Ghost: The wraiths cackle as the PCs enter the room. Speaking in turns, they pose the following riddle: “We are Green-Guts, Blue-Tongue, and Yellow-Eye. Ancient magic binds us here, and long has been our torment. Speak the name of the blade that slew her, and you end that sister’s misery. You have three guesses. Use them wisely and surely one of us will be destroyed. The lucky may escape our wrath completely. Fools must face us all.”
The pyre wraiths are the spirits of three hags Dame Breighwen, Dame Hastrid, and Sir Lornas killed with the Highvale Blades before sealing their swords inside the vault. The Aosidhe bound the hags here to protect the weapons that slew them.
Blue-Tongue, Pyre Wraith, Spirit, Ghost: The wraiths cackle as the PCs enter the room. Speaking in turns, they pose the following riddle: “We are Green-Guts, Blue-Tongue, and Yellow-Eye. Ancient magic binds us here, and long has been our torment. Speak the name of the blade that slew her, and you end that sister’s misery. You have three guesses. Use them wisely and surely one of us will be destroyed. The lucky may escape our wrath completely. Fools must face us all.”
The pyre wraiths are the spirits of three hags Dame Breighwen, Dame Hastrid, and Sir Lornas killed with the Highvale Blades before sealing their swords inside the vault. The Aosidhe bound the hags here to protect the weapons that slew them.
Yellow-Eye, Pyre Wraith, Spirit, Ghost: The wraiths cackle as the PCs enter the room. Speaking in turns, they pose the following riddle: “We are Green-Guts, Blue-Tongue, and Yellow-Eye. Ancient magic binds us here, and long has been our torment. Speak the name of the blade that slew her, and you end that sister’s misery. You have three guesses. Use them wisely and surely one of us will be destroyed. The lucky may escape our wrath completely. Fools must face us all.”
The pyre wraiths are the spirits of three hags Dame Breighwen, Dame Hastrid, and Sir Lornas killed with the Highvale Blades before sealing their swords inside the vault. The Aosidhe bound the hags here to protect the weapons that slew them.
Wraith, Black Butterflies, Unquiet Soul, Wraith-Like Form: While the lord and his wife were on a nighttime ride, the Black Unicorn chased down the carriage and ran it off the road. Both the lord and his wife died in the crash.
PCs capable of detecting undead (such as a paladin using Divine Sense) feel the presence of the couple’s unquiet souls. Specifically, their spirits have manifested as the black butterflies that gather around the carriage. If the PCs disturb the remains of either of the nobles, the butterflies coalesce into wraith-like forms and attack.
Shambling Husk, Zombie: ?
Zombie: A target killed by [the Golden Bodach's Siphon Beauty] attack rises as a zombie at the start of its next turn.
Zombie, Runish Warrior: ?
Ogre Zombie, Figure: Griselda animated the ogre’s body (as a zombie) and stored it here for safekeeping.
Restless Spirit: ?
Staff of Nethermancy
Staff, very rare (requires attunement)
This blackwood staff is shod with orichalcum bands and topped by a sphere of flawless crystal. A doppelganger disguised as the staff’s creator, a wizard of the Council Arcane named Amadan, currently possesses the staff (see location 132).
The staff of nethermancy can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While attuned to the staff, you can see through normal and magical darkness to a range of 120 feet.
Nethermancy. The staff has 20 charges, and it regains 2d8 + 4 charges daily at sunset. If you expend the staff’s last charge, roll a d20. On a 1, you must make a successful DC 12 Charisma saving throw or become trapped inside the staff’s crystal prison (see below). While attuned to the staff, you can use an action to produce one of the following magical effects:
• Call to Darkness. You expend one of the staff’s charges to cast darkness.
• Shadow Play: You expend three of the staff’s charges to cast any 3rd-level or lower illusion spell you know without spending a spell slot to do so. If you prepare spells, you must have the spell prepared in order to cast it this way.
• Summon Shadow: You expend five of the staff’s charges to summon a shadow. A shadow created by the staff looks like a real humanoid with features you choose. The shadow understands any languages you know, but it can’t speak. A physical inspection reveals the shadow’s true nature, as does a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check. When the shadow is created, it appears in an unoccupied space you choose within 60 feet of you. The shadow follows your spoken commands. The shadow remains for 10 minutes or until either you or the shadow dies. You can also dismiss any shadows under your control as an action.
Crystal Prison. When you attempt to attune to the staff, you must make a DC 12 Charisma saving throw. On a success, you attune to the staff as normal. On a failure, you and any equipment you are wearing or carrying become trapped inside the crystal sphere that tops the staff. While trapped in the sphere, you wander a shadowy labyrinth from which there is no escape. Characters who gaze into the sphere see tiny versions of the creatures trapped inside it. A wish spell frees all creatures trapped inside the sphere, as does destroying the staff’s crystal.
Destroying the Crystal. A creature in possession of the staff can use an action to smash the crystal sphere. Any creatures trapped inside the sphere when it’s smashed reappear in unoccupied spaces nearest the staff. Once the crystal sphere is smashed, the staff becomes a normal +2 quarterstaff.
Foxhall Room 12
Roll again, but the chamber has a unique feature. Roll 1d6: 1—strange gravity, 2—shadows animate and attack (one shadow per PC), 3—draped in spider webs, 4—animated murals, 5—secret door (DC 12 to spot), 6—pit trap (20 ft. deep, DC 12 Dexterity saving throw to avoid).
The Search for Darwah's Temple
Wraith: ?
Fire Skeleton: The hapless skeletons that adorn the north and south stairs are the remains of a group of clerics dedicated to Darwah that came to cure this temple of its befoulment by the fire elemental lord. Their mission failed, and the corpses have been subverted to serve the needs of this dread entity.
Undead: ?
Wraith, Inky Black Shadowy Creature: ?
Specter: Wraith Create Specter power.
Fire Skeleton, Hapless Skeleton, Corpse, Armored Skeleton: ?
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at one time.
Fire Skeleton: The hapless skeletons that adorn the north and south stairs are the remains of a group of clerics dedicated to Darwah that came to cure this temple of its befoulment by the fire elemental lord. Their mission failed, and the corpses have been subverted to serve the needs of this dread entity.
Undead: ?
Wraith, Inky Black Shadowy Creature: ?
Specter: Wraith Create Specter power.
Fire Skeleton, Hapless Skeleton, Corpse, Armored Skeleton: ?
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at one time.
The Seas of Vodari (5E)
Skeleton: Those who are unfortunate enough to encounter skeletons face a foe cursed to endure undeath for eternity.
When Blackheart and his crew originally landed on the island, they decided to explore it to find materials for repairs and resupply. Over the days that followed, they were attacked by dangerous beasts and killer plants. They also found ancient ruins deep in the interior of the island, where they hid the treasure. Unknown to Blackheart, the ruins were actually a temple dedicated to Morto, the god of necromancy and secrets. The entire island was cursed, and Blackheart soon came under the spell of Morto’s whispers and “decided” that he could only allow his most trusted crewmates to share the treasure and know its secret location. The captain and his officers sealed the rest of the crew in the ruins to die. The Howl of the Sea sailed away, with a quarter of the treasure and a plan to return when they needed more. When the pirates trapped in the temple finally died of thirst and hunger, Morto cursed them to undeath as skeletons.
Years later, when Blackheart and his conspirators returned to collect more treasure, they were ready for the storm and landed with minimal damage to their ship. When they arrived at the temple, they were ambushed and killed by their former crewmates. Captain Blackheart and his officers became skeletons themselves.
Captain Blackheart is a pirate captain skeleton (see Chapter IX) and wants to talk to the intruders who have been strong enough to make it to his lair. The following dialogue can be used to provide a source of banter with the players.
• “Defeat me, ’n ye can have me treasure. If ye lose, Morto will have yer souls too. Ye’ll roam this ‘ere island as skeletons for eternity. Savvy?”
• “My greed ’as cursed me. Is a chance at this treasure worth ye suffering the same fate? Leave now an’ forget me treasure.”
• “Morto has cursed me and me crew. He’ll take you scallywags as well.”
Pirate Captain Skeleton: This captain was once the charismatic leader of a crew of vile pirates. Now the captain and its entire crew are cursed to undeath for an especially heinous act of piracy.
Pirate Skeleton: Pirate skeletons are cursed to serve under their captain’s orders for eternity.
This captain was once the charismatic leader of a crew of vile pirates. Now the captain and its entire crew are cursed to undeath for an especially heinous act of piracy.
When Blackheart and his crew originally landed on the island, they decided to explore it to find materials for repairs and resupply. Over the days that followed, they were attacked by dangerous beasts and killer plants. They also found ancient ruins deep in the interior of the island, where they hid the treasure. Unknown to Blackheart, the ruins were actually a temple dedicated to Morto, the god of necromancy and secrets. The entire island was cursed, and Blackheart soon came under the spell of Morto’s whispers and “decided” that he could only allow his most trusted crewmates to share the treasure and know its secret location. The captain and his officers sealed the rest of the crew in the ruins to die. The Howl of the Sea sailed away, with a quarter of the treasure and a plan to return when they needed more. When the pirates trapped in the temple finally died of thirst and hunger, Morto cursed them to undeath as skeletons.
If you are running this adventure for more experienced players, you can have the necrotic damage [from the Temple of Morto] reduce a PC’s maximum hit points by the amount of necrotic damage taken until they finish a long rest. If you are feeling extra nasty, you can have a character that dies become a pirate skeleton that attacks the other PCs.
Captain Blackheart is a pirate captain skeleton (see Chapter IX) and wants to talk to the intruders who have been strong enough to make it to his lair. The following dialogue can be used to provide a source of banter with the players.
• “Defeat me, ’n ye can have me treasure. If ye lose, Morto will have yer souls too. Ye’ll roam this ‘ere island as skeletons for eternity. Savvy?”
• “My greed ’as cursed me. Is a chance at this treasure worth ye suffering the same fate? Leave now an’ forget me treasure.”
• “Morto has cursed me and me crew. He’ll take you scallywags as well.”
Two-Headed Pirate Skeleton: These skeletons served as officers under their captain while alive. Now they are cursed to hunt down trespassers who seek their ill-gotten treasure hoard.
This captain was once the charismatic leader of a crew of vile pirates. Now the captain and its entire crew are cursed to undeath for an especially heinous act of piracy.
When Blackheart and his crew originally landed on the island, they decided to explore it to find materials for repairs and resupply. Over the days that followed, they were attacked by dangerous beasts and killer plants. They also found ancient ruins deep in the interior of the island, where they hid the treasure. Unknown to Blackheart, the ruins were actually a temple dedicated to Morto, the god of necromancy and secrets. The entire island was cursed, and Blackheart soon came under the spell of Morto’s whispers and “decided” that he could only allow his most trusted crewmates to share the treasure and know its secret location. The captain and his officers sealed the rest of the crew in the ruins to die. The Howl of the Sea sailed away, with a quarter of the treasure and a plan to return when they needed more. When the pirates trapped in the temple finally died of thirst and hunger, Morto cursed them to undeath as skeletons.
Years later, when Blackheart and his conspirators returned to collect more treasure, they were ready for the storm and landed with minimal damage to their ship. When they arrived at the temple, they were ambushed and killed by their former crewmates. Captain Blackheart and his officers became skeletons themselves.
Captain Blackheart, Pirate Captain Skeleton: When Blackheart and his crew originally landed on the island, they decided to explore it to find materials for repairs and resupply. Over the days that followed, they were attacked by dangerous beasts and killer plants. They also found ancient ruins deep in the interior of the island, where they hid the treasure. Unknown to Blackheart, the ruins were actually a temple dedicated to Morto, the god of necromancy and secrets. The entire island was cursed, and Blackheart soon came under the spell of Morto’s whispers and “decided” that he could only allow his most trusted crewmates to share the treasure and know its secret location. The captain and his officers sealed the rest of the crew in the ruins to die. The Howl of the Sea sailed away, with a quarter of the treasure and a plan to return when they needed more. When the pirates trapped in the temple finally died of thirst and hunger, Morto cursed them to undeath as skeletons.
Years later, when Blackheart and his conspirators returned to collect more treasure, they were ready for the storm and landed with minimal damage to their ship. When they arrived at the temple, they were ambushed and killed by their former crewmates. Captain Blackheart and his officers became skeletons themselves.
Captain Blackheart is a pirate captain skeleton (see Chapter IX) and wants to talk to the intruders who have been strong enough to make it to his lair. The following dialogue can be used to provide a source of banter with the players.
• “Defeat me, ’n ye can have me treasure. If ye lose, Morto will have yer souls too. Ye’ll roam this ‘ere island as skeletons for eternity. Savvy?”
• “My greed ’as cursed me. Is a chance at this treasure worth ye suffering the same fate? Leave now an’ forget me treasure.”
• “Morto has cursed me and me crew. He’ll take you scallywags as well.”
Cursed Soul: There exists a curse for those with unfinished business who’ve had their life cut short.
Most people dismiss tales about cursed souls as ghost stories told tofrighten children. Some of these stories are actually true; the cursed do exist. Cursed souls suffer in a state between life and death, doomed to remain that way until they can resolve their curse.
There are many ways for a soul to become cursed, but most involve a violent death or dark magic.
You were killed and cannot rest until you have exacted revenge on your murderer.
You made grave mistakes and cannot rest until you have redeemed yourself.
You quest was interrupted by your death and you will not rest until it is complete.
You were tricked into your curse by a hag or other fey creature.
A wizard or other arcane force cursed you.
You have been cursed by a demon, deity, or spirit for their own benefit or amusement.
Your crew found a cursed treasure that was spent. You will not rest until the entire treasure has been returned.
You have no idea what turned you into a cursed soul.
Black Bruun, Cursed Soul Corsair: Black Bruun (CN male cursed soul corsair) is the cursed, restless soul of Captain Black Bruun, a former leader of the Black Guard. He patrols the hilly northern part of the island, seeking eternal rest. Trapped on the island for fifty years, he betrayed his own crew for riches offered by a rival pirate gang.
Enna “Red” Aloro, Elf Cursed Soul Mage: This sloop is crewed by a group of wizards and intellectuals who were cursed for their pursuit of forbidden subjects. Their arrogance led them to believe they could control the dark and ancient magical knowledge they had amassed during a journey of discovery. As they were on the cusp of unlocking powerful secrets capable of destroying Vodari, the preserver gods decided to end the threat. Okeano and Fortana, with the reluctant help of Istoro, struck them with a twofold curse for their hubris. Stories tell the curse as:
Ne’er ‘gain shall ye taste sweet rums o’ bitter whiskeys
Ne’er ‘gain shall ye haughty feet touch thee humble soil
Ribbles Reese, Gnome Cursed Soul Mage: This sloop is crewed by a group of wizards and intellectuals who were cursed for their pursuit of forbidden subjects. Their arrogance led them to believe they could control the dark and ancient magical knowledge they had amassed during a journey of discovery. As they were on the cusp of unlocking powerful secrets capable of destroying Vodari, the preserver gods decided to end the threat. Okeano and Fortana, with the reluctant help of Istoro, struck them with a twofold curse for their hubris. Stories tell the curse as:
Ne’er ‘gain shall ye taste sweet rums o’ bitter whiskeys
Ne’er ‘gain shall ye haughty feet touch thee humble soil
Odo “Gramps” Simons, Human Cursed Soul Warlock of the Council: This sloop is crewed by a group of wizards and intellectuals who were cursed for their pursuit of forbidden subjects. Their arrogance led them to believe they could control the dark and ancient magical knowledge they had amassed during a journey of discovery. As they were on the cusp of unlocking powerful secrets capable of destroying Vodari, the preserver gods decided to end the threat. Okeano and Fortana, with the reluctant help of Istoro, struck them with a twofold curse for their hubris. Stories tell the curse as:
Ne’er ‘gain shall ye taste sweet rums o’ bitter whiskeys
Ne’er ‘gain shall ye haughty feet touch thee humble soil
Whispers, Tiefling Cursed Soul Shanty Bard: This sloop is crewed by a group of wizards and intellectuals who were cursed for their pursuit of forbidden subjects. Their arrogance led them to believe they could control the dark and ancient magical knowledge they had amassed during a journey of discovery. As they were on the cusp of unlocking powerful secrets capable of destroying Vodari, the preserver gods decided to end the threat. Okeano and Fortana, with the reluctant help of Istoro, struck them with a twofold curse for their hubris. Stories tell the curse as:
Ne’er ‘gain shall ye taste sweet rums o’ bitter whiskeys
Ne’er ‘gain shall ye haughty feet touch thee humble soil
Undead, Dead, Undead Creature: Mirta was once the goddess of birth, and her brother Morto the god of death. Mirta came to mortals in the form of a sweet and friendly midwife. The siblings existed in harmony, weaving the tapestry of the world with their strong hands. Mirta guided in the newest threads, and Morto skillfully tied off the endings.
Bringing babies into the world pleased mortals, and they sang Mirta’s praises, but not her brother’s. Morto, after many years of bitter jealousy, abandoned the tapestry and wove his own dark, necromantic shroud. The dead had no peaceful rest, no guide to the silent shore and the Seas Beyond. They wandered the world, angry, hungry, lost.
Mortals tell tales of seeing Morto as a tall, pale figure in a dark hooded robe. “Don’t play in the graveyard after dark,” parents say, “If you do, Morto will raise the dead from the ground and they will eat… you… up.”
Morto’s first devotees were those who could summon the dead from their graves, and sometimes the dead themselves. They venerated and honored Morto by amassing armies of zombies, skeletons, and ghosts. Morto was pleased to aid mortals in breaking life’s circle.
Morto’s necromancers, seers, sorcerers, and mediums grew frustrated. In the darkest shadows, they made bloody sacrifices to the god, and he answered with violence. He thwarted Mirta’s compassionate work, disrupting the tapestry of the world, raising as many of the dead as he could to walk restless upon the earth.
Undead Servant: ?
Incorporeal Undead: ?
Ghast: Legends whisper of ships of the dead who haunt the seas after meeting a violent end.
Ghost: Legends whisper of ships of the dead who haunt the seas after meeting a violent end.
Some say that a pirate captain hid a massive treasure on this island, and made up the ghost stories to protect his booty.
Ghost, Incorporeal Undead: ?
Ghoul: Legends whisper of ships of the dead who haunt the seas after meeting a violent end.
Malhela the Ancient, Lich: ?
Argus Pitcairn, Lich: ?
Neb, Mummy: ?
Amarine, Mummy Lord: Argus Pitcairn’s wife, Amarine (LE female mummy lord), was buried with great care and unnatural ritual.
Menkauhor, Mummy Lord: ?
Shadow: ?
Baron Lucian Rau, Vampire: Baron Lucian Rau did die at sea—sort of. A vampire had stowed away in the hold of his ship, and had been feeding off of the crew during the voyage until Rau discovered it. Rau himself was bitten and infected, so he did the only thing he could think to do: he set fire to his own ship. The resulting explosion of the powder stores killed the vampire, but Rau was thrown from the ship and sank to the bottom of the sea, where he awakened to find himself turned.
Vampire: ?
Famished Vampire: ?
Wraith: ?
Zombie: ?
Corpse: ?
Shade: ?
When Blackheart and his crew originally landed on the island, they decided to explore it to find materials for repairs and resupply. Over the days that followed, they were attacked by dangerous beasts and killer plants. They also found ancient ruins deep in the interior of the island, where they hid the treasure. Unknown to Blackheart, the ruins were actually a temple dedicated to Morto, the god of necromancy and secrets. The entire island was cursed, and Blackheart soon came under the spell of Morto’s whispers and “decided” that he could only allow his most trusted crewmates to share the treasure and know its secret location. The captain and his officers sealed the rest of the crew in the ruins to die. The Howl of the Sea sailed away, with a quarter of the treasure and a plan to return when they needed more. When the pirates trapped in the temple finally died of thirst and hunger, Morto cursed them to undeath as skeletons.
Years later, when Blackheart and his conspirators returned to collect more treasure, they were ready for the storm and landed with minimal damage to their ship. When they arrived at the temple, they were ambushed and killed by their former crewmates. Captain Blackheart and his officers became skeletons themselves.
Captain Blackheart is a pirate captain skeleton (see Chapter IX) and wants to talk to the intruders who have been strong enough to make it to his lair. The following dialogue can be used to provide a source of banter with the players.
• “Defeat me, ’n ye can have me treasure. If ye lose, Morto will have yer souls too. Ye’ll roam this ‘ere island as skeletons for eternity. Savvy?”
• “My greed ’as cursed me. Is a chance at this treasure worth ye suffering the same fate? Leave now an’ forget me treasure.”
• “Morto has cursed me and me crew. He’ll take you scallywags as well.”
Pirate Captain Skeleton: This captain was once the charismatic leader of a crew of vile pirates. Now the captain and its entire crew are cursed to undeath for an especially heinous act of piracy.
Pirate Skeleton: Pirate skeletons are cursed to serve under their captain’s orders for eternity.
This captain was once the charismatic leader of a crew of vile pirates. Now the captain and its entire crew are cursed to undeath for an especially heinous act of piracy.
When Blackheart and his crew originally landed on the island, they decided to explore it to find materials for repairs and resupply. Over the days that followed, they were attacked by dangerous beasts and killer plants. They also found ancient ruins deep in the interior of the island, where they hid the treasure. Unknown to Blackheart, the ruins were actually a temple dedicated to Morto, the god of necromancy and secrets. The entire island was cursed, and Blackheart soon came under the spell of Morto’s whispers and “decided” that he could only allow his most trusted crewmates to share the treasure and know its secret location. The captain and his officers sealed the rest of the crew in the ruins to die. The Howl of the Sea sailed away, with a quarter of the treasure and a plan to return when they needed more. When the pirates trapped in the temple finally died of thirst and hunger, Morto cursed them to undeath as skeletons.
If you are running this adventure for more experienced players, you can have the necrotic damage [from the Temple of Morto] reduce a PC’s maximum hit points by the amount of necrotic damage taken until they finish a long rest. If you are feeling extra nasty, you can have a character that dies become a pirate skeleton that attacks the other PCs.
Captain Blackheart is a pirate captain skeleton (see Chapter IX) and wants to talk to the intruders who have been strong enough to make it to his lair. The following dialogue can be used to provide a source of banter with the players.
• “Defeat me, ’n ye can have me treasure. If ye lose, Morto will have yer souls too. Ye’ll roam this ‘ere island as skeletons for eternity. Savvy?”
• “My greed ’as cursed me. Is a chance at this treasure worth ye suffering the same fate? Leave now an’ forget me treasure.”
• “Morto has cursed me and me crew. He’ll take you scallywags as well.”
Two-Headed Pirate Skeleton: These skeletons served as officers under their captain while alive. Now they are cursed to hunt down trespassers who seek their ill-gotten treasure hoard.
This captain was once the charismatic leader of a crew of vile pirates. Now the captain and its entire crew are cursed to undeath for an especially heinous act of piracy.
When Blackheart and his crew originally landed on the island, they decided to explore it to find materials for repairs and resupply. Over the days that followed, they were attacked by dangerous beasts and killer plants. They also found ancient ruins deep in the interior of the island, where they hid the treasure. Unknown to Blackheart, the ruins were actually a temple dedicated to Morto, the god of necromancy and secrets. The entire island was cursed, and Blackheart soon came under the spell of Morto’s whispers and “decided” that he could only allow his most trusted crewmates to share the treasure and know its secret location. The captain and his officers sealed the rest of the crew in the ruins to die. The Howl of the Sea sailed away, with a quarter of the treasure and a plan to return when they needed more. When the pirates trapped in the temple finally died of thirst and hunger, Morto cursed them to undeath as skeletons.
Years later, when Blackheart and his conspirators returned to collect more treasure, they were ready for the storm and landed with minimal damage to their ship. When they arrived at the temple, they were ambushed and killed by their former crewmates. Captain Blackheart and his officers became skeletons themselves.
Captain Blackheart, Pirate Captain Skeleton: When Blackheart and his crew originally landed on the island, they decided to explore it to find materials for repairs and resupply. Over the days that followed, they were attacked by dangerous beasts and killer plants. They also found ancient ruins deep in the interior of the island, where they hid the treasure. Unknown to Blackheart, the ruins were actually a temple dedicated to Morto, the god of necromancy and secrets. The entire island was cursed, and Blackheart soon came under the spell of Morto’s whispers and “decided” that he could only allow his most trusted crewmates to share the treasure and know its secret location. The captain and his officers sealed the rest of the crew in the ruins to die. The Howl of the Sea sailed away, with a quarter of the treasure and a plan to return when they needed more. When the pirates trapped in the temple finally died of thirst and hunger, Morto cursed them to undeath as skeletons.
Years later, when Blackheart and his conspirators returned to collect more treasure, they were ready for the storm and landed with minimal damage to their ship. When they arrived at the temple, they were ambushed and killed by their former crewmates. Captain Blackheart and his officers became skeletons themselves.
Captain Blackheart is a pirate captain skeleton (see Chapter IX) and wants to talk to the intruders who have been strong enough to make it to his lair. The following dialogue can be used to provide a source of banter with the players.
• “Defeat me, ’n ye can have me treasure. If ye lose, Morto will have yer souls too. Ye’ll roam this ‘ere island as skeletons for eternity. Savvy?”
• “My greed ’as cursed me. Is a chance at this treasure worth ye suffering the same fate? Leave now an’ forget me treasure.”
• “Morto has cursed me and me crew. He’ll take you scallywags as well.”
Cursed Soul: There exists a curse for those with unfinished business who’ve had their life cut short.
Most people dismiss tales about cursed souls as ghost stories told tofrighten children. Some of these stories are actually true; the cursed do exist. Cursed souls suffer in a state between life and death, doomed to remain that way until they can resolve their curse.
There are many ways for a soul to become cursed, but most involve a violent death or dark magic.
You were killed and cannot rest until you have exacted revenge on your murderer.
You made grave mistakes and cannot rest until you have redeemed yourself.
You quest was interrupted by your death and you will not rest until it is complete.
You were tricked into your curse by a hag or other fey creature.
A wizard or other arcane force cursed you.
You have been cursed by a demon, deity, or spirit for their own benefit or amusement.
Your crew found a cursed treasure that was spent. You will not rest until the entire treasure has been returned.
You have no idea what turned you into a cursed soul.
Black Bruun, Cursed Soul Corsair: Black Bruun (CN male cursed soul corsair) is the cursed, restless soul of Captain Black Bruun, a former leader of the Black Guard. He patrols the hilly northern part of the island, seeking eternal rest. Trapped on the island for fifty years, he betrayed his own crew for riches offered by a rival pirate gang.
Enna “Red” Aloro, Elf Cursed Soul Mage: This sloop is crewed by a group of wizards and intellectuals who were cursed for their pursuit of forbidden subjects. Their arrogance led them to believe they could control the dark and ancient magical knowledge they had amassed during a journey of discovery. As they were on the cusp of unlocking powerful secrets capable of destroying Vodari, the preserver gods decided to end the threat. Okeano and Fortana, with the reluctant help of Istoro, struck them with a twofold curse for their hubris. Stories tell the curse as:
Ne’er ‘gain shall ye taste sweet rums o’ bitter whiskeys
Ne’er ‘gain shall ye haughty feet touch thee humble soil
Ribbles Reese, Gnome Cursed Soul Mage: This sloop is crewed by a group of wizards and intellectuals who were cursed for their pursuit of forbidden subjects. Their arrogance led them to believe they could control the dark and ancient magical knowledge they had amassed during a journey of discovery. As they were on the cusp of unlocking powerful secrets capable of destroying Vodari, the preserver gods decided to end the threat. Okeano and Fortana, with the reluctant help of Istoro, struck them with a twofold curse for their hubris. Stories tell the curse as:
Ne’er ‘gain shall ye taste sweet rums o’ bitter whiskeys
Ne’er ‘gain shall ye haughty feet touch thee humble soil
Odo “Gramps” Simons, Human Cursed Soul Warlock of the Council: This sloop is crewed by a group of wizards and intellectuals who were cursed for their pursuit of forbidden subjects. Their arrogance led them to believe they could control the dark and ancient magical knowledge they had amassed during a journey of discovery. As they were on the cusp of unlocking powerful secrets capable of destroying Vodari, the preserver gods decided to end the threat. Okeano and Fortana, with the reluctant help of Istoro, struck them with a twofold curse for their hubris. Stories tell the curse as:
Ne’er ‘gain shall ye taste sweet rums o’ bitter whiskeys
Ne’er ‘gain shall ye haughty feet touch thee humble soil
Whispers, Tiefling Cursed Soul Shanty Bard: This sloop is crewed by a group of wizards and intellectuals who were cursed for their pursuit of forbidden subjects. Their arrogance led them to believe they could control the dark and ancient magical knowledge they had amassed during a journey of discovery. As they were on the cusp of unlocking powerful secrets capable of destroying Vodari, the preserver gods decided to end the threat. Okeano and Fortana, with the reluctant help of Istoro, struck them with a twofold curse for their hubris. Stories tell the curse as:
Ne’er ‘gain shall ye taste sweet rums o’ bitter whiskeys
Ne’er ‘gain shall ye haughty feet touch thee humble soil
Undead, Dead, Undead Creature: Mirta was once the goddess of birth, and her brother Morto the god of death. Mirta came to mortals in the form of a sweet and friendly midwife. The siblings existed in harmony, weaving the tapestry of the world with their strong hands. Mirta guided in the newest threads, and Morto skillfully tied off the endings.
Bringing babies into the world pleased mortals, and they sang Mirta’s praises, but not her brother’s. Morto, after many years of bitter jealousy, abandoned the tapestry and wove his own dark, necromantic shroud. The dead had no peaceful rest, no guide to the silent shore and the Seas Beyond. They wandered the world, angry, hungry, lost.
Mortals tell tales of seeing Morto as a tall, pale figure in a dark hooded robe. “Don’t play in the graveyard after dark,” parents say, “If you do, Morto will raise the dead from the ground and they will eat… you… up.”
Morto’s first devotees were those who could summon the dead from their graves, and sometimes the dead themselves. They venerated and honored Morto by amassing armies of zombies, skeletons, and ghosts. Morto was pleased to aid mortals in breaking life’s circle.
Morto’s necromancers, seers, sorcerers, and mediums grew frustrated. In the darkest shadows, they made bloody sacrifices to the god, and he answered with violence. He thwarted Mirta’s compassionate work, disrupting the tapestry of the world, raising as many of the dead as he could to walk restless upon the earth.
Undead Servant: ?
Incorporeal Undead: ?
Ghast: Legends whisper of ships of the dead who haunt the seas after meeting a violent end.
Ghost: Legends whisper of ships of the dead who haunt the seas after meeting a violent end.
Some say that a pirate captain hid a massive treasure on this island, and made up the ghost stories to protect his booty.
Ghost, Incorporeal Undead: ?
Ghoul: Legends whisper of ships of the dead who haunt the seas after meeting a violent end.
Malhela the Ancient, Lich: ?
Argus Pitcairn, Lich: ?
Neb, Mummy: ?
Amarine, Mummy Lord: Argus Pitcairn’s wife, Amarine (LE female mummy lord), was buried with great care and unnatural ritual.
Menkauhor, Mummy Lord: ?
Shadow: ?
Baron Lucian Rau, Vampire: Baron Lucian Rau did die at sea—sort of. A vampire had stowed away in the hold of his ship, and had been feeding off of the crew during the voyage until Rau discovered it. Rau himself was bitten and infected, so he did the only thing he could think to do: he set fire to his own ship. The resulting explosion of the powder stores killed the vampire, but Rau was thrown from the ship and sank to the bottom of the sea, where he awakened to find himself turned.
Vampire: ?
Famished Vampire: ?
Wraith: ?
Zombie: ?
Corpse: ?
Shade: ?
The Secret of Vinsen's Tomb: A Pugmire Jumpstart
One-Eyed Molly, Cat Zombie, Undead Cat, Corpse, Monstrosity, Undead Horror: A week prior to the events of this story, a cat named One-Eyed Molly come into possession of a map leading to Vinsen’s lost tomb. She left Pugmire and was killed by a group of cat zombies, turning her into a zombie herself.
Cat Zombie, Undead Cat: ?
Warrior Zombie, Undead Minion, Dog Zombie, Guardian Zombie: The figures are zombies made from the corpses of guardians left behind to watch over Vinsen’s body hundreds of years ago.
Zombie: Any corpses within 100 feet of Derry can become zombies.
Cat Zombie, Undead Cat: ?
Warrior Zombie, Undead Minion, Dog Zombie, Guardian Zombie: The figures are zombies made from the corpses of guardians left behind to watch over Vinsen’s body hundreds of years ago.
Zombie: Any corpses within 100 feet of Derry can become zombies.
The Siege of Durgam’s Folly
Undead: ?
Ghoul: ?
Ancient Lich: ?
Mummy: ?
Rainier, Wight, Poor Soul: This poor soul is actually one of the men from the garrison, who tried to flee from the murdering clockworks to find help. He drowned in the tunnel and, due to the presence of the nearby temple of Orcus, he rose as a wight only days later.
Wight: ?
Zombie: ?
Ghoul: ?
Ancient Lich: ?
Mummy: ?
Rainier, Wight, Poor Soul: This poor soul is actually one of the men from the garrison, who tried to flee from the murdering clockworks to find help. He drowned in the tunnel and, due to the presence of the nearby temple of Orcus, he rose as a wight only days later.
Wight: ?
Zombie: ?
The Soburin Primer
Adeddo-Oni: Chaotic oni, Imperial Dragons, and rogue Kengen generals each pose a great threat to the clans but nothing menaces the continent like the Mists of Akuma. The corrupting fog is remembered through whispered myths from the ancient past (before even the Ichizoku Wars) and it has returned once more to terrify the populace, sowing chaos across the land. Since their reappearance demons and oni have been growing more common, but worse than that is what happens to men or beasts who find themselves exposed to the cursed haze for too long—changing into horrific monsters intent only on bloodlust and violence.
Misted condition level 8.
Adeddo-Oni, Freakish Monster, Horrific Monster Intent Only on Bloodlust and Violence: ?
Necroji: [A]bominable undead soldiers crafted by Ropaeo necroscientists.
Necroji, Abominable Undead Soldier: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
Misted condition level 8.
Adeddo-Oni, Freakish Monster, Horrific Monster Intent Only on Bloodlust and Violence: ?
Necroji: [A]bominable undead soldiers crafted by Ropaeo necroscientists.
Necroji, Abominable Undead Soldier: ?
New Condition: Misted
Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. Kami, oni, and tsukumogami are immune to the misted condition.
Table: Misted Effects
Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat; Disadvantage on Dignity ability checks
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to one attribute; Disadvantage on Dignity saving throws and you gain the hated condition
7 Ignore the first 3 points of damage from each attack or spell
8 Death and transformation into adeddo-oni
Auditory and visual effects are not perpetual but they are frequent and obvious when they occur. Some example effects are:
Mild Auditory Effect. A disembodied voice repeats everything you say in a barely audible whisper.
Mild Visual Effect. Your hands and feet smolder with red energy during your katas.
Severe Auditory Effect. Whenever you draw your weapon a clap of thunder echoes around you.
Severe Visual Effect. Whenever your ire is raised (even slightly), your image stretches and distorts to make you appear look much larger and more demonic than you are.
The Streets of Avalon
Undead, Undead Creature: There are many dark gods and goddesses that inhabit the world, but none are more universally reviled than Erlig. This foul, would-be usurper was the driving force behind the Soul War, the revelation of necromancy, the creation of the undead, and the corruptor of the dark dwarves (Dokka) and the fiendish elven renegades known as Drow or Dokkalfar.
A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Horror: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Ghost: ?
Lorcar the Vindicator, Ghost: The PCs might have the dagger of Lorcar the Vindicator to put his ghost at rest, but the ghost is only here because someone killed Lorcar and dropped his body in an alley somewhere. Now Lorcar can’t move on until he’s been avenged.
Ghoul, True Ghoul: The undead creature is generally believed to be a myth; an over exaggeration created by the Storytellers guild.
How the first ghoul was created is unknown, but what scholars from the Order of the Eye have determined is that anyone bitten by a true ghoul is likely transformed into one like the mythical bite of the vampire. It is said that the bite and the claws of the ghoul carry with them the disease that causes desire for flesh, and a desiccation of the body as it transforms. It is also said that those who eat the dead will also become ghouls, though such a claim has yet to be proven.
The first stage is the loss of hair, followed by the fingernails and toenails turning into claws and the total lack of appetite for anything other than raw meat. Next the skin takes on a deathly pallor, the eyes become red and the gums recede as the teeth begin to become more and more pointed. The victim’s craving for human flesh is now uncontrollable. Finally, the person is completely overcome and they no longer resemble the person they once were.
2d4 hooks hang from the ceiling or are scattered about the floor, reminiscent of a disorganized butcher’s work area. Anyone failing a DC 10 Wisdom saving throw feels compelled to collect them. A daily DC 10 Wisdom saving throw is needed to get rid of them. Three consecutive failed checks leave the character hungering for raw meat, salivating at the sight of a Liché’s corpse cart. Six total failed saving throws and the character is transformed into a ghoul.
Ghoul, Flesh-Eating Undead Beast: ?
Ghoul, Grave-Robbing Monster: ?
Ghoul, Hunched Bipedal Beast: ?
Ghoul, Heavily Cloaked Wrapped Deeply Hooded Commoner: ?
Elder Ghoul: ?
Worm-Riddled Walking Dead: ?
Lich: There are two forms of lich: those who have purposely undergone a transformation into an undead creature of seemingly unlimited power and immortality for personal gain, and those who simply cannot stop their work and find out that, at some point in the distant past, they died but yet continued on because their duty drove them beyond.
Rammon Lull, Lich, Horrible Monster: ?
Urgon, Lich: On the other side Urgon and Iyrul are both “accidental” liches who keep pushing their work and their duty along despite the fact that they’ve been dead for a very, very, very long time.
Iyrul, Lich: On the other side Urgon and Iyrul are both “accidental” liches who keep pushing their work and their duty along despite the fact that they’ve been dead for a very, very, very long time.
Shade: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Shadow: ?
Skeleton: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Vampire: How the first ghoul was created is unknown, but what scholars from the Order of the Eye have determined is that anyone bitten by a true ghoul is likely transformed into one like the mythical bite of the vampire.
A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Wight: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Wraith: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Zombie: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Restless Dead, Spirit: ?
A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Horror: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Ghost: ?
Lorcar the Vindicator, Ghost: The PCs might have the dagger of Lorcar the Vindicator to put his ghost at rest, but the ghost is only here because someone killed Lorcar and dropped his body in an alley somewhere. Now Lorcar can’t move on until he’s been avenged.
Ghoul, True Ghoul: The undead creature is generally believed to be a myth; an over exaggeration created by the Storytellers guild.
How the first ghoul was created is unknown, but what scholars from the Order of the Eye have determined is that anyone bitten by a true ghoul is likely transformed into one like the mythical bite of the vampire. It is said that the bite and the claws of the ghoul carry with them the disease that causes desire for flesh, and a desiccation of the body as it transforms. It is also said that those who eat the dead will also become ghouls, though such a claim has yet to be proven.
The first stage is the loss of hair, followed by the fingernails and toenails turning into claws and the total lack of appetite for anything other than raw meat. Next the skin takes on a deathly pallor, the eyes become red and the gums recede as the teeth begin to become more and more pointed. The victim’s craving for human flesh is now uncontrollable. Finally, the person is completely overcome and they no longer resemble the person they once were.
2d4 hooks hang from the ceiling or are scattered about the floor, reminiscent of a disorganized butcher’s work area. Anyone failing a DC 10 Wisdom saving throw feels compelled to collect them. A daily DC 10 Wisdom saving throw is needed to get rid of them. Three consecutive failed checks leave the character hungering for raw meat, salivating at the sight of a Liché’s corpse cart. Six total failed saving throws and the character is transformed into a ghoul.
Ghoul, Flesh-Eating Undead Beast: ?
Ghoul, Grave-Robbing Monster: ?
Ghoul, Hunched Bipedal Beast: ?
Ghoul, Heavily Cloaked Wrapped Deeply Hooded Commoner: ?
Elder Ghoul: ?
Worm-Riddled Walking Dead: ?
Lich: There are two forms of lich: those who have purposely undergone a transformation into an undead creature of seemingly unlimited power and immortality for personal gain, and those who simply cannot stop their work and find out that, at some point in the distant past, they died but yet continued on because their duty drove them beyond.
Rammon Lull, Lich, Horrible Monster: ?
Urgon, Lich: On the other side Urgon and Iyrul are both “accidental” liches who keep pushing their work and their duty along despite the fact that they’ve been dead for a very, very, very long time.
Iyrul, Lich: On the other side Urgon and Iyrul are both “accidental” liches who keep pushing their work and their duty along despite the fact that they’ve been dead for a very, very, very long time.
Shade: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Shadow: ?
Skeleton: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Vampire: How the first ghoul was created is unknown, but what scholars from the Order of the Eye have determined is that anyone bitten by a true ghoul is likely transformed into one like the mythical bite of the vampire.
A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Wight: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Wraith: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Zombie: A residual effect of the necrotic powers that Erlig and his followers wielded during the Soul War, there are a number of undead that occasionally rise to plague the living. Skeletons, wraiths, shades, wights, zombies, vampires, and other horrors have been identified by the various universities and churches.
Restless Dead, Spirit: ?
The Stuff of Nightmares (Level 18 PCs)
Somnil the Irredeemable, Lich: Whatever foul machinations transpired after Somnnil’s disappearance, they eventually led to the wizard’s transformation into a lich. How he managed to cheat death and become undead remains a mystery, although it’s likely his mastery of nightmare magic aided the process.
Fohbos, Coballious Stormtongue, Adult Blue Dracolich, Horrid Dracolich, Collection of Bones, Skeleton, Undead Thing: Somewhere deep in whichever dungeon Somnnil had claimed for his lair, the lich toiled with his captives. He had never had the opportunity to enter the dreams of dragons before, and now he had two at his disposal. He cast a spell to lull them to sleep, and through the power of their nightmares Somnnil transformed each into horrid dracoliches.
Dehmos, Scarl Ashmise, Adult Red Dracolich, Horrid Dracolich, Skeletal Remains: Somewhere deep in whichever dungeon Somnnil had claimed for his lair, the lich toiled with his captives. He had never had the opportunity to enter the dreams of dragons before, and now he had two at his disposal. He cast a spell to lull them to sleep, and through the power of their nightmares Somnnil transformed each into horrid dracoliches.
Somnil the Irredeemable, Demilich, Decrepit Human Skull With Black Gems in its Eye Sockets: Somnnil schemed for a method to attain ultimate power, a way to blanket entire realms in unending nightmares and terror for him to feed upon. He devised spells, practiced rituals, and experimented on all of the unlucky subjects brought to him by Fohbos and Dehmos. The focus he applied to research in his life was but a shadow of his obsessiveness in death, and years blurred into decades while Somnnil busied himself with these experiments. Somewhere in the stream of time, Somnnil lost himself within the dream realm of his victims, and most of his skeletal body withered away, leaving the wizard’s horrifying skull as his last corporeal remnant. Somnnil had become a demilich, but this did not deter him; his animated skull could soar effortlessly through the air, and much of his former power remained intact.
Fear Spawn, Hideous Fear Spawn: A fear spawn is the result of a traumatic death of a humanoid, slain at the pinnacle of its own fear.
A humanoid slain while frightened by [a living fear's abject terror] effect rises after 1 minute as a fear spawn under the living fear’s control.
The dreamers in this area have enough combined fear generated from their nightmares to give rise to a living fear, a creature born of terror that can turn its victims into hideous fear spawn.
On the second round, four of the dreamers twist and clutch at their chests, literally frightened to death. They rise as fear spawn and can take their actions this round. One additional fear spawn rises from among the dreamers on the third and fourth rounds, until a total of six have risen. If the party manages to slay the living fear before this happens, the dreamers are saved and are not turned into fear spawn.
Undead: ?
Fohbos, Coballious Stormtongue, Adult Blue Dracolich, Horrid Dracolich, Collection of Bones, Skeleton, Undead Thing: Somewhere deep in whichever dungeon Somnnil had claimed for his lair, the lich toiled with his captives. He had never had the opportunity to enter the dreams of dragons before, and now he had two at his disposal. He cast a spell to lull them to sleep, and through the power of their nightmares Somnnil transformed each into horrid dracoliches.
Dehmos, Scarl Ashmise, Adult Red Dracolich, Horrid Dracolich, Skeletal Remains: Somewhere deep in whichever dungeon Somnnil had claimed for his lair, the lich toiled with his captives. He had never had the opportunity to enter the dreams of dragons before, and now he had two at his disposal. He cast a spell to lull them to sleep, and through the power of their nightmares Somnnil transformed each into horrid dracoliches.
Somnil the Irredeemable, Demilich, Decrepit Human Skull With Black Gems in its Eye Sockets: Somnnil schemed for a method to attain ultimate power, a way to blanket entire realms in unending nightmares and terror for him to feed upon. He devised spells, practiced rituals, and experimented on all of the unlucky subjects brought to him by Fohbos and Dehmos. The focus he applied to research in his life was but a shadow of his obsessiveness in death, and years blurred into decades while Somnnil busied himself with these experiments. Somewhere in the stream of time, Somnnil lost himself within the dream realm of his victims, and most of his skeletal body withered away, leaving the wizard’s horrifying skull as his last corporeal remnant. Somnnil had become a demilich, but this did not deter him; his animated skull could soar effortlessly through the air, and much of his former power remained intact.
Fear Spawn, Hideous Fear Spawn: A fear spawn is the result of a traumatic death of a humanoid, slain at the pinnacle of its own fear.
A humanoid slain while frightened by [a living fear's abject terror] effect rises after 1 minute as a fear spawn under the living fear’s control.
The dreamers in this area have enough combined fear generated from their nightmares to give rise to a living fear, a creature born of terror that can turn its victims into hideous fear spawn.
On the second round, four of the dreamers twist and clutch at their chests, literally frightened to death. They rise as fear spawn and can take their actions this round. One additional fear spawn rises from among the dreamers on the third and fourth rounds, until a total of six have risen. If the party manages to slay the living fear before this happens, the dreamers are saved and are not turned into fear spawn.
Undead: ?
The Sun King's Palace
Undead: A watch tower that reaches up and out of the abyss, into the Ethereal plane. At it’s top is a grand, brass bell, with a pull-rope to ring it.
• When first rung, the dead can speak again until the vibrations of the bell cease.
• When rung a second, the spirits of the dead become restless and rise as undead nearby.
The Grand Scroll magic item.
Blue-Skinned Stains: Occupants of the Palace who have completely succumbed to the Stain.
Completely stained souls.
Blue-Skinned Stains, Occupant of the Sun King's Palace Who Has Completely Succumbed to the Stain: ?
Ghast: ?
Ghost: Spirits left behind.
Ghost, Spirit, Faint Image of the Past: ?
Duncan, He Who Sewed the King's Spellbooks From the Sun Itself, Elder Knight, Archmage: ?
Lich: ?
Landon, Keeper of the Spellbooks, Translator of the Ancient Texts, Lord of the Treasury: ?
Shadow: The souls of those lost in the Abyss. The fully-stained.
Souls taken by the Abyss.
Shadows cast in this room [the Sun King Palace's Greenhouse] come to life to protect the Greenhouse.
If you approach the [Sun King's] flame, it creates horrid Shadows of you that wish to steal your soul and feed the flame.
Vampire Kid: ?
Distortion: ?
Distortion, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern, Abstract Impression: ?
Angry Distortion: ?
Wight: ?
Quatch Bug: Each bug is a lost soul.
Quatch Bug, Abyssal Firefly: ?
Will-o'-Wisp: ?
Jacole, The Garden Fool, Caretaker of Plants, Provider of Comedy, Wraith, Possessed Fool of the Palace, Seamstress, Groundskeeper: The Abyss has possessed her into a wraith, stitching shadows into puppets for her to play with.
Wraith: ?
The Grand Scroll
A silver scroll, sewn from the fabric of the moon. Its golden words were inked with the blood of the sun. Reading the Grand Scroll requires 10 eyes. Any less blinds the reader. It puts the following spells into the mind(s) of the reader(s). Split them evenly and randomly if there is more than one reader.
1. Open a connection between two minds. It can be used to communicate, but all information held in one mind is accessible by the other. They can travel into each other’s dreams.
2. Grow a pair of firey wings, healing all within your warmth. The wings disipate in a magnificent burst of ash after using them for flight.
3. Earthquake. D10 for magnitude.
4. Raise and command all the undead within 60’ until the next full moon.
5. Create 2d6 homunculi that share a close approximation of your appearance, tastes, and personality.
• When first rung, the dead can speak again until the vibrations of the bell cease.
• When rung a second, the spirits of the dead become restless and rise as undead nearby.
The Grand Scroll magic item.
Blue-Skinned Stains: Occupants of the Palace who have completely succumbed to the Stain.
Completely stained souls.
Blue-Skinned Stains, Occupant of the Sun King's Palace Who Has Completely Succumbed to the Stain: ?
Ghast: ?
Ghost: Spirits left behind.
Ghost, Spirit, Faint Image of the Past: ?
Duncan, He Who Sewed the King's Spellbooks From the Sun Itself, Elder Knight, Archmage: ?
Lich: ?
Landon, Keeper of the Spellbooks, Translator of the Ancient Texts, Lord of the Treasury: ?
Shadow: The souls of those lost in the Abyss. The fully-stained.
Souls taken by the Abyss.
Shadows cast in this room [the Sun King Palace's Greenhouse] come to life to protect the Greenhouse.
If you approach the [Sun King's] flame, it creates horrid Shadows of you that wish to steal your soul and feed the flame.
Vampire Kid: ?
Distortion: ?
Distortion, Impressionistic Painting of CRT Static Hued With a Shifting RGB Pattern, Abstract Impression: ?
Angry Distortion: ?
Wight: ?
Quatch Bug: Each bug is a lost soul.
Quatch Bug, Abyssal Firefly: ?
Will-o'-Wisp: ?
Jacole, The Garden Fool, Caretaker of Plants, Provider of Comedy, Wraith, Possessed Fool of the Palace, Seamstress, Groundskeeper: The Abyss has possessed her into a wraith, stitching shadows into puppets for her to play with.
Wraith: ?
The Grand Scroll
A silver scroll, sewn from the fabric of the moon. Its golden words were inked with the blood of the sun. Reading the Grand Scroll requires 10 eyes. Any less blinds the reader. It puts the following spells into the mind(s) of the reader(s). Split them evenly and randomly if there is more than one reader.
1. Open a connection between two minds. It can be used to communicate, but all information held in one mind is accessible by the other. They can travel into each other’s dreams.
2. Grow a pair of firey wings, healing all within your warmth. The wings disipate in a magnificent burst of ash after using them for flight.
3. Earthquake. D10 for magnitude.
4. Raise and command all the undead within 60’ until the next full moon.
5. Create 2d6 homunculi that share a close approximation of your appearance, tastes, and personality.
The Terror of the Machine
Lich: ?
The Tomb of Aun Mun Itzpa
Aun Mun Itzpa, Mummy, Corpse, Former Emperor: ?
The Tomb of Black Sand
Black Sand: The core of the tomb/ritual is the Void Pillar [18], from which all things flow. The Candlemaker [17] is an avatar of the void and runs the operation. Corpses are dug up in [4] and processed in [15]. The bones become black sand in [16] and the smoke from this process is collected as a critical reagent in the final spell of ascention.
Essentially a slurry of necromantic potential, entirely comprised of angry, charred and finely powdered bone fragments. The sand is undead but neutral.
Black sand is made here. Bones are cracked and thrown into metal barrels in the furnaces. The barrels crush the bones, then seal, and the pulverized bone powder is transformed into black sand.
Minerva, Banshee: Vincent grew the tomb, as he and Minerva planned their wedding. Being non-traditional, it incorporated Vincent's becoming a lich, and transformation of Minerva into a banshee.
Minerva's brothers, having searched for weeks, burst into the tomb as she pledged, of her own free will and true love, to guard Vincent's phylactery forever. They watched in horror as she placed her own soul into a giant blue topaz, and attempted to "save" her, but Vincent cursed them with lycanthropy and they fled, howling into the night.
Vincent Bine, Lich: Years ago, the necromancer Vincent Bine discovered an ancient ritual of the blackest magic for growing a lair, becoming a lich, then a demilich and transcending beyond the stars. To enact this lengthy and complicated process, he required a place of mass death with abundant bones.
After years of research, aided by his assistant Thomas, he identified the forests outside Brighton as a potential location. A couple years ago they arrived to investigate directly. They roomed at the Red Squirrel, where Vincent met Minerva, a serving girl with an amazing voice. Her family welcomed Vincent and Thomas with open arms and Minerva’s three, expert woodsmen, brothers helped with their "botanical studies" in the forest.
Over time, Vincent and Minerva fell into true and actual love. Then, a number of things happened nigh simultaneously: Minerva's parents died. Thomas identified a location for the tomb. Minerva's brothers began to suspect that Vincent had dark secrets. Vincent and Minerva "ran away" to be "together forever". Vincent grew the tomb, as he and Minerva planned their wedding. Being non-traditional, it incorporated Vincent's becoming a lich, and transformation of Minerva into a banshee.
The Tomb of Black Sand itself is an ongoing ritual of great and dark power, that transforms the user into a lich, then a demilich. Vincent is currently working on the second step. Almost everything in the tomb is oriented towards this ritual.
The core of the tomb/ritual is the Void Pillar [18], from which all things flow. The Candlemaker [17] is an avatar of the void and runs the operation. Corpses are dug up in [4] and processed in [15]. The bones become black sand in [16] and the smoke from this process is collected as a critical reagent in the final spell of ascention.
Lich: Years ago, the necromancer Vincent Bine discovered an ancient ritual of the blackest magic for growing a lair, becoming a lich, then a demilich and transcending beyond the stars. To enact this lengthy and complicated process, he required a place of mass death with abundant bones.
The ritual requires a massive number of corpses to grow the tomb and as a reagent for the final spell. Possible locations include: a major battlefield, ancient catacombs, plague lands, the lands of a genocidal despot or any other mass grave.
The Tomb of Black Sand itself is an ongoing ritual of great and dark power, that transforms the user into a lich, then a demilich. Vincent is currently working on the second step. Almost everything in the tomb is oriented towards this ritual.
The core of the tomb/ritual is the Void Pillar [18], from which all things flow. The Candlemaker [17] is an avatar of the void and runs the operation. Corpses are dug up in [4] and processed in [15]. The bones become black sand in [16] and the smoke from this process is collected as a critical reagent in the final spell of ascention.
Demilich: Vincent, seeking to leave these mortal realms, became a lich and now works ceaselessly, using rare treasures and forbidden knowledge, to become a demilich and transcend to the planes beyond.
Years ago, the necromancer Vincent Bine discovered an ancient ritual of the blackest magic for growing a lair, becoming a lich, then a demilich and transcending beyond the stars. To enact this lengthy and complicated process, he required a place of mass death with abundant bones.
The ritual requires a massive number of corpses to grow the tomb and as a reagent for the final spell. Possible locations include: a major battlefield, ancient catacombs, plague lands, the lands of a genocidal despot or any other mass grave.
The Tomb of Black Sand itself is an ongoing ritual of great and dark power, that transforms the user into a lich, then a demilich. Vincent is currently working on the second step. Almost everything in the tomb is oriented towards this ritual.
The core of the tomb/ritual is the Void Pillar [18], from which all things flow. The Candlemaker [17] is an avatar of the void and runs the operation. Corpses are dug up in [4] and processed in [15]. The bones become black sand in [16] and the smoke from this process is collected as a critical reagent in the final spell of ascention.
The spell caster needs 77 "willing" sacrifices to unlock the last spell. As each is drained, runes appear above their bodies [4] and on the pillars [6]. When 77 are drained, the pillar’s code must be cracked revealing the true words of the final spell.
Black sand is made here. Bones are cracked and thrown into metal barrels in the furnaces. The barrels crush the bones, then seal, and the pulverized bone powder is transformed into black sand. Smoke from the process is sucked into a reservoir in the ceiling to serve as a critical reagent in the final steps of Vincent's ritual.
Sacrifice Flow
1. Potential sacrifices arrive at the tomb and drink from the pool [6].
2. They find an avail[a]ble niche in [4], strip and throw their belongings into the pit (except their item of shame)
3. Go to the Chapel [7] to wait for one week
4. St. Anya tries to remind them of their value, giving them three chances to break the spell WIS SAVE DC15 by showing them three acts of self-care the moon has seen them do. However, she may not do this for those who have knowingly perpetuated significant crimes against others (e.g., murderers).
5. After 7 days the Candlemaker collects them
6. They are "baptized" in the Moon Pool [6]
7. Then shrouded, and placed in a niche [4]
8. They become comatose and are left to "give up" on their life
9. When a sacrifice gives up completely, their body becomes ethereal and runes appear in [4] & [6].
10. Each sacrifice's item of shame is collected and displayed in the Trophy Suite [12]. The victim must have it to escape.
Sand Thresher: ?
Sand Bull: Skulls [in the Tomb of Black Sand]: Detect as evil. If they touch [black] sand, they form an appropriate skeleton (e.g., bull skulls make bulls).
Skulls [in the Tomb of Black Sand]: grow skeletons if they touch black sand.
Sand Skeleton: Skulls [in the Tomb of Black Sand]: Detect as evil. If they touch [black] sand, they form an appropriate skeleton (e.g., bull skulls make bulls).
Skulls [in the Tomb of Black Sand]: grow skeletons if they touch black sand.
Sand Warhorse: Skulls [in the Tomb of Black Sand]: Detect as evil. If they touch [black] sand, they form an appropriate skeleton (e.g., bull skulls make bulls).
Skulls [in the Tomb of Black Sand]: grow skeletons if they touch black sand.
Sand Wolf: Skulls [in the Tomb of Black Sand]: Detect as evil. If they touch [black] sand, they form an appropriate skeleton (e.g., bull skulls make bulls).
Skulls [in the Tomb of Black Sand]: grow skeletons if they touch black sand.
Thomas, Poltergeist: Vincent's assistant Thomas discovered the location for the Tomb losing himself in the process.
Undead: ?
Sand Messenger: ?
Burning Skeleton: ?
Candlemaker, Robed Skeleton, Avatar of the Void: ?
Ghost: ?
Ghostly Whisper: ?
Essentially a slurry of necromantic potential, entirely comprised of angry, charred and finely powdered bone fragments. The sand is undead but neutral.
Black sand is made here. Bones are cracked and thrown into metal barrels in the furnaces. The barrels crush the bones, then seal, and the pulverized bone powder is transformed into black sand.
Minerva, Banshee: Vincent grew the tomb, as he and Minerva planned their wedding. Being non-traditional, it incorporated Vincent's becoming a lich, and transformation of Minerva into a banshee.
Minerva's brothers, having searched for weeks, burst into the tomb as she pledged, of her own free will and true love, to guard Vincent's phylactery forever. They watched in horror as she placed her own soul into a giant blue topaz, and attempted to "save" her, but Vincent cursed them with lycanthropy and they fled, howling into the night.
Vincent Bine, Lich: Years ago, the necromancer Vincent Bine discovered an ancient ritual of the blackest magic for growing a lair, becoming a lich, then a demilich and transcending beyond the stars. To enact this lengthy and complicated process, he required a place of mass death with abundant bones.
After years of research, aided by his assistant Thomas, he identified the forests outside Brighton as a potential location. A couple years ago they arrived to investigate directly. They roomed at the Red Squirrel, where Vincent met Minerva, a serving girl with an amazing voice. Her family welcomed Vincent and Thomas with open arms and Minerva’s three, expert woodsmen, brothers helped with their "botanical studies" in the forest.
Over time, Vincent and Minerva fell into true and actual love. Then, a number of things happened nigh simultaneously: Minerva's parents died. Thomas identified a location for the tomb. Minerva's brothers began to suspect that Vincent had dark secrets. Vincent and Minerva "ran away" to be "together forever". Vincent grew the tomb, as he and Minerva planned their wedding. Being non-traditional, it incorporated Vincent's becoming a lich, and transformation of Minerva into a banshee.
The Tomb of Black Sand itself is an ongoing ritual of great and dark power, that transforms the user into a lich, then a demilich. Vincent is currently working on the second step. Almost everything in the tomb is oriented towards this ritual.
The core of the tomb/ritual is the Void Pillar [18], from which all things flow. The Candlemaker [17] is an avatar of the void and runs the operation. Corpses are dug up in [4] and processed in [15]. The bones become black sand in [16] and the smoke from this process is collected as a critical reagent in the final spell of ascention.
Lich: Years ago, the necromancer Vincent Bine discovered an ancient ritual of the blackest magic for growing a lair, becoming a lich, then a demilich and transcending beyond the stars. To enact this lengthy and complicated process, he required a place of mass death with abundant bones.
The ritual requires a massive number of corpses to grow the tomb and as a reagent for the final spell. Possible locations include: a major battlefield, ancient catacombs, plague lands, the lands of a genocidal despot or any other mass grave.
The Tomb of Black Sand itself is an ongoing ritual of great and dark power, that transforms the user into a lich, then a demilich. Vincent is currently working on the second step. Almost everything in the tomb is oriented towards this ritual.
The core of the tomb/ritual is the Void Pillar [18], from which all things flow. The Candlemaker [17] is an avatar of the void and runs the operation. Corpses are dug up in [4] and processed in [15]. The bones become black sand in [16] and the smoke from this process is collected as a critical reagent in the final spell of ascention.
Demilich: Vincent, seeking to leave these mortal realms, became a lich and now works ceaselessly, using rare treasures and forbidden knowledge, to become a demilich and transcend to the planes beyond.
Years ago, the necromancer Vincent Bine discovered an ancient ritual of the blackest magic for growing a lair, becoming a lich, then a demilich and transcending beyond the stars. To enact this lengthy and complicated process, he required a place of mass death with abundant bones.
The ritual requires a massive number of corpses to grow the tomb and as a reagent for the final spell. Possible locations include: a major battlefield, ancient catacombs, plague lands, the lands of a genocidal despot or any other mass grave.
The Tomb of Black Sand itself is an ongoing ritual of great and dark power, that transforms the user into a lich, then a demilich. Vincent is currently working on the second step. Almost everything in the tomb is oriented towards this ritual.
The core of the tomb/ritual is the Void Pillar [18], from which all things flow. The Candlemaker [17] is an avatar of the void and runs the operation. Corpses are dug up in [4] and processed in [15]. The bones become black sand in [16] and the smoke from this process is collected as a critical reagent in the final spell of ascention.
The spell caster needs 77 "willing" sacrifices to unlock the last spell. As each is drained, runes appear above their bodies [4] and on the pillars [6]. When 77 are drained, the pillar’s code must be cracked revealing the true words of the final spell.
Black sand is made here. Bones are cracked and thrown into metal barrels in the furnaces. The barrels crush the bones, then seal, and the pulverized bone powder is transformed into black sand. Smoke from the process is sucked into a reservoir in the ceiling to serve as a critical reagent in the final steps of Vincent's ritual.
Sacrifice Flow
1. Potential sacrifices arrive at the tomb and drink from the pool [6].
2. They find an avail[a]ble niche in [4], strip and throw their belongings into the pit (except their item of shame)
3. Go to the Chapel [7] to wait for one week
4. St. Anya tries to remind them of their value, giving them three chances to break the spell WIS SAVE DC15 by showing them three acts of self-care the moon has seen them do. However, she may not do this for those who have knowingly perpetuated significant crimes against others (e.g., murderers).
5. After 7 days the Candlemaker collects them
6. They are "baptized" in the Moon Pool [6]
7. Then shrouded, and placed in a niche [4]
8. They become comatose and are left to "give up" on their life
9. When a sacrifice gives up completely, their body becomes ethereal and runes appear in [4] & [6].
10. Each sacrifice's item of shame is collected and displayed in the Trophy Suite [12]. The victim must have it to escape.
Sand Thresher: ?
Sand Bull: Skulls [in the Tomb of Black Sand]: Detect as evil. If they touch [black] sand, they form an appropriate skeleton (e.g., bull skulls make bulls).
Skulls [in the Tomb of Black Sand]: grow skeletons if they touch black sand.
Sand Skeleton: Skulls [in the Tomb of Black Sand]: Detect as evil. If they touch [black] sand, they form an appropriate skeleton (e.g., bull skulls make bulls).
Skulls [in the Tomb of Black Sand]: grow skeletons if they touch black sand.
Sand Warhorse: Skulls [in the Tomb of Black Sand]: Detect as evil. If they touch [black] sand, they form an appropriate skeleton (e.g., bull skulls make bulls).
Skulls [in the Tomb of Black Sand]: grow skeletons if they touch black sand.
Sand Wolf: Skulls [in the Tomb of Black Sand]: Detect as evil. If they touch [black] sand, they form an appropriate skeleton (e.g., bull skulls make bulls).
Skulls [in the Tomb of Black Sand]: grow skeletons if they touch black sand.
Thomas, Poltergeist: Vincent's assistant Thomas discovered the location for the Tomb losing himself in the process.
Undead: ?
Sand Messenger: ?
Burning Skeleton: ?
Candlemaker, Robed Skeleton, Avatar of the Void: ?
Ghost: ?
Ghostly Whisper: ?
The Tower of Jhedophar
Barrow Wight: A humanoid slain by [a barrow wight's slam] attack rises 1d4 rounds later as a barrow wight under the control of the wight that killed it unless the humanoid is restored to life or its body is destroyed.
Bloody Bones: The animated remains of many unlucky adventurers scour much of the labyrinth in search of food.
Any creature slain within the labyrinth [of Jhedophar] rises as a bloody bones in 1d6 rounds. If a spellcaster begins to cast raise dead or resurrection on a slain creature before the 1d6 rounds pass and the spell is successfully completed, the creature does not become undead.
Crypt Thing: ?
Demiurge: ?
Lord Tork, Skeleton Warrior, Poor Hero, Long-Ago Hero, Guardian: The vigilant Jhedophar was prepared for the aging hero, however, and slew Lord Tork, binding his soul to a circlet of gold. Jhedophar now controls the poor hero’s bones from his scrying chamber, forcing the long-ago hero to serve as a guardian to the wizard’s lair.
Jhedophar, Lich, Standard Lich, Great Traveller of the Planes, Frequent Visitor of the City of Brass, Mighty Lich, Master of All Things Undead, Powerful-Looking Man: At some point, however, something changed in Jhedophar, turning his heart to evil. Some say it was the power of the mandrake staff, while others claim it was contact with a dark force he discovered while walking the planes of creation.
For whatever reason, 800 years ago, or so the legend says, Jhedophar wrought a great ritual within the summoning chamber of his tower and made contact with a being of pure evil whose will and mind were greater than his own. There, Jhedophar was granted immortality in undeath by the might of this unspeakable power. Jhedophar signed and sealed the pact with the blood of his very own apprentices.
All of this changed when Jhedophar dreamed of a beautiful temptress offering him immortality. He pored over his many eldritch tomes and finally sought out eternal life in undeath when he felt age creep into his bones.
Mohrg: The mohrgs are made up of the bodies of greedy adventurers who sought to wrest the mandrake staff from Jhedophar but were destroyed and turned into mohrgs after hours of torture.
Shadow Rat: ?
Barrow Wight, Animated Remains: The animated remains of many unlucky adventurers scour much of the labyrinth in search of food.
Barrow Wight, Lord Tork's Liegeman, Guardian: ?
Bloody Bones, Animated Remains: ?
Nazoj the Demiurge, Undead Minion, Protector, Ghost-Like Image of a Being Twisted By Evil: ?
E'elaim the Crypt Thing, Undead Minion, Protector: ?
Shadow Rat, Dire Shadow Rat: ?
Ghoul Minotaur, Animated Remains: The animated remains of many unlucky adventurers scour much of the labyrinth in search of food.
Standard Lich: ?
Mummy: ?
Shadow: ?
Spawned Shadow: ?
Normal Skeleton: ?
Skeleton Warrior: The transformation into a skeleton warrior traps the person’s soul in a golden circlet.
Spectre, Animated Remains: The animated remains of many unlucky adventurers scour much of the labyrinth in search of food.
Wraith: ?
Wraith, Animated Remains: The animated remains of many unlucky adventurers scour much of the labyrinth in search of food.
Spellgorged Zombie, Undead Servant: In life, Jhedophar was no fan of necromantic magic. However, since becoming a lich, Jhedophar has become a master of all things undead, even raising the bodies of his former apprentices as a new form of undead servant, the spellgorged zombie.
The altar of Beluiri is a foul and truly evil set piece to this otherwise lavish chamber. Jhedophar sacrificed each of his apprentices upon this altar and turned them into spellgorged zombiesB.
Zombie: Any humanoid creature slain by the mohrg rises as a zombie at the beginning of the mohrg’s next turn.
Bloody Bones: The animated remains of many unlucky adventurers scour much of the labyrinth in search of food.
Any creature slain within the labyrinth [of Jhedophar] rises as a bloody bones in 1d6 rounds. If a spellcaster begins to cast raise dead or resurrection on a slain creature before the 1d6 rounds pass and the spell is successfully completed, the creature does not become undead.
Crypt Thing: ?
Demiurge: ?
Lord Tork, Skeleton Warrior, Poor Hero, Long-Ago Hero, Guardian: The vigilant Jhedophar was prepared for the aging hero, however, and slew Lord Tork, binding his soul to a circlet of gold. Jhedophar now controls the poor hero’s bones from his scrying chamber, forcing the long-ago hero to serve as a guardian to the wizard’s lair.
Jhedophar, Lich, Standard Lich, Great Traveller of the Planes, Frequent Visitor of the City of Brass, Mighty Lich, Master of All Things Undead, Powerful-Looking Man: At some point, however, something changed in Jhedophar, turning his heart to evil. Some say it was the power of the mandrake staff, while others claim it was contact with a dark force he discovered while walking the planes of creation.
For whatever reason, 800 years ago, or so the legend says, Jhedophar wrought a great ritual within the summoning chamber of his tower and made contact with a being of pure evil whose will and mind were greater than his own. There, Jhedophar was granted immortality in undeath by the might of this unspeakable power. Jhedophar signed and sealed the pact with the blood of his very own apprentices.
All of this changed when Jhedophar dreamed of a beautiful temptress offering him immortality. He pored over his many eldritch tomes and finally sought out eternal life in undeath when he felt age creep into his bones.
Mohrg: The mohrgs are made up of the bodies of greedy adventurers who sought to wrest the mandrake staff from Jhedophar but were destroyed and turned into mohrgs after hours of torture.
Shadow Rat: ?
Barrow Wight, Animated Remains: The animated remains of many unlucky adventurers scour much of the labyrinth in search of food.
Barrow Wight, Lord Tork's Liegeman, Guardian: ?
Bloody Bones, Animated Remains: ?
Nazoj the Demiurge, Undead Minion, Protector, Ghost-Like Image of a Being Twisted By Evil: ?
E'elaim the Crypt Thing, Undead Minion, Protector: ?
Shadow Rat, Dire Shadow Rat: ?
Ghoul Minotaur, Animated Remains: The animated remains of many unlucky adventurers scour much of the labyrinth in search of food.
Standard Lich: ?
Mummy: ?
Shadow: ?
Spawned Shadow: ?
Normal Skeleton: ?
Skeleton Warrior: The transformation into a skeleton warrior traps the person’s soul in a golden circlet.
Spectre, Animated Remains: The animated remains of many unlucky adventurers scour much of the labyrinth in search of food.
Wraith: ?
Wraith, Animated Remains: The animated remains of many unlucky adventurers scour much of the labyrinth in search of food.
Spellgorged Zombie, Undead Servant: In life, Jhedophar was no fan of necromantic magic. However, since becoming a lich, Jhedophar has become a master of all things undead, even raising the bodies of his former apprentices as a new form of undead servant, the spellgorged zombie.
The altar of Beluiri is a foul and truly evil set piece to this otherwise lavish chamber. Jhedophar sacrificed each of his apprentices upon this altar and turned them into spellgorged zombiesB.
Zombie: Any humanoid creature slain by the mohrg rises as a zombie at the beginning of the mohrg’s next turn.
The Traveler's Guide to Skyfall
Undead: Without delving too far into the insanity (though we really must talk about it at some time, because it is a ridiculous story in every sense) the Necromancer’s guild has for nearly the entire life of the city been charged with the protection of Skyfall from the dangers of the Lightless Depths. In return, they are given the bodies of all dead Skyfallians, which of course they animate to man their undead army.
Undead Servant: ?
Ghast: ?
Mummy: ?
Shadow, Ephemeral Scout: ?
Skeleton Shock Trooper: ?
Specter, Ephemeral Scout: ?
Zombie: ?
Undead Servant: ?
Ghast: ?
Mummy: ?
Shadow, Ephemeral Scout: ?
Skeleton Shock Trooper: ?
Specter, Ephemeral Scout: ?
Zombie: ?
The Trapsmiths of Dragongrin
Ghoul: ?
The Twilight Dream
Draugr: A draugr is created from the soul of a violent or hateful humanoid who did not receive a proper burial and was then raised by necromantic magic.
Undead, Undead Creature: ?
Merciless Undead Monster: Dwelling in environments of intense violence or cruelty transforms a banshee. Their humanoid form chips away to reveal the tortured soul within, until they emerge as merciless undead monsters.
Undead Victim of a Great Plague: ?
Spore Servant: Fungal spores drift through the air; the spores can kill, and the fallen rise again as undead servants of the Scourge, a species of sentient evil fungi.
Spore Servant, Undead Servant: ?
Undead Soldier: ?
Undead Crocodile: ?
Undead Test Subject: ?
Undead Pirate: ?
Undead Crew: ?
Orddu the Shadow Witch, Malevolent Shade, Semi-Transparent Shadow Duplicate: Orddu stands in the twilight between life and death. Her liminal nature has allowed her to split her soul between her living body and a semi-transparent shadow duplicate.
Mordred, Death Knight: A group of necromancers has raised Mordred as a death knight intent on retaking his rightful domain with an army of bog zombies.
Ghost of a Fallen Knight: ?
Ghost of a Fianna Warrior: ?
Ghostly Angelic Spirit: ?
Ghost: When the fallen dies, its body rapidly decays into bubbling black tar, dropping its heart crystal in its space. The crystal is about the size of a human heart, made of sickly transparent green stone inlaid with veins of pulsing Miasma. A faint light shines within. Placing the stone inside a Cauldron of Rebirth and casting the spell resurrection on it will free the creature’s soul, destroying the heart crystal, and returning the creature to life if it has been dead for less than 1 year. A creature that was dead for longer than 1 year emerges from the cauldron as a ghost with the appearance, personality, alignment, skills, and memories it had in life. The ghost cannot travel more than 300ft from the Sanctum where it was created. The ghost can pass on to the afterlife anytime it wishes.
Tuathan Ghost: ?
Ghostly Crew: ?
Aiofe McCloud, Ghost: Upon death, the shadow eagle’s body rapidly decays into bubbling black tar, leaving behind Aoife’s heart crystal in its space. The crystal is sickly green and pulsing with veins of Miasma, but a faint blue light shines through. See the fallen stat block for more information about this ability. Aoife has been dead for over one hundred years and thus cannot be returned to life by the resurrection spell. She will become a ghost instead.
Ghoul: ?
Lich: ?
Tuathan Lich: ?
Canta the Physician, The Necromancer, Lich of Incredible Age, Dracaryn Man, Gentleman: ?
Shadow: ?
Yorick Fulgrave, Human Skeleton, Undead Businessman: ?
Skeletal Horse: ?
Skeleton of a Slain Knight: ?
Skeleton: Any humanoid creature that dies within or upon the Naglfar rises from the dead as a skeleton after 24 hours if it is still dead.
Naglfar's Raise Dead power.
Skeleton, Minion: ?
Humanoid Skeleton: ?
Talking Skeleton: ?
Spectral Wolf, Spirit of a Wolf: ?
Specter of a Noblewoman: ?
Spirit of a Dead Man: ?
Brunor Bloodcoat, Dracaryn Vampire, Vampire Lord, Dour Man: ?
Vampire: ?
Vampire Spawn: ?
Mes Gedra, Skull: ?
Wight: ?
Wraith: ?
Zombie: The Necromancer’s mission is to research the Miasma and develop new biological weapons for the Court, such as mutated chimeras and plagues that turn victims into zombies.
Once the characters have secured the artifact, they must find a way to escape the tower alive and get back home. The undead are endless soldiers drawn from the countless battles fought at the Amber Ward over the centuries. Any urisk killed in battle will join the horde as zombies drawn to the characters’ inner light.
The Necromancer lair action.
The Necromancer regional effect.
Bog Zombie: ?
Knight Zombie: ?
Mastiff Zombie: ?
Irgoll, The Prophet of Sorrow, Fomorian Zombie: The Night King turned Irgoll into an undead monster and set him loose in the Radiant Bastion.
Crystal Zombie: Creatures petrified within the Radiant Bastion become afflicted with the crystal curse. A cursed creature will turn into a crystal zombie after 24 hours unless the grimoire is destroyed or the curse is removed.
Bandit Captain Zombie: ?
Scout Zombie: If any of the scouts die, they rise from the dead after 1 hour as scout zombies under The Necromancer’s control for the remaining duration, after which they crumble to dust.
Manticore Zombie, Horrible Monstrosity: ?
Chimera Zombie, Horrible Monstrosity: ?
Naglfar Lair Action
The Naglfar reanimates up to 3 skeletons or the bandit captain zombie, returning them to undead life. The creatures emerge from any unoccupied spaces on the Naglfar. The skeletons raised by this ability must be part of the Naglfar’s permanent crew.
The Necromancer lair action
The Necromancer targets a creature within 1 mile of the lair that he is aware of that has been dead for less than 1 minute. The creature returns to life as a zombie with half its hit point maximum (rounding down) until initiative count 20 of the following round (6 seconds). Each creature can only be affected by this action once every 24 hours. If the creature returned to life has CR 2 or greater, the Necromancer must wait 1 hour to use this action again.
The Necromancer regional effect
Necromantic energies tug at the spirits of creatures that die near the lair. A creature that dies within 1 mile of the lair will rise from the dead as a zombie after 24 hours unless its corpse is removed from the area, destroyed, or protected by a spell that prevents undeath.
Undead, Undead Creature: ?
Merciless Undead Monster: Dwelling in environments of intense violence or cruelty transforms a banshee. Their humanoid form chips away to reveal the tortured soul within, until they emerge as merciless undead monsters.
Undead Victim of a Great Plague: ?
Spore Servant: Fungal spores drift through the air; the spores can kill, and the fallen rise again as undead servants of the Scourge, a species of sentient evil fungi.
Spore Servant, Undead Servant: ?
Undead Soldier: ?
Undead Crocodile: ?
Undead Test Subject: ?
Undead Pirate: ?
Undead Crew: ?
Orddu the Shadow Witch, Malevolent Shade, Semi-Transparent Shadow Duplicate: Orddu stands in the twilight between life and death. Her liminal nature has allowed her to split her soul between her living body and a semi-transparent shadow duplicate.
Mordred, Death Knight: A group of necromancers has raised Mordred as a death knight intent on retaking his rightful domain with an army of bog zombies.
Ghost of a Fallen Knight: ?
Ghost of a Fianna Warrior: ?
Ghostly Angelic Spirit: ?
Ghost: When the fallen dies, its body rapidly decays into bubbling black tar, dropping its heart crystal in its space. The crystal is about the size of a human heart, made of sickly transparent green stone inlaid with veins of pulsing Miasma. A faint light shines within. Placing the stone inside a Cauldron of Rebirth and casting the spell resurrection on it will free the creature’s soul, destroying the heart crystal, and returning the creature to life if it has been dead for less than 1 year. A creature that was dead for longer than 1 year emerges from the cauldron as a ghost with the appearance, personality, alignment, skills, and memories it had in life. The ghost cannot travel more than 300ft from the Sanctum where it was created. The ghost can pass on to the afterlife anytime it wishes.
Tuathan Ghost: ?
Ghostly Crew: ?
Aiofe McCloud, Ghost: Upon death, the shadow eagle’s body rapidly decays into bubbling black tar, leaving behind Aoife’s heart crystal in its space. The crystal is sickly green and pulsing with veins of Miasma, but a faint blue light shines through. See the fallen stat block for more information about this ability. Aoife has been dead for over one hundred years and thus cannot be returned to life by the resurrection spell. She will become a ghost instead.
Ghoul: ?
Lich: ?
Tuathan Lich: ?
Canta the Physician, The Necromancer, Lich of Incredible Age, Dracaryn Man, Gentleman: ?
Shadow: ?
Yorick Fulgrave, Human Skeleton, Undead Businessman: ?
Skeletal Horse: ?
Skeleton of a Slain Knight: ?
Skeleton: Any humanoid creature that dies within or upon the Naglfar rises from the dead as a skeleton after 24 hours if it is still dead.
Naglfar's Raise Dead power.
Skeleton, Minion: ?
Humanoid Skeleton: ?
Talking Skeleton: ?
Spectral Wolf, Spirit of a Wolf: ?
Specter of a Noblewoman: ?
Spirit of a Dead Man: ?
Brunor Bloodcoat, Dracaryn Vampire, Vampire Lord, Dour Man: ?
Vampire: ?
Vampire Spawn: ?
Mes Gedra, Skull: ?
Wight: ?
Wraith: ?
Zombie: The Necromancer’s mission is to research the Miasma and develop new biological weapons for the Court, such as mutated chimeras and plagues that turn victims into zombies.
Once the characters have secured the artifact, they must find a way to escape the tower alive and get back home. The undead are endless soldiers drawn from the countless battles fought at the Amber Ward over the centuries. Any urisk killed in battle will join the horde as zombies drawn to the characters’ inner light.
The Necromancer lair action.
The Necromancer regional effect.
Bog Zombie: ?
Knight Zombie: ?
Mastiff Zombie: ?
Irgoll, The Prophet of Sorrow, Fomorian Zombie: The Night King turned Irgoll into an undead monster and set him loose in the Radiant Bastion.
Crystal Zombie: Creatures petrified within the Radiant Bastion become afflicted with the crystal curse. A cursed creature will turn into a crystal zombie after 24 hours unless the grimoire is destroyed or the curse is removed.
Bandit Captain Zombie: ?
Scout Zombie: If any of the scouts die, they rise from the dead after 1 hour as scout zombies under The Necromancer’s control for the remaining duration, after which they crumble to dust.
Manticore Zombie, Horrible Monstrosity: ?
Chimera Zombie, Horrible Monstrosity: ?
Naglfar Lair Action
The Naglfar reanimates up to 3 skeletons or the bandit captain zombie, returning them to undead life. The creatures emerge from any unoccupied spaces on the Naglfar. The skeletons raised by this ability must be part of the Naglfar’s permanent crew.
The Necromancer lair action
The Necromancer targets a creature within 1 mile of the lair that he is aware of that has been dead for less than 1 minute. The creature returns to life as a zombie with half its hit point maximum (rounding down) until initiative count 20 of the following round (6 seconds). Each creature can only be affected by this action once every 24 hours. If the creature returned to life has CR 2 or greater, the Necromancer must wait 1 hour to use this action again.
The Necromancer regional effect
Necromantic energies tug at the spirits of creatures that die near the lair. A creature that dies within 1 mile of the lair will rise from the dead as a zombie after 24 hours unless its corpse is removed from the area, destroyed, or protected by a spell that prevents undeath.
The Ultimate Guide to Alchemy, Crafting & Enchanting (5E)
Undead: ?
Undead With the Incorporeal Movement Feature: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Lich: ?
Minotaur Skeleton: ?
Mummy: ?
Mummy Lord: ?
Ogre Zombie: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Vampire Spawn: ?
Warhorse Skeleton: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: Scythe of Undeath magic weapon.
Scythe of Undeath
Weapon (glaive), rare (requires attunement)
This magic glaive has 5 charges. When you kill a humanoid using the weapon, you can expend 1 charge as a bonus action to cause the humanoid to reanimate as a zombie at the end of your turn. You can only create 1 zombie at a time with this weapon; if you create a new zombie, any others are destroyed.
On each of your turns, you can use a bonus action to mentally command a zombie you made with this weapon if the creature is within 60 feet of you. You decide what action the zombie 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 zombie only defends itself against hostile creatures. Once given an order, the zombie continues to follow it until its task is complete.
The zombie is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the zombie for another 24 hours, you must expend another charge from this weapon again before the current 24 hour period ends.
The scythe regains 1d4 + 1 expended charges daily at dawn. If you expend the scythe’s last charge, roll a d20. On a 1, the scythe crumbles to bone dust and is destroyed.
Undead With the Incorporeal Movement Feature: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Lich: ?
Minotaur Skeleton: ?
Mummy: ?
Mummy Lord: ?
Ogre Zombie: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Vampire Spawn: ?
Warhorse Skeleton: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: Scythe of Undeath magic weapon.
Scythe of Undeath
Weapon (glaive), rare (requires attunement)
This magic glaive has 5 charges. When you kill a humanoid using the weapon, you can expend 1 charge as a bonus action to cause the humanoid to reanimate as a zombie at the end of your turn. You can only create 1 zombie at a time with this weapon; if you create a new zombie, any others are destroyed.
On each of your turns, you can use a bonus action to mentally command a zombie you made with this weapon if the creature is within 60 feet of you. You decide what action the zombie 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 zombie only defends itself against hostile creatures. Once given an order, the zombie continues to follow it until its task is complete.
The zombie is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the zombie for another 24 hours, you must expend another charge from this weapon again before the current 24 hour period ends.
The scythe regains 1d4 + 1 expended charges daily at dawn. If you expend the scythe’s last charge, roll a d20. On a 1, the scythe crumbles to bone dust and is destroyed.
The Vrykolakas
Vrykolakas, Werewolf: A creature killed by [a vrykolakas' bite] attack rises again as a vrykolakas the next night unless it is a holy day.
Vampire: ?
Undead Count Dracula: ?
Vrykolakas, Bloodsucker: ?
Slavic Revenant: ?
Poltergeist: ?
Vampire: ?
Undead Count Dracula: ?
Vrykolakas, Bloodsucker: ?
Slavic Revenant: ?
Poltergeist: ?
The Wagadu Chronicles The Child & The Oath
Undead: ?
Ancestor: ?
Am'Rou, The Blue-Eyed: Am'rous are the souls of deceased Ikaki heroes that join the Ekine Family becoming Spiritual Ancestors.
Adze, Firefly Vampire: Adzes are souls of heartless Daa'ima that turn even crueller after death and linger to torment humans.
Aigamuxa, The Hungry Devil: Whatever these ancestors did to become such creatures it is not known, but everyone agrees it is terrible.
Aigamuxa, Beast: ?
Lost Ibeji Alone Without Statue: ?
Lost Ibeji With Statute: ?
Lost Ibeji Paired With Sibling: ?
Lost Mara, Lost Skull, Lost Mara Ancestor: When a Lost Mara reaches 10 hit points or less. It uses its turn to perform replicative magic. It shudders and spins at an accelerated speed. A dull grey ring of smoke emits from its centre if the Lost Mara is not killed before its next turn another Lost Mara is spawned.
Lost Mara, Ancestral Spirit: ?
Udo, Rule Master, Udo Ancestor: These ancestors were mortals who enjoyed process and rules, often bureaucrats.
Udo, Ancestor, Ekpo Spirit: ?
Nlo Bieri, Bone Guardian: ?
Nlo Bieri, Tall Masked Ancestor: ?
Chamber Bat: This strange creature is a bat animated by powerful magic that keeps it alive even as its body decays beyond death.
Chamber Bat, Strange Creature, Bat Animated By Powerful Magic: ?
Lesser Akpan Ekpo, Ekpo Chief: ?
Lesser Akpan Ekpo, Ancestor, Very Old Person: ?
Nkubia, Ekpo Berserker: Wild fighters, these are spirits of restless youth, usually men, who died accidentally.
Nkubia, Wild Fighter, Spirit of a Restless Youth Who Died Accidentally: ?
Jom, The Young: A spirit of death that is said to be born when another Spirit cannot properly resurrect after being banished or destroyed.
Jom, Spirit of Death: ?
Jom, Translucent Figure: ?
Iku, Powerful Ancestor, Guardian: Iku, a Dawn Emere witch doctor and guardian of the village Burial Chambers, takes pity on the child and makes a deal with the village chiefs, he will take responsibility for the child so long as the child does not set foot in the village. The oath is brought before the village’s totem and bound with magic.
Iku keeps the child in the village’s burial chambers until his passing. The village, not wanting to deal with the child, closes the entrance to the Chambers and uses the totem’s magic to create an additional magic seal.
Iku returns as an ancestor to uphold his duty to ensure that the child remains in the Chambers.
Iku spent most of his time in burial chambers as its sole protector up until his death. The village paid their respects with one the most elaborate death ceremonies and erected a statue over his grave.
He subsequently became an ancestor that remained in the chambers.
Gerda, Amadi, Vengeful Ancestor: In the previous cycle (Around 200 years ago) a Lionblood woman—Amadi gave birth to a spirit child called Adia.
Village finds out about the child—Amadi is permanently banished.
Amadi passes away, her soul is unable to find peace and she ends up becoming a vengeful ancestor who haunts Daru.
Amadi is an ancestor that once lived as a human in the Lion Chiefs’ time. She gave birth to Adia, a spirit child during a time where the act was punishable. Amadi was abandoned by her partner and left to bear the punishment for the act. Her child was taken from her and she was permanently banished by the village. With the belief that her daughter was dead, Amadi didn’t survive for long in the harsh Daru and died a few days after her punishment came into force. Her soul never found peace and this resulted in her returning into an Ancestor.
Amadi found the dead body of Gerda, Zahrah’s sister and possessed it so that she could head back to the Lions Chiefs village for revenge.
Ancient Akpan Ekpo: ?
Taiwo, Lost Ibeji Ancestor, Being: ?
Lesser Chamber Bat: ?
Oni, Vigilant Akpan Ekpo Ancestor, Older More Frail Ancestor: ?
Ancestor: ?
Am'Rou, The Blue-Eyed: Am'rous are the souls of deceased Ikaki heroes that join the Ekine Family becoming Spiritual Ancestors.
Adze, Firefly Vampire: Adzes are souls of heartless Daa'ima that turn even crueller after death and linger to torment humans.
Aigamuxa, The Hungry Devil: Whatever these ancestors did to become such creatures it is not known, but everyone agrees it is terrible.
Aigamuxa, Beast: ?
Lost Ibeji Alone Without Statue: ?
Lost Ibeji With Statute: ?
Lost Ibeji Paired With Sibling: ?
Lost Mara, Lost Skull, Lost Mara Ancestor: When a Lost Mara reaches 10 hit points or less. It uses its turn to perform replicative magic. It shudders and spins at an accelerated speed. A dull grey ring of smoke emits from its centre if the Lost Mara is not killed before its next turn another Lost Mara is spawned.
Lost Mara, Ancestral Spirit: ?
Udo, Rule Master, Udo Ancestor: These ancestors were mortals who enjoyed process and rules, often bureaucrats.
Udo, Ancestor, Ekpo Spirit: ?
Nlo Bieri, Bone Guardian: ?
Nlo Bieri, Tall Masked Ancestor: ?
Chamber Bat: This strange creature is a bat animated by powerful magic that keeps it alive even as its body decays beyond death.
Chamber Bat, Strange Creature, Bat Animated By Powerful Magic: ?
Lesser Akpan Ekpo, Ekpo Chief: ?
Lesser Akpan Ekpo, Ancestor, Very Old Person: ?
Nkubia, Ekpo Berserker: Wild fighters, these are spirits of restless youth, usually men, who died accidentally.
Nkubia, Wild Fighter, Spirit of a Restless Youth Who Died Accidentally: ?
Jom, The Young: A spirit of death that is said to be born when another Spirit cannot properly resurrect after being banished or destroyed.
Jom, Spirit of Death: ?
Jom, Translucent Figure: ?
Iku, Powerful Ancestor, Guardian: Iku, a Dawn Emere witch doctor and guardian of the village Burial Chambers, takes pity on the child and makes a deal with the village chiefs, he will take responsibility for the child so long as the child does not set foot in the village. The oath is brought before the village’s totem and bound with magic.
Iku keeps the child in the village’s burial chambers until his passing. The village, not wanting to deal with the child, closes the entrance to the Chambers and uses the totem’s magic to create an additional magic seal.
Iku returns as an ancestor to uphold his duty to ensure that the child remains in the Chambers.
Iku spent most of his time in burial chambers as its sole protector up until his death. The village paid their respects with one the most elaborate death ceremonies and erected a statue over his grave.
He subsequently became an ancestor that remained in the chambers.
Gerda, Amadi, Vengeful Ancestor: In the previous cycle (Around 200 years ago) a Lionblood woman—Amadi gave birth to a spirit child called Adia.
Village finds out about the child—Amadi is permanently banished.
Amadi passes away, her soul is unable to find peace and she ends up becoming a vengeful ancestor who haunts Daru.
Amadi is an ancestor that once lived as a human in the Lion Chiefs’ time. She gave birth to Adia, a spirit child during a time where the act was punishable. Amadi was abandoned by her partner and left to bear the punishment for the act. Her child was taken from her and she was permanently banished by the village. With the belief that her daughter was dead, Amadi didn’t survive for long in the harsh Daru and died a few days after her punishment came into force. Her soul never found peace and this resulted in her returning into an Ancestor.
Amadi found the dead body of Gerda, Zahrah’s sister and possessed it so that she could head back to the Lions Chiefs village for revenge.
Ancient Akpan Ekpo: ?
Taiwo, Lost Ibeji Ancestor, Being: ?
Lesser Chamber Bat: ?
Oni, Vigilant Akpan Ekpo Ancestor, Older More Frail Ancestor: ?
The Way of Ki (5e)
Undead: ?
The Wise & the Wicked 2nd Edition (5e OGL)
Undead: Common necromancers, such as those of Hollowfaust, remain living and thus fundamentally apart from their objects of study. Most of these necromancers are mere dabblers compared with those who embrace undeath itself: the loathsome and repellent crypt lords. In Glivid-Autel, Ghelspad’s most twisted necromancers practice the ancient craft of becoming undead.
Crypt Lord Become Death power.
Elite Undead Bodyguard: ?
Undead Minion: ?
Galdor the Deathless, Ravager of Lede, Terrifying Undead Warrior, Warlord, Vangal's Twisted Evil Tool, Herald, Devoted Follower: Galdor was already a fearsome warrior-priest serving the dark god Vangal when the Ravager noticed him many years ago. Pleased with the bloody-minded human, Vangal bade his minions seek out Galdor and invite him to serve as their dark lord’s champion. Galdor enthusiastically accepted the offer and, infused with the power of his god, fought his way to a position of leadership within the notoriously fierce Horsemen of Vangal. Over time, he carved out an empire across the Plains of Lede, and his name struck fear into even the most powerful rulers’ hearts.
In time, adversaries appeared to contend Galdor’s supremacy, including clerics of Madriel and warriors and paladins of Corean, but ultimately, it was jealous traitors from the warlord’s own ranks that would prove his undoing. For years, all challengers had failed; their severed heads decorated the banner poles and saddles of Galdor’s horde. Ultimately, though, one of Galdor’s most trusted lieutenants made secret pacts with agents of Vesh and led a faction of the warlord’s own forces in rebellion. Taken by surprise, Galdor was cornered and defeated at the Battle of Horsehead Canyon. Before he was finally brought down, the furious warpriest slew nearly 100 foes, including his treacherous lieutenant. Their lord slain, the horde disintegrated, its members fleeing headlong into the plains.
And that would have been the end of the matter, had Vangal himself not intervened. No one knows precisely why Vangal brought Galdor back. The Ravager usually forgets his slain champions, nurturing new followers rather than resurrecting old ones, but not so with Galdor. Within a few years of the warlord’s fall, travelers began reporting the appearance of a terrifying, undead warrior riding the plains, gathering recruits and once more uniting the clans into a single horde. Investigating these reports, Mithril’s paladins discovered the awful truth: the new warlord was none other than Galdor himself, animate and unliving, Vangal’s twisted and evil tool.
His vanity and pride are limitless, even though he is an unliving thing, presumably created and kept afoot on Ghelspad by the will of Vangal alone.
Bruticus, Undead Warhorse, Mighty Steed: ?
Jerhard Landereaux, Expulsed False Lover, Thing That Was Once Jerhard Landereaux, Shallow Empty Shell, Former Bard, Undead Bard, Lover: Fifty years after the Divine War, in a world still reeling from that catastrophic conflict, the name “Jerhard Landereaux” was known far and wide. Jerhard was a peerless singer and performer who brought joy and hope to the lives of all who saw him. He sang of great heroes, told inspiring tales, and gave people the strength they needed to prevail in what felt like a dying world. Beloved of Tanil the Bard, Jerhard began to let the fame and fortune get to his head. He grew proud, ever more arrogant, demanding increasingly large sums of money for his performances, even at charitable events put on at the temples of his own patron. He grew more inclined to use his transcendent gifts only for disaffected nobility and others who could pay his exorbitant fees. Then, in Shelzar, his greatest crime involved a priestess of Madriel. There, in the fabled City of Sin, Jerhard agreed to entertain the temple’s visitors — the poor, the sick, and the underprivileged — saying that his performances would heal them and inspire them to great deeds. Yet his true motivation was his lust for High Priestess Iona. Jerhard first tried to extort from her the money taken in on his performances, and then he committed the ultimate sin against Tanil and Tanil’s daughter, Idra: He forced himself upon the virgin priestess. For that crime and for his incredible hubris, the two goddesses inflicted a terrible curse.
Undead Titanspawn: ?
Loren Rizzen, Belsameth Spider, Sad Creature, Tool of Retribution, Faithful Pet, Spidery Thing, Former Priest, Pathetic Creature: In Chern’s final hours, he inflicted a final ignominy upon Scarn: He cursed one of his attackers, a human priest of Madriel whom the titan decapitated even as he fled into the ocean toward Termana. This mighty curse caused the dead priest’s severed head to regain the semblance of life and grow spider legs. The resulting creature attacked everything it faced, and those it bit shared its curse. It roamed the continent, spreading its terrible, gruesome form of undeath to all races, until eventually it drew the goddess Belsameth’s attention; she found a purity of distortion in the creature and became its patroness. The sad creature and its many spawn are thus now known as “Belsameth spiders.” With most such abominations, the Witch Goddess is occasionally kind, but she sometimes closely follows the existence of remarkable Belsameth spiders. Loren Rizzen, the first of its kind, is one of her favorites.
The legend of Loren Rizzen is known everywhere, from childhood yards to throne rooms. But what most do not realize is that the other gods fear that Rizzen’s ultimate loyalty may be to Chern, not the Mistress of Witches, who believes Rizzen her faithful pet. The curse that created Rizzen is an old thing borne of the titans, and Chern may still exert some influence over the spidery thing.
Among the pathetic creature’s more intelligible scrawls, it asks for forgiveness from the Archangel or, equally as often, expresses gratitude to its dark goddess Belsameth, and sometimes it even mourns the fallen titan that cursed it.
Rizzenspawn, Belsameth Spider: Forever cursed to plague the living, the rizzenspawn (often referred to as “Belsameth spiders”) crawl about in perhaps the vilest form of undeath.
The process of becoming a Belsameth spider is gruesome. A victim bitten by the Belsameth Spider, Loren Rizzen, or by one of that accursed creature’s spawn has a chance of becoming one himself. If this happens, the poor victim’s head is dissevered at the neck and sprouts a spider’s body.
Any giant or humanoid can become a rizzenspawn.
A giant or humanoid slain [by a rizzenspawn's bite attack] rises after 2d12 hours as a rizzenspawn in the space of its corpse or in the nearest unoccupied space.
A giant or humanoid slain [by a rizzenspawn troll's bite attack] rises after 2d12 hours as a rizzenspawn in the space of its corpse or in the nearest unoccupied space.
[T]he Rizzenspawn, creatures cursed by the bite of the Belsameth spider, Loren Rizzen.
In Chern’s final hours, he inflicted a final ignominy upon Scarn: He cursed one of his attackers, a human priest of Madriel whom the titan decapitated even as he fled into the ocean toward Termana. This mighty curse caused the dead priest’s severed head to regain the semblance of life and grow spider legs. The resulting creature attacked everything it faced, and those it bit shared its curse. It roamed the continent, spreading its terrible, gruesome form of undeath to all races, until eventually it drew the goddess Belsameth’s attention; she found a purity of distortion in the creature and became its patroness. The sad creature and its many spawn are thus now known as “Belsameth spiders.”
A giant or humanoid slain [by Loren Rizzen's bite attack] rises after 1d4 hours as a rizzenspawn† in the space of its corpse or in the nearest unoccupied space.
Rizzenspawn, Abomination: ?
Remarkable Belsameth Spider: ?
Rizzenspawn, Foul Creature: ?
Rizzenspawn Troll, Sample Rizzenspawn: ?
Undead Slave: ?
Undead Servitor: Now, with many calling him the “Black Messiah,” Lucian feels he has at last garnered the power and influence that he always craved, and his experiments grow more and more elaborate. He is currently developing a true ritual intended to slay the entire population of a town or village and transform them into undead servitors.
Insubstantial Undead: ?
Necazzar, Undead Raven Familiar, Bird: ?
Undead Servant: ?
Undead Guardian: ?
The Hunter of Vesh, Undead: Still others suggest that he is actually the Dark Motak Vigil’s master, who supposedly perished after betraying his fellows but who now lives on (or is one of the undead), seeking vengeance.
Mistress Yvestil, Mistress of Glivid-Autil, Crypt Lady, Especially Ambitious Practitioner of the Dark Arts, Pale Skeletally Thin Creature With Parchment-Like Flesh and Hollow Faintly Glowing Green Eyes: ?
Eboe, Skeletal Snake Familiar: ?
Powerful Undead Servitor: ?
Simple-Minded Undead: ?
Incorporeal Undead: ?
Undead Familiar Blood Hawk: ?
Undead Familiar Constrictor Snake: ?
Undead Familiar Giant Poisonous Snake: ?
Undead Familiar Skeleton: ?
Undead Familiar Wolf: ?
Undead Familiar Zombie: ?
Expulsed: Sometimes, the gods can be just as foolish as any mortal. Deities can become so smitten with a person that they grant him or her special attention and favors. These beloved of the gods are often faster, smarter, swifter, or more beautiful than any other child, and most go on to become mighty warriors, gifted poets, holy men, and others whom the gods expect to live up to these great gifts. In some rare cases, though, a mortal betrays a god’s trust. With a single act, these blessed individuals turn their backs on their sacred pacts and are utterly forsaken. These tormented spirits, however, linger on in the world of the living. They cling to hate, to hubris, to the supernal knowledge of the self, and they are so arrogant that they believe it was the god(s) who failed them. They become the Expulsed, and their influence can topple kingdoms, destroy nations, and lead whole flocks astray from the divines’ light.
Any humanoid can become one of the Expulsed, provided it commits some crime against the gods so heinous that death alone is insufficient as punishment.
[T]he Expulsed, undead mortals cursed and excommunicated by the gods for their crimes.
Expulsed Faithless Knight: The faithless knight was once [a] bold and mighty warrior who, in an act of rashness or cowardice, committed such a violation of his faith’s tenets that he is forever accursed.
Expulsed Faithless Knight, Craven Being: ?
Expulsed False Lover: A person of great charm and beauty in life, a false lover is (or was once) counted among the most exqui-site people in the world. Her name and her face inspired multitudes. She may have started wars with her beauty or ended them with her grace. Ultimately, though, shattered lives and heartbroken lovers have followed in her wake.
Expulsed Forsaken Priest: For most gods, there is no greater crime than to forsake one’s holy vows and lead others away from faith. A forsaken priest has used the divine powers entrusted to him to mislead the world. The forsaken priest has betrayed the highest offices and the most sacred oaths, now wandering the world toppling churches from within or creating heretical sects that subvert the will of the gods.
Expulsed Treacherous Thief: Some people are blessed with incredible luck and skill. Occasionally such a one betrays the gods who granted those gifts, defrauding those who trusted her and taking everything from those who cannot afford to give. The treacherous thief lies, cheats, and steals everything she can, even going so far as to steal from the gods. Now, in death, the thief suffers in the knowledge that no treasure she misappropriates can ever buy her way out of damnation.
Rizzenspawn Troll: ?
Rizzenspawn Ogre: ?
Rizzenspawn Hill Giant: ?
Maiden of the Glade, Ghost: Bards and storytellers of western and central Ghelspad relate tales of the maiden of the glade and her adventures, suggesting that she is but a ghost or a myth.
Ghost: ?
Mummy, Elite Undead Bodyguard: ?
Powerful Mummy: ?
Mummy, Portable Undead Servant: Canopic Urn of the Undead magic item.
Shadow: If a non-evil humanoid dies from [Dar'Tan's shadow arm] attack, an undead shadow rises from the corpse 1d4 hours later.
Skeleton: When Credas casts animate dead, he creates 1d4 additional skeletons or zombies.
Skeleton, Elite Undead Bodyguard: ?
Advanced Skeleton: ?
Skeleton, Simple-Minded Undead: ?
Undead Familiar Skeleton: ?
Specter, Elite Undead Bodyguard: ?
Vampire, Elite Undead Bodyguard: ?
Arrach, Ancient Wight-Lord: ?
Wraith, Insubstantial Undead: ?
Zombie: When Credas casts animate dead, he creates 1d4 additional skeletons or zombies.
Zombie, Elite Undead Bodyguard: ?
Zombie, Simple-Minded Undead: ?
Undead Familiar Zombie: ?
Canopic Urn of the Undead
Lore. Necromancers across the Scarred Lands create these crude clay urns to fashion a portable undead servant. The necromancer places the specially prepared heart and ashes of a murdered humanoid within the urn, which has been treated with dark alchemical mixtures and powerful necromantic magic.
Wondrous item, very rare (requires attunement by a spellcaster)
You can use an action to conjure a mummy from the urn to serve you for up to 1 hour. Once you use the urn in this way, you can’t use it again until the following dusk. If the mummy is destroyed, the urn becomes inert. It cannot be used to summon another mummy until the create undead spell is cast upon it.
Become Death
Starting at 5th level, you have achieved the knowledge required to become truly undead. You can choose undertake this transformation at any time using special rituals and materials, but you must spend 1,000 gp and one week to do so. Once you undergo the ritual, you gain the following benefits: • Your creature type changes to undead. • Your Constitution increases by 2, to a maximum of 22. • You gain resistance to cold damage. • You are immune to poison damage. • You cannot be exhausted. • You gain Turn Resistance: You have advantage on saving throws against any effect that turns undead.
Crypt Lord Become Death power.
Elite Undead Bodyguard: ?
Undead Minion: ?
Galdor the Deathless, Ravager of Lede, Terrifying Undead Warrior, Warlord, Vangal's Twisted Evil Tool, Herald, Devoted Follower: Galdor was already a fearsome warrior-priest serving the dark god Vangal when the Ravager noticed him many years ago. Pleased with the bloody-minded human, Vangal bade his minions seek out Galdor and invite him to serve as their dark lord’s champion. Galdor enthusiastically accepted the offer and, infused with the power of his god, fought his way to a position of leadership within the notoriously fierce Horsemen of Vangal. Over time, he carved out an empire across the Plains of Lede, and his name struck fear into even the most powerful rulers’ hearts.
In time, adversaries appeared to contend Galdor’s supremacy, including clerics of Madriel and warriors and paladins of Corean, but ultimately, it was jealous traitors from the warlord’s own ranks that would prove his undoing. For years, all challengers had failed; their severed heads decorated the banner poles and saddles of Galdor’s horde. Ultimately, though, one of Galdor’s most trusted lieutenants made secret pacts with agents of Vesh and led a faction of the warlord’s own forces in rebellion. Taken by surprise, Galdor was cornered and defeated at the Battle of Horsehead Canyon. Before he was finally brought down, the furious warpriest slew nearly 100 foes, including his treacherous lieutenant. Their lord slain, the horde disintegrated, its members fleeing headlong into the plains.
And that would have been the end of the matter, had Vangal himself not intervened. No one knows precisely why Vangal brought Galdor back. The Ravager usually forgets his slain champions, nurturing new followers rather than resurrecting old ones, but not so with Galdor. Within a few years of the warlord’s fall, travelers began reporting the appearance of a terrifying, undead warrior riding the plains, gathering recruits and once more uniting the clans into a single horde. Investigating these reports, Mithril’s paladins discovered the awful truth: the new warlord was none other than Galdor himself, animate and unliving, Vangal’s twisted and evil tool.
His vanity and pride are limitless, even though he is an unliving thing, presumably created and kept afoot on Ghelspad by the will of Vangal alone.
Bruticus, Undead Warhorse, Mighty Steed: ?
Jerhard Landereaux, Expulsed False Lover, Thing That Was Once Jerhard Landereaux, Shallow Empty Shell, Former Bard, Undead Bard, Lover: Fifty years after the Divine War, in a world still reeling from that catastrophic conflict, the name “Jerhard Landereaux” was known far and wide. Jerhard was a peerless singer and performer who brought joy and hope to the lives of all who saw him. He sang of great heroes, told inspiring tales, and gave people the strength they needed to prevail in what felt like a dying world. Beloved of Tanil the Bard, Jerhard began to let the fame and fortune get to his head. He grew proud, ever more arrogant, demanding increasingly large sums of money for his performances, even at charitable events put on at the temples of his own patron. He grew more inclined to use his transcendent gifts only for disaffected nobility and others who could pay his exorbitant fees. Then, in Shelzar, his greatest crime involved a priestess of Madriel. There, in the fabled City of Sin, Jerhard agreed to entertain the temple’s visitors — the poor, the sick, and the underprivileged — saying that his performances would heal them and inspire them to great deeds. Yet his true motivation was his lust for High Priestess Iona. Jerhard first tried to extort from her the money taken in on his performances, and then he committed the ultimate sin against Tanil and Tanil’s daughter, Idra: He forced himself upon the virgin priestess. For that crime and for his incredible hubris, the two goddesses inflicted a terrible curse.
Undead Titanspawn: ?
Loren Rizzen, Belsameth Spider, Sad Creature, Tool of Retribution, Faithful Pet, Spidery Thing, Former Priest, Pathetic Creature: In Chern’s final hours, he inflicted a final ignominy upon Scarn: He cursed one of his attackers, a human priest of Madriel whom the titan decapitated even as he fled into the ocean toward Termana. This mighty curse caused the dead priest’s severed head to regain the semblance of life and grow spider legs. The resulting creature attacked everything it faced, and those it bit shared its curse. It roamed the continent, spreading its terrible, gruesome form of undeath to all races, until eventually it drew the goddess Belsameth’s attention; she found a purity of distortion in the creature and became its patroness. The sad creature and its many spawn are thus now known as “Belsameth spiders.” With most such abominations, the Witch Goddess is occasionally kind, but she sometimes closely follows the existence of remarkable Belsameth spiders. Loren Rizzen, the first of its kind, is one of her favorites.
The legend of Loren Rizzen is known everywhere, from childhood yards to throne rooms. But what most do not realize is that the other gods fear that Rizzen’s ultimate loyalty may be to Chern, not the Mistress of Witches, who believes Rizzen her faithful pet. The curse that created Rizzen is an old thing borne of the titans, and Chern may still exert some influence over the spidery thing.
Among the pathetic creature’s more intelligible scrawls, it asks for forgiveness from the Archangel or, equally as often, expresses gratitude to its dark goddess Belsameth, and sometimes it even mourns the fallen titan that cursed it.
Rizzenspawn, Belsameth Spider: Forever cursed to plague the living, the rizzenspawn (often referred to as “Belsameth spiders”) crawl about in perhaps the vilest form of undeath.
The process of becoming a Belsameth spider is gruesome. A victim bitten by the Belsameth Spider, Loren Rizzen, or by one of that accursed creature’s spawn has a chance of becoming one himself. If this happens, the poor victim’s head is dissevered at the neck and sprouts a spider’s body.
Any giant or humanoid can become a rizzenspawn.
A giant or humanoid slain [by a rizzenspawn's bite attack] rises after 2d12 hours as a rizzenspawn in the space of its corpse or in the nearest unoccupied space.
A giant or humanoid slain [by a rizzenspawn troll's bite attack] rises after 2d12 hours as a rizzenspawn in the space of its corpse or in the nearest unoccupied space.
[T]he Rizzenspawn, creatures cursed by the bite of the Belsameth spider, Loren Rizzen.
In Chern’s final hours, he inflicted a final ignominy upon Scarn: He cursed one of his attackers, a human priest of Madriel whom the titan decapitated even as he fled into the ocean toward Termana. This mighty curse caused the dead priest’s severed head to regain the semblance of life and grow spider legs. The resulting creature attacked everything it faced, and those it bit shared its curse. It roamed the continent, spreading its terrible, gruesome form of undeath to all races, until eventually it drew the goddess Belsameth’s attention; she found a purity of distortion in the creature and became its patroness. The sad creature and its many spawn are thus now known as “Belsameth spiders.”
A giant or humanoid slain [by Loren Rizzen's bite attack] rises after 1d4 hours as a rizzenspawn† in the space of its corpse or in the nearest unoccupied space.
Rizzenspawn, Abomination: ?
Remarkable Belsameth Spider: ?
Rizzenspawn, Foul Creature: ?
Rizzenspawn Troll, Sample Rizzenspawn: ?
Undead Slave: ?
Undead Servitor: Now, with many calling him the “Black Messiah,” Lucian feels he has at last garnered the power and influence that he always craved, and his experiments grow more and more elaborate. He is currently developing a true ritual intended to slay the entire population of a town or village and transform them into undead servitors.
Insubstantial Undead: ?
Necazzar, Undead Raven Familiar, Bird: ?
Undead Servant: ?
Undead Guardian: ?
The Hunter of Vesh, Undead: Still others suggest that he is actually the Dark Motak Vigil’s master, who supposedly perished after betraying his fellows but who now lives on (or is one of the undead), seeking vengeance.
Mistress Yvestil, Mistress of Glivid-Autil, Crypt Lady, Especially Ambitious Practitioner of the Dark Arts, Pale Skeletally Thin Creature With Parchment-Like Flesh and Hollow Faintly Glowing Green Eyes: ?
Eboe, Skeletal Snake Familiar: ?
Powerful Undead Servitor: ?
Simple-Minded Undead: ?
Incorporeal Undead: ?
Undead Familiar Blood Hawk: ?
Undead Familiar Constrictor Snake: ?
Undead Familiar Giant Poisonous Snake: ?
Undead Familiar Skeleton: ?
Undead Familiar Wolf: ?
Undead Familiar Zombie: ?
Expulsed: Sometimes, the gods can be just as foolish as any mortal. Deities can become so smitten with a person that they grant him or her special attention and favors. These beloved of the gods are often faster, smarter, swifter, or more beautiful than any other child, and most go on to become mighty warriors, gifted poets, holy men, and others whom the gods expect to live up to these great gifts. In some rare cases, though, a mortal betrays a god’s trust. With a single act, these blessed individuals turn their backs on their sacred pacts and are utterly forsaken. These tormented spirits, however, linger on in the world of the living. They cling to hate, to hubris, to the supernal knowledge of the self, and they are so arrogant that they believe it was the god(s) who failed them. They become the Expulsed, and their influence can topple kingdoms, destroy nations, and lead whole flocks astray from the divines’ light.
Any humanoid can become one of the Expulsed, provided it commits some crime against the gods so heinous that death alone is insufficient as punishment.
[T]he Expulsed, undead mortals cursed and excommunicated by the gods for their crimes.
Expulsed Faithless Knight: The faithless knight was once [a] bold and mighty warrior who, in an act of rashness or cowardice, committed such a violation of his faith’s tenets that he is forever accursed.
Expulsed Faithless Knight, Craven Being: ?
Expulsed False Lover: A person of great charm and beauty in life, a false lover is (or was once) counted among the most exqui-site people in the world. Her name and her face inspired multitudes. She may have started wars with her beauty or ended them with her grace. Ultimately, though, shattered lives and heartbroken lovers have followed in her wake.
Expulsed Forsaken Priest: For most gods, there is no greater crime than to forsake one’s holy vows and lead others away from faith. A forsaken priest has used the divine powers entrusted to him to mislead the world. The forsaken priest has betrayed the highest offices and the most sacred oaths, now wandering the world toppling churches from within or creating heretical sects that subvert the will of the gods.
Expulsed Treacherous Thief: Some people are blessed with incredible luck and skill. Occasionally such a one betrays the gods who granted those gifts, defrauding those who trusted her and taking everything from those who cannot afford to give. The treacherous thief lies, cheats, and steals everything she can, even going so far as to steal from the gods. Now, in death, the thief suffers in the knowledge that no treasure she misappropriates can ever buy her way out of damnation.
Rizzenspawn Troll: ?
Rizzenspawn Ogre: ?
Rizzenspawn Hill Giant: ?
Maiden of the Glade, Ghost: Bards and storytellers of western and central Ghelspad relate tales of the maiden of the glade and her adventures, suggesting that she is but a ghost or a myth.
Ghost: ?
Mummy, Elite Undead Bodyguard: ?
Powerful Mummy: ?
Mummy, Portable Undead Servant: Canopic Urn of the Undead magic item.
Shadow: If a non-evil humanoid dies from [Dar'Tan's shadow arm] attack, an undead shadow rises from the corpse 1d4 hours later.
Skeleton: When Credas casts animate dead, he creates 1d4 additional skeletons or zombies.
Skeleton, Elite Undead Bodyguard: ?
Advanced Skeleton: ?
Skeleton, Simple-Minded Undead: ?
Undead Familiar Skeleton: ?
Specter, Elite Undead Bodyguard: ?
Vampire, Elite Undead Bodyguard: ?
Arrach, Ancient Wight-Lord: ?
Wraith, Insubstantial Undead: ?
Zombie: When Credas casts animate dead, he creates 1d4 additional skeletons or zombies.
Zombie, Elite Undead Bodyguard: ?
Zombie, Simple-Minded Undead: ?
Undead Familiar Zombie: ?
Canopic Urn of the Undead
Lore. Necromancers across the Scarred Lands create these crude clay urns to fashion a portable undead servant. The necromancer places the specially prepared heart and ashes of a murdered humanoid within the urn, which has been treated with dark alchemical mixtures and powerful necromantic magic.
Wondrous item, very rare (requires attunement by a spellcaster)
You can use an action to conjure a mummy from the urn to serve you for up to 1 hour. Once you use the urn in this way, you can’t use it again until the following dusk. If the mummy is destroyed, the urn becomes inert. It cannot be used to summon another mummy until the create undead spell is cast upon it.
Become Death
Starting at 5th level, you have achieved the knowledge required to become truly undead. You can choose undertake this transformation at any time using special rituals and materials, but you must spend 1,000 gp and one week to do so. Once you undergo the ritual, you gain the following benefits: • Your creature type changes to undead. • Your Constitution increases by 2, to a maximum of 22. • You gain resistance to cold damage. • You are immune to poison damage. • You cannot be exhausted. • You gain Turn Resistance: You have advantage on saving throws against any effect that turns undead.
The Witch: a 5e class
Undead Familiar: Witch Undead Companion power.
Undead: ?
Undead Servant Skeleton: Witch Raise Your Enemy power.
Undead Servant Zombie: Witch Raise Your Enemy power.
Undead Hands: ?
Undead Companion
At 6th level, your familiar truly completes the transformation to undead. Your familiar becomes immune to poison damage, necrotic damage, and the poisoned condition. Additionally, its creature type changes to undead.
Raise your Enemies
At 18th level, your necromantic power has grown so great that you can raise the bodies of fallen enemies into loyal servants. Once per day, in a rite that takes 10 minutes, you can raise the corpse of anything that has died in the last week into an undead servant. This servant can follow you for 3 days, after which time the necromantic energies holding it together fail and the creature crumbles to dust, unable to be raised again. You may only have one of these servants under your control at one time. If you attempt to raise another, the one you currently have animated immediately crumbles to dust.
When you raise a creature, it retains its basic statistics and any physical attacks and abilities it might have. It also gains immunity to exhaustion, poison damage, and the poisoned condition. It loses all other abilities, special senses, spellcasting, resistances, immunities, and any fly speed. Remember, your GM has the final say on whether or not an ability transfers to an undead form.
Additionally, when using this ability, choose whether you will raise the corpse as a skeleton or a zombie. If it is a skeleton, it gains vulnerability to bludgeoning damage. If it is a zombie, its speed is halved, and it gains the following trait:
“If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.”
Undead: ?
Undead Servant Skeleton: Witch Raise Your Enemy power.
Undead Servant Zombie: Witch Raise Your Enemy power.
Undead Hands: ?
Undead Companion
At 6th level, your familiar truly completes the transformation to undead. Your familiar becomes immune to poison damage, necrotic damage, and the poisoned condition. Additionally, its creature type changes to undead.
Raise your Enemies
At 18th level, your necromantic power has grown so great that you can raise the bodies of fallen enemies into loyal servants. Once per day, in a rite that takes 10 minutes, you can raise the corpse of anything that has died in the last week into an undead servant. This servant can follow you for 3 days, after which time the necromantic energies holding it together fail and the creature crumbles to dust, unable to be raised again. You may only have one of these servants under your control at one time. If you attempt to raise another, the one you currently have animated immediately crumbles to dust.
When you raise a creature, it retains its basic statistics and any physical attacks and abilities it might have. It also gains immunity to exhaustion, poison damage, and the poisoned condition. It loses all other abilities, special senses, spellcasting, resistances, immunities, and any fly speed. Remember, your GM has the final say on whether or not an ability transfers to an undead form.
Additionally, when using this ability, choose whether you will raise the corpse as a skeleton or a zombie. If it is a skeleton, it gains vulnerability to bludgeoning damage. If it is a zombie, its speed is halved, and it gains the following trait:
“If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.”
The World of Myrr 5e Campaign Setting
Vampire: The Von Bladens suddenly lost the throne as a dark secret was revealed. The Narciso family had brought vampirism to the continent Myrr from the land of Zogg. They first infected the Damos family in the Southern Territories. Soon their masters, the royal Von Bladens, were also infected.
After being bitten in the village of Oren by a Narciso vampire, everything changed. The servants then turned their Von Bladen masters into vampires as well.
It was the Narciso family that created the Damos vampires and thus changed the destiny of the Von Bladen royal family forever.
Noble Vampire: ?
Undead: ?
Sabine Damos, Vampire Warrior: ?
Lord Gareth Von Bladen, Vampire Warrior: ?
Lord Balthazar Damos, Vampire Spellcaster: ?
Damos Noble Vampire: ?
Von Bladen Noble Vampire: ?
Evil Vampire: ?
Queen Danara Bane, Vampire, Young Queen, Vampire Queen: ?
Damos Vampire: ?
Visalkian, Vampire Spawn: ?
Baroness Emma Von Bladen, Vampire Spellcaster: ?
Lady Alyssa Von Bladen, Vampire: ?
Lord Brock Von Bladen, Vampire: ?
Baron Ashton Von Bladen, Vampire: ?
Lord Aidan Von Bladen, Vampire: ?
Lord Mattias Von Bladen, Vampire: ?
Lord Calderon Bane, Vampire Spellcaster: ?
Rapier Bane, Vampire: ?
Narcisco Vampire: ?
Olympia Damos, Vampire Spellcaster: ?
Vyson Damos, Vampire: ?
Vincent Damos, Vampire: ?
Selena Damos, Vampire: ?
Mikael Damos, Vampire: ?
Sasha Damos, Vampire: ?
Wraith: ?
Roch Von Bladen, Vampire: ?
Syrus Von Bladen, Vampire: ?
Vampire Spellcaster: ?
Banshee: ?
Vampire Spawn: ?
Shadow: ?
Ghost: ?
Vampire Warrior: ?
Specter: ?
Crawling Claw: ?
Will-o'-Wisp: ?
Zombie: ?
Skeleton: ?
Lich: ?
Ghoul: ?
Ghast: ?
Lich Queen of the Old Wood: ?
Noble Vampire Ruler: ?
After being bitten in the village of Oren by a Narciso vampire, everything changed. The servants then turned their Von Bladen masters into vampires as well.
It was the Narciso family that created the Damos vampires and thus changed the destiny of the Von Bladen royal family forever.
Noble Vampire: ?
Undead: ?
Sabine Damos, Vampire Warrior: ?
Lord Gareth Von Bladen, Vampire Warrior: ?
Lord Balthazar Damos, Vampire Spellcaster: ?
Damos Noble Vampire: ?
Von Bladen Noble Vampire: ?
Evil Vampire: ?
Queen Danara Bane, Vampire, Young Queen, Vampire Queen: ?
Damos Vampire: ?
Visalkian, Vampire Spawn: ?
Baroness Emma Von Bladen, Vampire Spellcaster: ?
Lady Alyssa Von Bladen, Vampire: ?
Lord Brock Von Bladen, Vampire: ?
Baron Ashton Von Bladen, Vampire: ?
Lord Aidan Von Bladen, Vampire: ?
Lord Mattias Von Bladen, Vampire: ?
Lord Calderon Bane, Vampire Spellcaster: ?
Rapier Bane, Vampire: ?
Narcisco Vampire: ?
Olympia Damos, Vampire Spellcaster: ?
Vyson Damos, Vampire: ?
Vincent Damos, Vampire: ?
Selena Damos, Vampire: ?
Mikael Damos, Vampire: ?
Sasha Damos, Vampire: ?
Wraith: ?
Roch Von Bladen, Vampire: ?
Syrus Von Bladen, Vampire: ?
Vampire Spellcaster: ?
Banshee: ?
Vampire Spawn: ?
Shadow: ?
Ghost: ?
Vampire Warrior: ?
Specter: ?
Crawling Claw: ?
Will-o'-Wisp: ?
Zombie: ?
Skeleton: ?
Lich: ?
Ghoul: ?
Ghast: ?
Lich Queen of the Old Wood: ?
Noble Vampire Ruler: ?
The World of The Lost Lands: Rules Addendum (5e)
Undead, Undead Creature: ?
Restless Undead: ?
Summoned Undead: ?
Undead Servant: Undead Servant spell.
Skeleton: ?
Zombie: ?
UNDEAD SERVANT
2nd-level necromancy (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a corpse)
Duration: 1 hour
You animate a dead creature, but only for a limited time and with limited abilities. This creature is under your command for the duration of the spell and will obey your commands. The undead servant has the stats of a skeleton or zombie, depending on the state of the corpse being animated, but can’t attack. If it is reduced to 0 HP it falls back in to a normal corpse.
Once on your turn, you may use a bonus action to direct the undead servant to perform a task. It can move any distance from you. It is capable of performing any task a creature can that does not involve an ability or skill check. It can fetch things, clean, mend, light a fire, or any other task a human servant could.
Additionally, you may command your undead servant to do one of the following:
Spy upon a single creature. The undead servant will do its best to locate and observe the target from a hidden vantage point. It will continue to watch the target until recalled, a specific amount of time has passed, or the duration of the spell ends.
Intervene in your defense. As a reaction you command your undead servant to step in front of an attack targeting you. The attack is instead directed against your servant.
As a bonus action you can command your undead servant to attempt to frighten a target. Choose one living creature you can see. The undead servant will move adjacent to the target, and when it is adjacent, the target must succeed at a Wisdom save or become frightened of you.
Restless Undead: ?
Summoned Undead: ?
Undead Servant: Undead Servant spell.
Skeleton: ?
Zombie: ?
UNDEAD SERVANT
2nd-level necromancy (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a corpse)
Duration: 1 hour
You animate a dead creature, but only for a limited time and with limited abilities. This creature is under your command for the duration of the spell and will obey your commands. The undead servant has the stats of a skeleton or zombie, depending on the state of the corpse being animated, but can’t attack. If it is reduced to 0 HP it falls back in to a normal corpse.
Once on your turn, you may use a bonus action to direct the undead servant to perform a task. It can move any distance from you. It is capable of performing any task a creature can that does not involve an ability or skill check. It can fetch things, clean, mend, light a fire, or any other task a human servant could.
Additionally, you may command your undead servant to do one of the following:
Spy upon a single creature. The undead servant will do its best to locate and observe the target from a hidden vantage point. It will continue to watch the target until recalled, a specific amount of time has passed, or the duration of the spell ends.
Intervene in your defense. As a reaction you command your undead servant to step in front of an attack targeting you. The attack is instead directed against your servant.
As a bonus action you can command your undead servant to attempt to frighten a target. Choose one living creature you can see. The undead servant will move adjacent to the target, and when it is adjacent, the target must succeed at a Wisdom save or become frightened of you.
Threads of the Orb Weaver
Ghoul: ?
Throne of Gondira
Sosmet, Dead Lord of Gondira, 8 Foot Tall Giant, Corpse, Living Corpse: After years on the throne of Gondira, Sosmet died one day, but his body did not decompose and the white apes continued to venerate him as if he were still alive. If his corpse is disturbed, Sosmet will animate and demand obeisance, and seek to destroy any who oppose him.
Undead: ?
Frozen Humanoid Body: This corridor ends in seven alcoves. Standing upright in each alcove is a frozen humanoid body. Above each alcove is a small gemstone inset into the wall; this is a green power-stone fragment (see Treasures appendix). Removing the gemstone causes the body to slump to the floor and begin to thaw and give off an unpleasant stench. It remains lifeless for 1 minute, then animates with statistics equivalent to a ghast and attacks.
Ghast: ?
Tu'nara, Ghost, Dead Priestess, Former Concubine, Former Priestess of the Mud-God: This grotto contains the bones of Tu’nara, a former concubine of Maraklu and priestess of the Mud-God. She was slain by the god itself when it went berserk. Tu’nara has become a ghost and now haunts this part of the temple.
Shadow: ?
Shadow, Tall Female Form: ?
Large Constrictor Snake Skeleton: ?
Bone Naga: ?
Spirit of a Slain Priestess: ?
Specter: ?
Wight, Corpse: ?
Atu-Atu, Mysterious Creature of the Lake, Mysterious Creature, Ancient Creature, Ageless Immortal Creature, Ball of Weird Light, Creature of the Lake: ?
Will-o'-Wisp: ?
Wraith: ?
Undead: ?
Frozen Humanoid Body: This corridor ends in seven alcoves. Standing upright in each alcove is a frozen humanoid body. Above each alcove is a small gemstone inset into the wall; this is a green power-stone fragment (see Treasures appendix). Removing the gemstone causes the body to slump to the floor and begin to thaw and give off an unpleasant stench. It remains lifeless for 1 minute, then animates with statistics equivalent to a ghast and attacks.
Ghast: ?
Tu'nara, Ghost, Dead Priestess, Former Concubine, Former Priestess of the Mud-God: This grotto contains the bones of Tu’nara, a former concubine of Maraklu and priestess of the Mud-God. She was slain by the god itself when it went berserk. Tu’nara has become a ghost and now haunts this part of the temple.
Shadow: ?
Shadow, Tall Female Form: ?
Large Constrictor Snake Skeleton: ?
Bone Naga: ?
Spirit of a Slain Priestess: ?
Specter: ?
Wight, Corpse: ?
Atu-Atu, Mysterious Creature of the Lake, Mysterious Creature, Ancient Creature, Ageless Immortal Creature, Ball of Weird Light, Creature of the Lake: ?
Will-o'-Wisp: ?
Wraith: ?
Thrones & Bones: Norrøngard Campaign Setting
Draugr, Undead Draugr, Aptrgangr, Again Walker: Note that while there are different stations of honor in the afterlife, there is no place of punishment in the next world for those who committed evil deeds in life. Rather, souls who clutch too greedily to their worldly possessions or whose ambition and pride place their needs above that of their community may refuse to pass on, forgoing the long walk down the Myrkvegr to linger in the land of the living. Such souls become the draugr, restless undead doomed to a half-life existence of bitterness, hatred, and longing. Damnation, then, is not found in the next world but is the result of clinging too tightly to this one. When a Norronur has been especially greedy, mean, or evil, they can return to life as a draugr, or aptrgangr (literally “again walker”).
A humanoid slain by [a Draugr Jarl's life drain] attack rises 24 hours later as a draugr under the draugr jarl’s control, unless the humanoid is restored to life or its body is destroyed.
Draugr Minion, Lowliest Form of Draugr, Wretched Remains of a Vile Soul Who Led a Life Devoted to Hate and Self-Interest, Weakest of the Draugr: Draugr minions are the lowliest form of draugr, the wretched remains of vile souls who led lives devoted to hate and self-interest.
A humanoid slain by [a draugr elite's life drain] attack rises 24 hours later as a draugr minion under the draugr elite’s control, unless the humanoid is restored to life or its body is destroyed.
Draugr Warrior: Draugr warriors are the living corpses of Norronir who died in battle, whose greed, bloodlust, or dishonorable actions have prevented them from finding a peaceful rest.
Sea Draugr, Living Corpse of a Norronir Who Died At Sea: Sea draugar are the living corpses of Norronir who died at sea.
Draugr Elite, Risen Corpse of a Famous Warrior Who Fell From Grace Through Some Stain on Their Honor: Draugr elite are the risen corpses of famous warriors who fell from grace through some stain on their honor. Scorned by the valkyrjur, they resent those living who still have a chance at glory and honor.
Draugr Jarl, Most Powerful of All Draugr: ?
Galtiferd, Specter of a Boar That Has Died While Full of Insurmountable Rage, Spectral Boar: The galtiferd is the specter of a giant boar that has died while full of insurmountable rage.
Sometimes, when a giant boar dies either in heated combat or in circumstances that cause it exceeding frustration (such as falling into a pit or being ensnared in a trap) its spirit is literally too enraged to recognize that it has passed on. Such an unfortunate animal becomes a galtiferd.
Hadgandr, Draugr: Hadgandr is killed by the Arish, drowned in Loch Lounooth. His draugr haunts the loch.
Draugr, Restless Undead: ?
Draugr, Greedy Baleful Barrow-Haunting Undead: ?
Skarde, Draugr, After Walker: ?
Ancient Draugr: ?
Vatnar Snake-in-the-Eye, Draugr, Old Draugr: ?
Malicious Draugr: ?
More Powerful Draugr: ?
Hermund Tall Tales, Draugr: Hermund shouts about a monstrous cat accosting him in his bed this evening. It’s going to kill him if something isn’t done. He swears on Darr’s Hammer that he speaks truly, but few in the hall believe a man whose nickname is “Tall Tales.” Then he spies the adventures and begs them for their aid.
If they agree to help him, Hermund ushers the characters out of the hall into the streets of Bense, leading them to his home to begin their investigation.
If the characters refuse his request, Hermund is doomed. He reluctantly returns to his home, where he perishes in the wee hours of the morning. Hermund is then buried in the Mounds and rises 24 hours later as a draugr himself under Skathi’s control.
Draugr Minion, Corpse: ?
Fari, Draugr Minion: ?
Sevryn, Draugr Minion, Newly Formed Draugr, Former Svaltalfar: ?
Eitri Einarsson, Draugr Minion, Man: ?
Draugr Warrior, Living Corpse of a Norronir Whose Greed Prevented Them From Finding a Peaceful Rest: ?
Draugr Warrior, Living Corpse of a Norronir Whose Bloodlust Prevented Them From Finding a Peaceful Rest: ?
Draugr Warrior, Living Corpse of a Norronir Whose Dishonorable Actions Prevented Them From Finding a Peaceful Rest: ?
Hargil the Bloodless, Draugr Warrior: ?
Austri, Draugr Warrior, Undead Remains of a Dwarf: Unfortunately, two draugr warriors lurk behind the statue.They are the undead remains of two dwarves named Austri and Nordri who stayed behind in the original exodus with the intent to steal the statue.They inadvertently tipped it over and were crushed.
Nordri, Draugr Warrior, Undead Remains of a Dwarf: Unfortunately, two draugr warriors lurk behind the statue.They are the undead remains of two dwarves named Austri and Nordri who stayed behind in the original exodus with the intent to steal the statue.They inadvertently tipped it over and were crushed.
Snorgil, Draugr Elite: ?
Rifa, Draugr Elite: ?
Visgil, Draugr Elite: ?
Skathi the Troll-Breaker, Draugr Elite, Nightmarish Cat, Aptrgangr, Monstrous Cat, Feline Figure Large as the Largest Forest Cat Black as the Starless Sky With Green Glowing Eyes, Cat-Shaped Shadow, Silhouette of a Cat, Otherworldly Cat: Skathi the Troll-Breaker was a once-heralded warrior of great renown. Sadly, he was better at killing trolls than surviving drought, and he perished more than two hundred years ago in the aftermath of a historical heatwave. Even more unfortunate, Skathi could not accept what was, to his mind, a demise so destitute of honor, and so he has lingered on, hovering between life and death, as an aptrgangr.
Sea Draugr, Gaunt Skeletal Figure: ?
Helltoppr, Draugr Jarl: ?
Jerrick Ragnhildsson, Draugr Jarl, Large Grey Cat, Feline Companion, Transformed Undead, Great-Grandfather, Fearless Ancestor: ?
Undead Horror: ?
Undead: ?
Strange Dangerous Creature Undead: ?
Undead Holumenn, Animated Corpse, Shackled Holumenn: ?
Risen Corpse: ?
Linnorm's Ghost: ?
Vaettr, Spirit, Ghost of an Original Inhabitant of Norrongard: ?
Shadow of an Enormous Troll, Unquiet Spirit of a Legendary Monster: ?
Zombie: ?
A humanoid slain by [a Draugr Jarl's life drain] attack rises 24 hours later as a draugr under the draugr jarl’s control, unless the humanoid is restored to life or its body is destroyed.
Draugr Minion, Lowliest Form of Draugr, Wretched Remains of a Vile Soul Who Led a Life Devoted to Hate and Self-Interest, Weakest of the Draugr: Draugr minions are the lowliest form of draugr, the wretched remains of vile souls who led lives devoted to hate and self-interest.
A humanoid slain by [a draugr elite's life drain] attack rises 24 hours later as a draugr minion under the draugr elite’s control, unless the humanoid is restored to life or its body is destroyed.
Draugr Warrior: Draugr warriors are the living corpses of Norronir who died in battle, whose greed, bloodlust, or dishonorable actions have prevented them from finding a peaceful rest.
Sea Draugr, Living Corpse of a Norronir Who Died At Sea: Sea draugar are the living corpses of Norronir who died at sea.
Draugr Elite, Risen Corpse of a Famous Warrior Who Fell From Grace Through Some Stain on Their Honor: Draugr elite are the risen corpses of famous warriors who fell from grace through some stain on their honor. Scorned by the valkyrjur, they resent those living who still have a chance at glory and honor.
Draugr Jarl, Most Powerful of All Draugr: ?
Galtiferd, Specter of a Boar That Has Died While Full of Insurmountable Rage, Spectral Boar: The galtiferd is the specter of a giant boar that has died while full of insurmountable rage.
Sometimes, when a giant boar dies either in heated combat or in circumstances that cause it exceeding frustration (such as falling into a pit or being ensnared in a trap) its spirit is literally too enraged to recognize that it has passed on. Such an unfortunate animal becomes a galtiferd.
Hadgandr, Draugr: Hadgandr is killed by the Arish, drowned in Loch Lounooth. His draugr haunts the loch.
Draugr, Restless Undead: ?
Draugr, Greedy Baleful Barrow-Haunting Undead: ?
Skarde, Draugr, After Walker: ?
Ancient Draugr: ?
Vatnar Snake-in-the-Eye, Draugr, Old Draugr: ?
Malicious Draugr: ?
More Powerful Draugr: ?
Hermund Tall Tales, Draugr: Hermund shouts about a monstrous cat accosting him in his bed this evening. It’s going to kill him if something isn’t done. He swears on Darr’s Hammer that he speaks truly, but few in the hall believe a man whose nickname is “Tall Tales.” Then he spies the adventures and begs them for their aid.
If they agree to help him, Hermund ushers the characters out of the hall into the streets of Bense, leading them to his home to begin their investigation.
If the characters refuse his request, Hermund is doomed. He reluctantly returns to his home, where he perishes in the wee hours of the morning. Hermund is then buried in the Mounds and rises 24 hours later as a draugr himself under Skathi’s control.
Draugr Minion, Corpse: ?
Fari, Draugr Minion: ?
Sevryn, Draugr Minion, Newly Formed Draugr, Former Svaltalfar: ?
Eitri Einarsson, Draugr Minion, Man: ?
Draugr Warrior, Living Corpse of a Norronir Whose Greed Prevented Them From Finding a Peaceful Rest: ?
Draugr Warrior, Living Corpse of a Norronir Whose Bloodlust Prevented Them From Finding a Peaceful Rest: ?
Draugr Warrior, Living Corpse of a Norronir Whose Dishonorable Actions Prevented Them From Finding a Peaceful Rest: ?
Hargil the Bloodless, Draugr Warrior: ?
Austri, Draugr Warrior, Undead Remains of a Dwarf: Unfortunately, two draugr warriors lurk behind the statue.They are the undead remains of two dwarves named Austri and Nordri who stayed behind in the original exodus with the intent to steal the statue.They inadvertently tipped it over and were crushed.
Nordri, Draugr Warrior, Undead Remains of a Dwarf: Unfortunately, two draugr warriors lurk behind the statue.They are the undead remains of two dwarves named Austri and Nordri who stayed behind in the original exodus with the intent to steal the statue.They inadvertently tipped it over and were crushed.
Snorgil, Draugr Elite: ?
Rifa, Draugr Elite: ?
Visgil, Draugr Elite: ?
Skathi the Troll-Breaker, Draugr Elite, Nightmarish Cat, Aptrgangr, Monstrous Cat, Feline Figure Large as the Largest Forest Cat Black as the Starless Sky With Green Glowing Eyes, Cat-Shaped Shadow, Silhouette of a Cat, Otherworldly Cat: Skathi the Troll-Breaker was a once-heralded warrior of great renown. Sadly, he was better at killing trolls than surviving drought, and he perished more than two hundred years ago in the aftermath of a historical heatwave. Even more unfortunate, Skathi could not accept what was, to his mind, a demise so destitute of honor, and so he has lingered on, hovering between life and death, as an aptrgangr.
Sea Draugr, Gaunt Skeletal Figure: ?
Helltoppr, Draugr Jarl: ?
Jerrick Ragnhildsson, Draugr Jarl, Large Grey Cat, Feline Companion, Transformed Undead, Great-Grandfather, Fearless Ancestor: ?
Undead Horror: ?
Undead: ?
Strange Dangerous Creature Undead: ?
Undead Holumenn, Animated Corpse, Shackled Holumenn: ?
Risen Corpse: ?
Linnorm's Ghost: ?
Vaettr, Spirit, Ghost of an Original Inhabitant of Norrongard: ?
Shadow of an Enormous Troll, Unquiet Spirit of a Legendary Monster: ?
Zombie: ?
Time Is of the Essence (A New Year's Eve Adventure)
Cyberzombie: ?
Historical Remains: ?
Undead: ?
Historical Remains: ?
Undead: ?
Tomb of Mercy for 5th Edition
Conjoined Bonewraith Goblin Spirit Caller: ?
Possessed Eclipse Knight Blade of Drought: ?
Exalted Mummified Angel of Pestilence: ?
Conjoined Bonewraith Dust Goblin Spirit Caller: ?
Undead Guardian: ?
Undead Woman, Undead Daughter of the Eclipse: ?
Eldritch Titan Skeleton: Once the undead Daughters of the Eclipse are aware of the characters, they rise to their feet and begin singing a hymn in hoarse, dissonant tones. The entire Tomb then rumbles. Outside, in area 1, the characters can see the bones of the eldritch titan rise and reassemble with great calamity. Once risen, the eldritch titan skeleton hoists itself out of the crater and out of the characters’ sight.
Eldritch Titan Skeleton, Fallen Titan: ?
Undead: ?
Specter: ?
Burning Wraith: ?
Pit Fiend Wraith: ?
Drought Wraith: ?
Nail Wraith: ?
Possessed Eclipse Knight Blade of Drought: ?
Exalted Mummified Angel of Pestilence: ?
Conjoined Bonewraith Dust Goblin Spirit Caller: ?
Undead Guardian: ?
Undead Woman, Undead Daughter of the Eclipse: ?
Eldritch Titan Skeleton: Once the undead Daughters of the Eclipse are aware of the characters, they rise to their feet and begin singing a hymn in hoarse, dissonant tones. The entire Tomb then rumbles. Outside, in area 1, the characters can see the bones of the eldritch titan rise and reassemble with great calamity. Once risen, the eldritch titan skeleton hoists itself out of the crater and out of the characters’ sight.
Eldritch Titan Skeleton, Fallen Titan: ?
Undead: ?
Specter: ?
Burning Wraith: ?
Pit Fiend Wraith: ?
Drought Wraith: ?
Nail Wraith: ?
Tomb of Tiberesh for 5th Edition
Tiberesh, Venomous Mummy of Selket, God King of Anu-Asir, Shambling Corpse Warrior, Once Ruler of the People of Anu-Asir: Tiberesh, God King and false prophet, once ruler of the people of Anu-Asir, took lengthy measures to ensure that his mummified presence would remain a grisly force to be reckoned with in his attempts to ensure his ascension to true godhood.
Tiberesh was a human sorcerer who came to Nuria Natal with an unknown past and found kingship through fear and blasphemous magic. He wore a finned headdress with a stalk in the center, resembling an angler fish. In hieroglyphics he is depicted as a fish-headed god wielding a dagger in one hand and a hook-shaped rod studded with gems in the other. His foul magic angered the protective spirits of the River Nuria. The spirits cursed the city, filling it with plague and floods.
Knowing he was not truly a god, Tiberesh also understood the river was more powerful than him. To overcome this deficiency, he set into motion plans to ascend to true godhood. This required he take his own life and put his body into stasis as he journeyed through the afterlife so he could emerge centuries later as a deity greater than Aten, Horus, and Bastet combined. Many lives were sacrificed in a blood ritual for live mummification, and Tiberesh began his journey on the path to divinity.
Undead: ?
Skeleton: ?
Skeleton, Skeletal Guardian: ?
Tiberesh was a human sorcerer who came to Nuria Natal with an unknown past and found kingship through fear and blasphemous magic. He wore a finned headdress with a stalk in the center, resembling an angler fish. In hieroglyphics he is depicted as a fish-headed god wielding a dagger in one hand and a hook-shaped rod studded with gems in the other. His foul magic angered the protective spirits of the River Nuria. The spirits cursed the city, filling it with plague and floods.
Knowing he was not truly a god, Tiberesh also understood the river was more powerful than him. To overcome this deficiency, he set into motion plans to ascend to true godhood. This required he take his own life and put his body into stasis as he journeyed through the afterlife so he could emerge centuries later as a deity greater than Aten, Horus, and Bastet combined. Many lives were sacrificed in a blood ritual for live mummification, and Tiberesh began his journey on the path to divinity.
Undead: ?
Skeleton: ?
Skeleton, Skeletal Guardian: ?
Tome of Alchemy (5e)
Undead, Undead Creature, Living Dead: Elixir of Forms Undead magic item.
Incorporeal Undead: ?
Corpse-Eating Undead: ?
Light-Sensitive Undead: ?
Medium Undead: ?
Mindless Undead: ?
Ethereal Undead: ?
Noncorporeal Undead: ?
Undead Skeleton, Skeleton, Actual Undead Skeleton: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Lich: ?
Mummy: ?
Shadow: ?
Specter, Spectre: ?
Vampire: ?
Vampire, Local Prankster: ?
Bugbear Alchemist Vampire: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: Potion Mishap 69 User is turned into a zombie.
Elixir of Forms
Potion, very rare
You become a being made from a different material for the duration of the elixir. Several different types of elixirs exist, with each providing different effects and requiring different materials. During the duration of this potion, you remain solid, can speak, and your equipment transforms with you. Some examples are provided below:
Undead: Your body becomes undead for the duration of the elixir. You gain darkvision out to 120 feet and are immune to all mind-affecting spells, necrotic damage, disease, exhaustion, paralysis, poison, sleep, and being stunned. You do not need to breathe. However, you are unable to be affected by healing magic during the duration of the elixir.
Alchemical Formula: Azoth (any) (x2), Fire (any), Water (any), Transmutation
Incorporeal Undead: ?
Corpse-Eating Undead: ?
Light-Sensitive Undead: ?
Medium Undead: ?
Mindless Undead: ?
Ethereal Undead: ?
Noncorporeal Undead: ?
Undead Skeleton, Skeleton, Actual Undead Skeleton: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Lich: ?
Mummy: ?
Shadow: ?
Specter, Spectre: ?
Vampire: ?
Vampire, Local Prankster: ?
Bugbear Alchemist Vampire: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: Potion Mishap 69 User is turned into a zombie.
Elixir of Forms
Potion, very rare
You become a being made from a different material for the duration of the elixir. Several different types of elixirs exist, with each providing different effects and requiring different materials. During the duration of this potion, you remain solid, can speak, and your equipment transforms with you. Some examples are provided below:
Undead: Your body becomes undead for the duration of the elixir. You gain darkvision out to 120 feet and are immune to all mind-affecting spells, necrotic damage, disease, exhaustion, paralysis, poison, sleep, and being stunned. You do not need to breathe. However, you are unable to be affected by healing magic during the duration of the elixir.
Alchemical Formula: Azoth (any) (x2), Fire (any), Water (any), Transmutation
Tome of Beasts
Nihileth, Nihileth Aboleth, Wandering Nihileth, Undead Nihileth: Eons ago, a group of aboleth left the Material Plane to wander through distant planes—seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms.
A Forgotten Tribe. As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers must have died in distant hells or paradises.
Changed by Planar Wandering. The plane-wanderers hadn’t died. Instead, their eons-long exposure to alien realms and to the space between changed them, restructuring their life force and making them into something even more nightmarish—but better able to withstand both strange hells and golden realms of eldritch delight.
Servants of the Void. They returned even more corrupt and powerful than they had left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds.
Nihilithec Zombie: Created by the diseased will of nihileths, these zombies do their creator’s bidding without fear or hesitation.
If a creature dies while diseased [from a nihilithic aboleth's tentacle attack], it rises in 1d6 rounds as a nihilethic zombie.
If a creature dies while diseased [from a nihilithic zombie's slam attack], it rises in 2d6 rounds as a nihilethic zombie.
Accursed Defiler: Accursed defilers are the remnants of an ancient tribe that desecrated a sacred oasis. For their crime, the wrathful spirits cursed the tribe to forever wander the wastes attempting to quench an insatiable thirst.
Angatra: In certain tribes, the breaking of local taboos invites terrible retribution from ancestral spirits, especially if the transgressor was a tribal leader or elder. The transgressor is cursed and cast out from the tribe, and then hunted and executed.
The body is wrapped head to toe in lamba cloth to soothe the spirit and to bind it within the mortal husk, then sealed in a tomb far from traditional burial grounds so none may disturb it and its unclean spirit does not taint the blessed dead.
Each such body is visited every ten years as the tribe performs the famadihana ritual, replacing the lamba bindings and soothing the suffering of the ancestors. Over generations, this ritual expiates their guilt, until at last the once-accursed ancestor is admitted through the gates of the afterlife. If a spirit’s descendants abandon their task, or if the sealed tomb is violated, the accursed soul becomes an angatra.
The creature’s form becomes animated by a powerful and malicious ancestor spirit and undergoes a horrible metamorphosis within its decaying cocoon. Its fingernails grow into scabrous claws, its skin becomes hard and leathery, and its withered form is imbued with unnatural speed and agility. Within days, the angatra gathers strength and tears its bindings into rags. It seeks out its descendants to share the torment and wrath it endured while its spirit lingered.
Bone Collective: ?
Bone Swarm: On rare occasions, the pugnacious spirits of fallen undead join together, bonded by a common craving: to feel alive again. They gather up their bones from life, as well as any other bones they come across, and form bone swarms.
Corpse Mound: In times of plague and war, hundreds of bodies are dumped into mass graves. Without sanctifying rites, necromantic magic can seep into the mound of bodies and animate them as a massive horror hungering for others to join its form.
Deathwisp: A deathwisp is a wraith-like spirit created in the Shadow Realm from the violent death of a shadow fey or evil fey.
Skin Bat: Skin bats are undead creatures created from skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile ritual involving immersion in Abyssal flesh vats and invocations to Camazotz and similar demon lords.
Dissimortuum: Dissimortuum are undead monstrosities constructed by necromancers to spread the undead plague, slowly but surely.
Even when not following instructions, a dissimortuum seeks to create more of its own kind. The creature wanders graveyards, battlefields and slums, searching for the gruesome components it needs to construct a mask and body for its undead offspring. The process is slow, taking up to a month to make a single mask, but a dissimortuum has nothing but time. The new creation is independent and not under the control of its maker.
Drowned Maiden, Drowned Lad: Drowned maidens are piteous but terrifying undead, created when a woman dies in water due to a doomed romance, whether from unrequited love or whether drowned by a philandering partner.
Edimmu: Desert and plains tribes often exile their criminals to wander as outcasts. A banished criminal who dies of thirst sometimes rises as an edimmu, a hateful undead that blames all sentient living beings for its fate.
Fext, Undead Fext: Ancient and powerful beings across the multiverse grant magical knowledge to mortals through dangerous pacts. Those bound to these pacts become warlocks, but the will and force of their patron is borne by more than just those who strike bargains for sorcerous power. A fext is a former warlock who has become wholly dedicated to their patron—mind, body, and soul—and functions as enforcer, bodyguard, and assassin. They are powerful undead slaves to the will of their otherworldly patron.
Each fext is a unique servant of their patron and exhibits the physical traits of its master.
The process a warlock undergoes to become a fext is horrendous. The warlock is emptied of whatever morality and humanity he or she had as wine from a jug, and the patron imbues the empty vessel with its corruption and unearthly will. Whatever life the fext led before is completely gone. They exist only to serve.
Flutterflesh: Flutterflesh result from a terrible necromantic ritual. Cultists gather in the name of a dark god, powerful lich, or crazed madman, and forever bind themselves body and soul into a single evil being. Flutterflesh take recently severed limbs and fuse these new pieces to themselves in accordance with some unknowable aesthetic.
Ghoul Beggar: Thin and emaciated even for undead, beggar ghouls are shriveled versions of their standard cousins—little more than flesh-covered skeletons. While some beggar ghouls spend their entire existence in undeath as this weak strain, at least a few were once stronger ghouls who withered when they were trapped far from sources of flesh. Others were exiled from the empire without the resources to fend for themselves.
Ghoul Bonepowder: Distilled to nothing but dry, whispering sand and a full set of teeth, a bonepowder ghoul still hungers for flesh and blood. Its dusty mass is perfected corruption, entirely animated by foul energy.
Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist—few ghouls can show such self-restraint. Even among imperial ghouls, using hunger as a form of torture is considered offensive and is quite rare. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind its remnant flesh and becoming animated almost purely by hunger, hatred, and the bitter wisdom of long centuries.
Ghoul Darakhul, The People, The Lords Subterranean, Standard Darakhul: The darakhul were born of strange magic: ghouls with intelligence, with necromantic power, and with the ambition to rule everything below the earth. Some say the first of them became undead through sheer will and boundless depravity. Others say that the darakhul are the children of a mythical ghoul-dragon named Darrakh, who still roams the grey wastelands between life and death.
Darkahul Fever disease.
Emperor Nicoforus the Pale, Ghoul Emperor, Man of Middle Years: ?
Ghoul Imperial: ?
Ghoul Iron: Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls into iron ghouls.
Gray Thirster: The greatest danger to people traversing badlands and deserts is thirst, and even the best prepared can find themselves without water. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days. These souls sometimes rise from the sand as gray thirsters, driven to inflict the torment they suffered upon other travelers.
Grim Jester: When a jester on his deathbed moves an evil death god to laughter, the fool sometimes gains a reprieve, becoming a grim jester, whose pranks serve to entertain the god of death.
Haugbui: ?
Lich Hound, Ferocious Lich Hound: The dark process of creating a lich hound involves a perverse ritual of first summoning a celestial canine and binding it to the Material Plane. The hound’s future master then murders the trapped beast. Only then can the creature be animated in all its unholy glory.
Mallqui, Sapling: The people of the cold, rainless, mountain plateaus take advantage of their dry climes to mummify their honored dead, but without the embalming and curing of the corpse practiced in hotter lands. To preserve the knowledge and the place of their ancestors in the afterlife, their dead remain among them as counselors and honorees on holy days.
Mask Wight: Long ago, a demon lord of shadow and deceit fell in love with a demon goddess of destruction. At the base of a crater left by a meteor that destroyed a civilization, the two devised a plan to not merely slay their peers, but wholly expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived.
To create these undead, the lord of shadows stole the bodies of death knights from beneath the necropolis of an arch-lich. Then, the goddess of the underworld sacrificed a million condemned souls and drained their essence into ivory masks—one for each fiend the couple sought to annihilate. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years.
When they rose, the mask wights marched out into the planes to bury knowledge, conjure secrets, and erase their quarry from memory and history.
Mavka, Greenbane: These twisted dryads have been turned into vampiric monstrosities by undead warlocks and vampiric experiments.
Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption. These three sisters have since spawned many more such undead fey, and they some serve the Black Prince as wives or concubines while others pursue their own ends, destroying vampires, laying waste to whole villages, and seeking power in the Shadow Realm.
Mummy Venomous: These mummies are crafted by Selket’s faithful to guard holy sites and tombs and to serve as agents of the goddess’s retribution. Should Selket or her faithful feel themselves slighted by an individual or a community, they perform dangerous rituals to awaken these creatures from the crypts of her temples.
Myling, Soul of an Unburied Who Died in the Forest From Abandonment or Exposure: Mylings are the souls of the unburied, those who died in the forest from abandonment or exposure and can find no peace until their bodies are properly interred.
Putrid Haunt, Shambling Remains of an Individual Who Either Through Mishap or Misdeed Died While Lost in a Vast Swampland: Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost in a vast swampland. Their desperate need to escape the marshland in life transforms into a hatred of all living beings in death.
Risen Reaver: The risen reaver is an undead born from a warrior fallen on the battlefield. Its body becomes an avatar of combat, with four legs and a pair of long, heavy arms. In the process, it sheds its skin, becoming entirely undead muscle, bone, and sinew.
When risen reavers take form, they absorb all weapons around them. Some of these weapons pierce their bodies, and others become part of the risen reaver’s armament. Their four legs are tipped with blades on which they walk like metallic spiders. Their arms are covered in weaponry infused into their flesh, which they use to crush and flay any living creatures they encounter.
Rotting Wind: A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropoli.
Rusalka: When a woman drowns, her dripping body may rise again as a rusalka. Some claim the drowning must be a suicide. Others say that the water itself must be tainted with murder or some great evil spirit.
Sand Silhouette: Sand silhouettes are spirits of those who died in desperation in sandy ground, buried during sandstorms, thrown into dry wells, or the victims of a dune collapse.
Sarcophagus Slime: Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body. Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt.
The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution.
If this [sarcophogus slime's corrupting gaze] effect reduces a creature’s hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours.
Shroud: Shrouds are transitional creatures: remnants of wicked people who died but refuse to rest in peace, yet have not grown strong enough to become shadows.
Skeleton Sharkjaw: It is made entirely of sharks’ jaws, joined together and brought to life with grim magic.
Made from numerous, interlocking shark’s jaws, these horrors are animated through foul magic into a large, vaguely humanoid shape. Sahuagin priests animate them to guard their sepulchers of bones.
Spectral Guardian: The spectral guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul. After the cursed creature’s death, its spirit rises, unquiet, in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the spectral guardian knows no rest or peace, and viciously snuffs out all life that intrudes upon its haunt.
Arcane Guardian: Some spectral guardians were not warriors in life, but powerful magic users.
Wolf Spirit Swarm: When a pack of wolves dies of hunger or chill in the deep winter, sometimes the pack leader’s rage at a cruel death—or the summoning call of a necromancer—brings the entire pack back to the mortal world as a slavering pack of greenish, translucent apparitions that glides swiftly over snow and ice, or even rivers and lakes.
Vaettir: ?
Land Vaettir: ?
Sea Vaettir: ?
Wormhearted Suffragan: Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of the devouring worm, Qorgeth replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life.
Ghost Knight: The ghost knight has accepted the blessing of undeath to advance through the ranks.
Vampire Warlock: The vampire warlock has made a pact with a foul power to diminish some of its weaknesses and to gain more control over its own blood and the blood of others.
Accursed Defiler, Gaunt Figure, Remnant of an Ancient Tribe That Desecrated a Sacred Oasis, Ill-Fated Creature: ?
Accursed Defiler, Servant to Great Evil, Bodyguard, Zealous Destoyer: ?
Angatra, Withered Creature Wrapped in Gore-Stained Rags, Angry Spirit: ?
Asanbosam: The asanbosams’ taste for fresh blood and humanoid flesh led to the folklore that they are vampiric (not true).
Bone Collective, Spy, Sneak: ?
Bone Swarm, Skeletons Both Humanoid and Animal, Scattering of Bones, Swarm of Fallen, Nomadic Undead, Cliff Dweller, Pit Dweller: ?
Corpse Mound, Reeking Pile of Bodies and Bones as Large as a Giant, Massive Horror: ?
Deathwisp, Shadowy Figure, Fey Undead, Wraith-Like Spirit, Rift Walker: ?
Skin Bat, Repulsive Bat-Like Creature, Cliff Dweller, Dungeon Dweller: ?
Dissimortuum, Twisted Humanoid, Plague Bringer, Undead Monstrosity: ?
Drowned Maiden, Corpse of a Woman, Raging Romantic, Piteous But Terrifying Undead: ?
Edimmu, Evil Wind, Bitter Exile, Hateful Undead: ?
Fext, Undead Warlock Slave, Former Warlock Who Has Become Wholly Dedicated to Their Patron Mind Body and Soul, Powerful Undead Slave, Unique Servant: ?
Flutterflesh, Mass of Fused Corpses, Abomination, Evil Being: ?
Ghoul Beggar, Emaciated Gray Husk, Lesser Ghoul: ?
Ghoul Bonepowder, Pile of Dust and Bone Fragments, Creature of Pure Evil: ?
Darakhul Noble: ?
Darakhul Lord: ?
Darakhul Petty King: ?
Darakhul Necromancer: ?
Darakhul General: ?
Darakhul Priest: ?
Tonderil The Bonebreaker: ?
Empress Haresha Winterblood, Powerful Priest of Anu-Akma, Able Strategist: ?
Vermesail the Gravedancer: ?
Beggar King: ?
Duke Nicoforus: ?
Ghoul Imperial, Shock Trooper, Ambitious Striver: ?
Ghoul Iron, Brutal Vicious-Looking Ghoul: ?
Gray Thirster, Dried-Out Body of a Long-Dead Traveller, Thirsting Undead: ?
Grim Jester, Skeletal Cadaver: ?
Haugbui, Vague Outline of a Man, Mound Haunter, Undead Spirit, Milder Spirit: ?
Freshly-Woken Haugbui: ?
Lich Hound, Half Bone Half Purple Flame, Creature of Hunger and the Hunt, Fiery Bones, Loyal Servant, Relentless Hunter: ?
Mallqui, Desiccated Human Form, Imposing Figure, Cold Plateau Mummy, Undead Judge, Icon of Growth: ?
Mallqui, Severe Judge: ?
Mask Wight, Withered Demon's Corpse, Child of Fiends: ?
Mavka, Vampiric Monstrosity, Charred Dryad, Death Rider, Fearsome Raider, Hag Killer, Undead Horror, Undead Fey, Sister-Wife: ?
Mica, Mavka, Powerful Undead, Undead Fey: Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption.
Anthelia, Mavka, Powerful Undead, Undead Fey: Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption.
Saramantha, Mavka, Powerful Undead, Undead Fey: Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption.
Mummy Venomous, Shambling Corpse Warrior, Servant of the Scorpion Goddess: ?
Putrid Haunt, Shambling Corpse, Swamp Undead, Walking Corpse Infused With Moss Mud and the Detritus of the Swamp, Leech Harbor: ?
Risen Reaver, Body That Might Once Have Been Human, Undead Born From a Warrior Fallen on the Battlefield, Avatar of Combat, Battle-Maddened Spirit of Vengeance and Slaughter: ?
Rusalka, Barefoot Woman With Long Hair and Almost Transparent Skin: ?
Sand Silhouette, Spirit of One Who Died in Desperation in Sandy Ground, Restless Soul: ?
Sarcophogus Slime, Quivering Mass With a Blackened Skull at its Center, Vigilant Slime, Amorphous Undead Guardian, Ectoplasmic Slime, Bane of Burglars, Undead Abomination: ?
Shroud, Bitter Spirit, Transitional Creature, Remnants of a Wicked Person Who Died But Refused to Rest in Peace Yet Have Not Become Strong Enough to Become a Shadow, Aggressive Enemy of All Living Creatures and The Light That Nurtures Life, Thin Outline, Flickering Shadowy Outline: ?
Skeleton Sharkjaw, Humanoid Form, Horror, Large Vaguely Humanoid Shape, Undead Automaton: ?
Spectral Guardian, Form of an Ancient Warrior, Skeletal Being: ?
Spectral Guardian, Spirit of an Ancient Warrior: ?
Spectral Guardian, Spirit of an Ancient Noble: ?
Wolf Spirit Swarm, Pack of Ghostly Wolves, Slavering Pack of Greenish Translucent Apparitions, Spirit Pack: ?
Vaettir, Ancestral Spirit, Servant of the Land: ?
Wrathful Vaettir: ?
Vaettir, Relentless Enemy: ?
Summoned Vaettir: ?
Vaettir Blue-Black Skin: ?
Vaettir Bone-White: ?
Wormhearted Suffragan, Humanoid With Corpselike Pallor and Lifeless Grey Hair, Devoted Follower of Qorgeth, Walking Contagion: ?
Undead, Creature: ?
Carrion Beetle Exoskeleton, Animated Scouting Vehicle: ?
Carrion Beetle Exoskeleton, Armored Undead Platform: ?
Corporeal Undead: ?
Incorporeal Undead: ?
Undead Offspring: ?
Subterranean Undead: ?
Undead Haunt: ?
Greater Undead: ?
Undead Prince: ?
Great Undead Lord: ?
Undead Warlock: ?
Undead Leech: ?
Intelligent Undead: ?
Undead Unicorn: ?
Undead Rider: ?
Powerful Undead: ?
Undead Warhorse: ?
Banshee: ?
Screaming Banshee: ?
Death Knight: ?
Ghast: Darkahul Fever disease.
Ghostly Centipede: ?
Ghost, Incorporeal Undead: ?
Ghost: ?
Ghoul, Common Ghoul: Darkahul Fever disease.
Stronger Ghoul: ?
Flesh-Eating Blasphemous Worshipper of the Gods of Death Hunger and Darkness: ?
Ghoul With Intelligence With Necromantic Power and With the Ambition to Rule Everything Below the Earth: ?
Civilized Ghoul: ?
Elite Ghoul Warrior: ?
Lesser Ghoul: ?
Shrieking Ghoul: ?
Ghoul High Priest: ?
Darrakh, Mythical Ghoul-Dragon: ?
Lich: ?
Powerful Lich: ?
Arch-Lich: ?
Mummy Lord: ?
Mummy: ?
Shadow, Undead Shadow: Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they’ve suffered is subtracted from the shadow’s total hit points or abilities.
If a non-evil humanoid dies from [a shroud's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
If a non-evil humanoid dies from [an umbral vampire's umbral grasp] attack, a shadow rises from the corpse 1d4 hours later.
Psoglav Demon's Shadow Stealing Ray power.
Skeleton: Dead bodies within 1 mile of the [ghoul emperor's] lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their death.
Skeletal Servant: [Wormhearted Suffragans] frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants.
Warhorse Skeleton: ?
Ordinary Skeleton, Horror: Duskthorn dryads use their vines and the plants in their glades to defend themselves, animating enormously strong vine troll skeletons as well as ordinary skeletons, children of the briar, and other horrors.
Specter: A humanoid slain by a qwyllion’s death gaze rises 2d4 hours later as a specter under the qwyllion’s control.
Enslaved Specter: ?
Wraith: Deathwisp's Create Deathwisp power.
Vampire, Standard Vampire: Camazotz may choose to raise those slain through Strength loss as vampires. They rise after 1d4 days, permanently dominated by Camazotz until such time as he sees fit to grant them free will.
Enslaved Vampire: ?
Mad Vampire Archmage: ?
Black Prince Lucan: ?
Wight: ?
Glowing Will o' Wisp: ?
Will-o'-Wisp: ?
Zombie, Typical Zombie, Normal Zombie: At the start of the corpse mound’s turn during combat, one corpse falls from the mound onto the ground and immediately rises as a zombie under its control.
Ia’Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. Ia’Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia’Affrat as well, but Ia’Affrat’s resistances and immunities still apply against this damage. If Ia’Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside.
Dead bodies within 1 mile of the [ghoul emperor's] lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their death.
Zombie Mount: ?
Mordnant Puppet, Puppet Zombie: Starfish Puppet Masters. [Mordnant] Snares bury themselves under loose soil to attack creatures walking above them. They attack by extruding filaments that inject acid into victims; this liquefies organs and muscle while leaving the skeleton, tendons, and skin intact. With the body thus hollowed out and refilled with acid and filaments, the mordant snare can control it from below like a puppet, creating a group of awkward, disoriented people. New victims fall prey to mordant snares when they approach to investigate.
A mordant snare can control up to four bodies per tentacle.
Zombie Servant: [Wormhearted Suffragans] frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants.
Create Deathwisp. The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target’s spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp’s control. The deathwisp can keep no more than five wraiths under its control at one time.
Shadow Stealing Ray (Recharge 5-6). The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target’s shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon.
If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature’s natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature’s alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain.
A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit.
DARAKHUL FEVER
Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed save the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can’t be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage.
Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible.
If the infected creature dies while infected with darakhul fever, roll 1d20, add the character’s current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in.
Adjustment Table
Roll Result
1–9 None; victim is simply dead
10–16 Ghoul
17–20 Ghast
21+ Darakhul
A Forgotten Tribe. As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers must have died in distant hells or paradises.
Changed by Planar Wandering. The plane-wanderers hadn’t died. Instead, their eons-long exposure to alien realms and to the space between changed them, restructuring their life force and making them into something even more nightmarish—but better able to withstand both strange hells and golden realms of eldritch delight.
Servants of the Void. They returned even more corrupt and powerful than they had left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds.
Nihilithec Zombie: Created by the diseased will of nihileths, these zombies do their creator’s bidding without fear or hesitation.
If a creature dies while diseased [from a nihilithic aboleth's tentacle attack], it rises in 1d6 rounds as a nihilethic zombie.
If a creature dies while diseased [from a nihilithic zombie's slam attack], it rises in 2d6 rounds as a nihilethic zombie.
Accursed Defiler: Accursed defilers are the remnants of an ancient tribe that desecrated a sacred oasis. For their crime, the wrathful spirits cursed the tribe to forever wander the wastes attempting to quench an insatiable thirst.
Angatra: In certain tribes, the breaking of local taboos invites terrible retribution from ancestral spirits, especially if the transgressor was a tribal leader or elder. The transgressor is cursed and cast out from the tribe, and then hunted and executed.
The body is wrapped head to toe in lamba cloth to soothe the spirit and to bind it within the mortal husk, then sealed in a tomb far from traditional burial grounds so none may disturb it and its unclean spirit does not taint the blessed dead.
Each such body is visited every ten years as the tribe performs the famadihana ritual, replacing the lamba bindings and soothing the suffering of the ancestors. Over generations, this ritual expiates their guilt, until at last the once-accursed ancestor is admitted through the gates of the afterlife. If a spirit’s descendants abandon their task, or if the sealed tomb is violated, the accursed soul becomes an angatra.
The creature’s form becomes animated by a powerful and malicious ancestor spirit and undergoes a horrible metamorphosis within its decaying cocoon. Its fingernails grow into scabrous claws, its skin becomes hard and leathery, and its withered form is imbued with unnatural speed and agility. Within days, the angatra gathers strength and tears its bindings into rags. It seeks out its descendants to share the torment and wrath it endured while its spirit lingered.
Bone Collective: ?
Bone Swarm: On rare occasions, the pugnacious spirits of fallen undead join together, bonded by a common craving: to feel alive again. They gather up their bones from life, as well as any other bones they come across, and form bone swarms.
Corpse Mound: In times of plague and war, hundreds of bodies are dumped into mass graves. Without sanctifying rites, necromantic magic can seep into the mound of bodies and animate them as a massive horror hungering for others to join its form.
Deathwisp: A deathwisp is a wraith-like spirit created in the Shadow Realm from the violent death of a shadow fey or evil fey.
Skin Bat: Skin bats are undead creatures created from skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile ritual involving immersion in Abyssal flesh vats and invocations to Camazotz and similar demon lords.
Dissimortuum: Dissimortuum are undead monstrosities constructed by necromancers to spread the undead plague, slowly but surely.
Even when not following instructions, a dissimortuum seeks to create more of its own kind. The creature wanders graveyards, battlefields and slums, searching for the gruesome components it needs to construct a mask and body for its undead offspring. The process is slow, taking up to a month to make a single mask, but a dissimortuum has nothing but time. The new creation is independent and not under the control of its maker.
Drowned Maiden, Drowned Lad: Drowned maidens are piteous but terrifying undead, created when a woman dies in water due to a doomed romance, whether from unrequited love or whether drowned by a philandering partner.
Edimmu: Desert and plains tribes often exile their criminals to wander as outcasts. A banished criminal who dies of thirst sometimes rises as an edimmu, a hateful undead that blames all sentient living beings for its fate.
Fext, Undead Fext: Ancient and powerful beings across the multiverse grant magical knowledge to mortals through dangerous pacts. Those bound to these pacts become warlocks, but the will and force of their patron is borne by more than just those who strike bargains for sorcerous power. A fext is a former warlock who has become wholly dedicated to their patron—mind, body, and soul—and functions as enforcer, bodyguard, and assassin. They are powerful undead slaves to the will of their otherworldly patron.
Each fext is a unique servant of their patron and exhibits the physical traits of its master.
The process a warlock undergoes to become a fext is horrendous. The warlock is emptied of whatever morality and humanity he or she had as wine from a jug, and the patron imbues the empty vessel with its corruption and unearthly will. Whatever life the fext led before is completely gone. They exist only to serve.
Flutterflesh: Flutterflesh result from a terrible necromantic ritual. Cultists gather in the name of a dark god, powerful lich, or crazed madman, and forever bind themselves body and soul into a single evil being. Flutterflesh take recently severed limbs and fuse these new pieces to themselves in accordance with some unknowable aesthetic.
Ghoul Beggar: Thin and emaciated even for undead, beggar ghouls are shriveled versions of their standard cousins—little more than flesh-covered skeletons. While some beggar ghouls spend their entire existence in undeath as this weak strain, at least a few were once stronger ghouls who withered when they were trapped far from sources of flesh. Others were exiled from the empire without the resources to fend for themselves.
Ghoul Bonepowder: Distilled to nothing but dry, whispering sand and a full set of teeth, a bonepowder ghoul still hungers for flesh and blood. Its dusty mass is perfected corruption, entirely animated by foul energy.
Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist—few ghouls can show such self-restraint. Even among imperial ghouls, using hunger as a form of torture is considered offensive and is quite rare. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind its remnant flesh and becoming animated almost purely by hunger, hatred, and the bitter wisdom of long centuries.
Ghoul Darakhul, The People, The Lords Subterranean, Standard Darakhul: The darakhul were born of strange magic: ghouls with intelligence, with necromantic power, and with the ambition to rule everything below the earth. Some say the first of them became undead through sheer will and boundless depravity. Others say that the darakhul are the children of a mythical ghoul-dragon named Darrakh, who still roams the grey wastelands between life and death.
Darkahul Fever disease.
Emperor Nicoforus the Pale, Ghoul Emperor, Man of Middle Years: ?
Ghoul Imperial: ?
Ghoul Iron: Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls into iron ghouls.
Gray Thirster: The greatest danger to people traversing badlands and deserts is thirst, and even the best prepared can find themselves without water. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days. These souls sometimes rise from the sand as gray thirsters, driven to inflict the torment they suffered upon other travelers.
Grim Jester: When a jester on his deathbed moves an evil death god to laughter, the fool sometimes gains a reprieve, becoming a grim jester, whose pranks serve to entertain the god of death.
Haugbui: ?
Lich Hound, Ferocious Lich Hound: The dark process of creating a lich hound involves a perverse ritual of first summoning a celestial canine and binding it to the Material Plane. The hound’s future master then murders the trapped beast. Only then can the creature be animated in all its unholy glory.
Mallqui, Sapling: The people of the cold, rainless, mountain plateaus take advantage of their dry climes to mummify their honored dead, but without the embalming and curing of the corpse practiced in hotter lands. To preserve the knowledge and the place of their ancestors in the afterlife, their dead remain among them as counselors and honorees on holy days.
Mask Wight: Long ago, a demon lord of shadow and deceit fell in love with a demon goddess of destruction. At the base of a crater left by a meteor that destroyed a civilization, the two devised a plan to not merely slay their peers, but wholly expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived.
To create these undead, the lord of shadows stole the bodies of death knights from beneath the necropolis of an arch-lich. Then, the goddess of the underworld sacrificed a million condemned souls and drained their essence into ivory masks—one for each fiend the couple sought to annihilate. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years.
When they rose, the mask wights marched out into the planes to bury knowledge, conjure secrets, and erase their quarry from memory and history.
Mavka, Greenbane: These twisted dryads have been turned into vampiric monstrosities by undead warlocks and vampiric experiments.
Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption. These three sisters have since spawned many more such undead fey, and they some serve the Black Prince as wives or concubines while others pursue their own ends, destroying vampires, laying waste to whole villages, and seeking power in the Shadow Realm.
Mummy Venomous: These mummies are crafted by Selket’s faithful to guard holy sites and tombs and to serve as agents of the goddess’s retribution. Should Selket or her faithful feel themselves slighted by an individual or a community, they perform dangerous rituals to awaken these creatures from the crypts of her temples.
Myling, Soul of an Unburied Who Died in the Forest From Abandonment or Exposure: Mylings are the souls of the unburied, those who died in the forest from abandonment or exposure and can find no peace until their bodies are properly interred.
Putrid Haunt, Shambling Remains of an Individual Who Either Through Mishap or Misdeed Died While Lost in a Vast Swampland: Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost in a vast swampland. Their desperate need to escape the marshland in life transforms into a hatred of all living beings in death.
Risen Reaver: The risen reaver is an undead born from a warrior fallen on the battlefield. Its body becomes an avatar of combat, with four legs and a pair of long, heavy arms. In the process, it sheds its skin, becoming entirely undead muscle, bone, and sinew.
When risen reavers take form, they absorb all weapons around them. Some of these weapons pierce their bodies, and others become part of the risen reaver’s armament. Their four legs are tipped with blades on which they walk like metallic spiders. Their arms are covered in weaponry infused into their flesh, which they use to crush and flay any living creatures they encounter.
Rotting Wind: A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropoli.
Rusalka: When a woman drowns, her dripping body may rise again as a rusalka. Some claim the drowning must be a suicide. Others say that the water itself must be tainted with murder or some great evil spirit.
Sand Silhouette: Sand silhouettes are spirits of those who died in desperation in sandy ground, buried during sandstorms, thrown into dry wells, or the victims of a dune collapse.
Sarcophagus Slime: Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body. Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt.
The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution.
If this [sarcophogus slime's corrupting gaze] effect reduces a creature’s hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours.
Shroud: Shrouds are transitional creatures: remnants of wicked people who died but refuse to rest in peace, yet have not grown strong enough to become shadows.
Skeleton Sharkjaw: It is made entirely of sharks’ jaws, joined together and brought to life with grim magic.
Made from numerous, interlocking shark’s jaws, these horrors are animated through foul magic into a large, vaguely humanoid shape. Sahuagin priests animate them to guard their sepulchers of bones.
Spectral Guardian: The spectral guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul. After the cursed creature’s death, its spirit rises, unquiet, in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the spectral guardian knows no rest or peace, and viciously snuffs out all life that intrudes upon its haunt.
Arcane Guardian: Some spectral guardians were not warriors in life, but powerful magic users.
Wolf Spirit Swarm: When a pack of wolves dies of hunger or chill in the deep winter, sometimes the pack leader’s rage at a cruel death—or the summoning call of a necromancer—brings the entire pack back to the mortal world as a slavering pack of greenish, translucent apparitions that glides swiftly over snow and ice, or even rivers and lakes.
Vaettir: ?
Land Vaettir: ?
Sea Vaettir: ?
Wormhearted Suffragan: Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of the devouring worm, Qorgeth replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life.
Ghost Knight: The ghost knight has accepted the blessing of undeath to advance through the ranks.
Vampire Warlock: The vampire warlock has made a pact with a foul power to diminish some of its weaknesses and to gain more control over its own blood and the blood of others.
Accursed Defiler, Gaunt Figure, Remnant of an Ancient Tribe That Desecrated a Sacred Oasis, Ill-Fated Creature: ?
Accursed Defiler, Servant to Great Evil, Bodyguard, Zealous Destoyer: ?
Angatra, Withered Creature Wrapped in Gore-Stained Rags, Angry Spirit: ?
Asanbosam: The asanbosams’ taste for fresh blood and humanoid flesh led to the folklore that they are vampiric (not true).
Bone Collective, Spy, Sneak: ?
Bone Swarm, Skeletons Both Humanoid and Animal, Scattering of Bones, Swarm of Fallen, Nomadic Undead, Cliff Dweller, Pit Dweller: ?
Corpse Mound, Reeking Pile of Bodies and Bones as Large as a Giant, Massive Horror: ?
Deathwisp, Shadowy Figure, Fey Undead, Wraith-Like Spirit, Rift Walker: ?
Skin Bat, Repulsive Bat-Like Creature, Cliff Dweller, Dungeon Dweller: ?
Dissimortuum, Twisted Humanoid, Plague Bringer, Undead Monstrosity: ?
Drowned Maiden, Corpse of a Woman, Raging Romantic, Piteous But Terrifying Undead: ?
Edimmu, Evil Wind, Bitter Exile, Hateful Undead: ?
Fext, Undead Warlock Slave, Former Warlock Who Has Become Wholly Dedicated to Their Patron Mind Body and Soul, Powerful Undead Slave, Unique Servant: ?
Flutterflesh, Mass of Fused Corpses, Abomination, Evil Being: ?
Ghoul Beggar, Emaciated Gray Husk, Lesser Ghoul: ?
Ghoul Bonepowder, Pile of Dust and Bone Fragments, Creature of Pure Evil: ?
Darakhul Noble: ?
Darakhul Lord: ?
Darakhul Petty King: ?
Darakhul Necromancer: ?
Darakhul General: ?
Darakhul Priest: ?
Tonderil The Bonebreaker: ?
Empress Haresha Winterblood, Powerful Priest of Anu-Akma, Able Strategist: ?
Vermesail the Gravedancer: ?
Beggar King: ?
Duke Nicoforus: ?
Ghoul Imperial, Shock Trooper, Ambitious Striver: ?
Ghoul Iron, Brutal Vicious-Looking Ghoul: ?
Gray Thirster, Dried-Out Body of a Long-Dead Traveller, Thirsting Undead: ?
Grim Jester, Skeletal Cadaver: ?
Haugbui, Vague Outline of a Man, Mound Haunter, Undead Spirit, Milder Spirit: ?
Freshly-Woken Haugbui: ?
Lich Hound, Half Bone Half Purple Flame, Creature of Hunger and the Hunt, Fiery Bones, Loyal Servant, Relentless Hunter: ?
Mallqui, Desiccated Human Form, Imposing Figure, Cold Plateau Mummy, Undead Judge, Icon of Growth: ?
Mallqui, Severe Judge: ?
Mask Wight, Withered Demon's Corpse, Child of Fiends: ?
Mavka, Vampiric Monstrosity, Charred Dryad, Death Rider, Fearsome Raider, Hag Killer, Undead Horror, Undead Fey, Sister-Wife: ?
Mica, Mavka, Powerful Undead, Undead Fey: Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption.
Anthelia, Mavka, Powerful Undead, Undead Fey: Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption.
Saramantha, Mavka, Powerful Undead, Undead Fey: Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption.
Mummy Venomous, Shambling Corpse Warrior, Servant of the Scorpion Goddess: ?
Putrid Haunt, Shambling Corpse, Swamp Undead, Walking Corpse Infused With Moss Mud and the Detritus of the Swamp, Leech Harbor: ?
Risen Reaver, Body That Might Once Have Been Human, Undead Born From a Warrior Fallen on the Battlefield, Avatar of Combat, Battle-Maddened Spirit of Vengeance and Slaughter: ?
Rusalka, Barefoot Woman With Long Hair and Almost Transparent Skin: ?
Sand Silhouette, Spirit of One Who Died in Desperation in Sandy Ground, Restless Soul: ?
Sarcophogus Slime, Quivering Mass With a Blackened Skull at its Center, Vigilant Slime, Amorphous Undead Guardian, Ectoplasmic Slime, Bane of Burglars, Undead Abomination: ?
Shroud, Bitter Spirit, Transitional Creature, Remnants of a Wicked Person Who Died But Refused to Rest in Peace Yet Have Not Become Strong Enough to Become a Shadow, Aggressive Enemy of All Living Creatures and The Light That Nurtures Life, Thin Outline, Flickering Shadowy Outline: ?
Skeleton Sharkjaw, Humanoid Form, Horror, Large Vaguely Humanoid Shape, Undead Automaton: ?
Spectral Guardian, Form of an Ancient Warrior, Skeletal Being: ?
Spectral Guardian, Spirit of an Ancient Warrior: ?
Spectral Guardian, Spirit of an Ancient Noble: ?
Wolf Spirit Swarm, Pack of Ghostly Wolves, Slavering Pack of Greenish Translucent Apparitions, Spirit Pack: ?
Vaettir, Ancestral Spirit, Servant of the Land: ?
Wrathful Vaettir: ?
Vaettir, Relentless Enemy: ?
Summoned Vaettir: ?
Vaettir Blue-Black Skin: ?
Vaettir Bone-White: ?
Wormhearted Suffragan, Humanoid With Corpselike Pallor and Lifeless Grey Hair, Devoted Follower of Qorgeth, Walking Contagion: ?
Undead, Creature: ?
Carrion Beetle Exoskeleton, Animated Scouting Vehicle: ?
Carrion Beetle Exoskeleton, Armored Undead Platform: ?
Corporeal Undead: ?
Incorporeal Undead: ?
Undead Offspring: ?
Subterranean Undead: ?
Undead Haunt: ?
Greater Undead: ?
Undead Prince: ?
Great Undead Lord: ?
Undead Warlock: ?
Undead Leech: ?
Intelligent Undead: ?
Undead Unicorn: ?
Undead Rider: ?
Powerful Undead: ?
Undead Warhorse: ?
Banshee: ?
Screaming Banshee: ?
Death Knight: ?
Ghast: Darkahul Fever disease.
Ghostly Centipede: ?
Ghost, Incorporeal Undead: ?
Ghost: ?
Ghoul, Common Ghoul: Darkahul Fever disease.
Stronger Ghoul: ?
Flesh-Eating Blasphemous Worshipper of the Gods of Death Hunger and Darkness: ?
Ghoul With Intelligence With Necromantic Power and With the Ambition to Rule Everything Below the Earth: ?
Civilized Ghoul: ?
Elite Ghoul Warrior: ?
Lesser Ghoul: ?
Shrieking Ghoul: ?
Ghoul High Priest: ?
Darrakh, Mythical Ghoul-Dragon: ?
Lich: ?
Powerful Lich: ?
Arch-Lich: ?
Mummy Lord: ?
Mummy: ?
Shadow, Undead Shadow: Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they’ve suffered is subtracted from the shadow’s total hit points or abilities.
If a non-evil humanoid dies from [a shroud's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
If a non-evil humanoid dies from [an umbral vampire's umbral grasp] attack, a shadow rises from the corpse 1d4 hours later.
Psoglav Demon's Shadow Stealing Ray power.
Skeleton: Dead bodies within 1 mile of the [ghoul emperor's] lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their death.
Skeletal Servant: [Wormhearted Suffragans] frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants.
Warhorse Skeleton: ?
Ordinary Skeleton, Horror: Duskthorn dryads use their vines and the plants in their glades to defend themselves, animating enormously strong vine troll skeletons as well as ordinary skeletons, children of the briar, and other horrors.
Specter: A humanoid slain by a qwyllion’s death gaze rises 2d4 hours later as a specter under the qwyllion’s control.
Enslaved Specter: ?
Wraith: Deathwisp's Create Deathwisp power.
Vampire, Standard Vampire: Camazotz may choose to raise those slain through Strength loss as vampires. They rise after 1d4 days, permanently dominated by Camazotz until such time as he sees fit to grant them free will.
Enslaved Vampire: ?
Mad Vampire Archmage: ?
Black Prince Lucan: ?
Wight: ?
Glowing Will o' Wisp: ?
Will-o'-Wisp: ?
Zombie, Typical Zombie, Normal Zombie: At the start of the corpse mound’s turn during combat, one corpse falls from the mound onto the ground and immediately rises as a zombie under its control.
Ia’Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. Ia’Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia’Affrat as well, but Ia’Affrat’s resistances and immunities still apply against this damage. If Ia’Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside.
Dead bodies within 1 mile of the [ghoul emperor's] lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their death.
Zombie Mount: ?
Mordnant Puppet, Puppet Zombie: Starfish Puppet Masters. [Mordnant] Snares bury themselves under loose soil to attack creatures walking above them. They attack by extruding filaments that inject acid into victims; this liquefies organs and muscle while leaving the skeleton, tendons, and skin intact. With the body thus hollowed out and refilled with acid and filaments, the mordant snare can control it from below like a puppet, creating a group of awkward, disoriented people. New victims fall prey to mordant snares when they approach to investigate.
A mordant snare can control up to four bodies per tentacle.
Zombie Servant: [Wormhearted Suffragans] frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants.
Create Deathwisp. The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target’s spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp’s control. The deathwisp can keep no more than five wraiths under its control at one time.
Shadow Stealing Ray (Recharge 5-6). The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target’s shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon.
If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature’s natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature’s alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain.
A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit.
DARAKHUL FEVER
Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed save the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can’t be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage.
Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible.
If the infected creature dies while infected with darakhul fever, roll 1d20, add the character’s current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in.
Adjustment Table
Roll Result
1–9 None; victim is simply dead
10–16 Ghoul
17–20 Ghast
21+ Darakhul
Tome of Horrors (5e)
Allip: These creatures are the discontent souls of failed entertainers, mostly minstrels and bards. So great was their lust for fame and respect (never received) that they are unable to find peace, even in death. Merriment nearby their graves, by revelers leaving a festival or tavern, for example, will stir their emotions and call them forth to the barrier that separates the living from the dead.
Burning Ghat: The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit. Utterly twisted and maddened by its fate, a burning ghat is a fearsome creature, consumed with a hatred for the living and seeking to end life wherever it finds it.
The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit. Utterly twisted and maddened by its fate, a burning ghat is a fearsome creature, consumed with a hatred for the living and seeking to end life wherever it finds it.
Cadaver: Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).
A humanoid slain by a cadaver lord rises 24 hours later as a cadaver under the cadaver lord’s control.
Cadaver Lord: ?
Corpse Candle: Corpse candles are formed when creatures are sacrificed by ritualistic drowning to a sea or water deity. The fear of dying coupled with the hatred of the ones performing the ritual infuses the victims’ spirit with energy that often lingers in the area and empowers the corpse with unlife, raising it as a corpse candle.
Crypt Thing: Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area.
Demilich Advanced, Advanced Demi-Lich: ?
Devouring Mist: Spawned from the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy.
Fire Phantom: When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burned flesh and elemental fire.
Ghoul Cinder: A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. The lairs of old red dragons may be haunted by many of these pathetic, angry spirits, and many a wizard that has dispatched a foe with a well-placed fireball has been found mysteriously charred to death many months after the deed.
Ghoul Dust: When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul — an undead flesh-eating creature composed of dust and earth.
The Horned Lord, Figure, Clean Fleshless Skeleton, Foul Being, Undead Thing, Garden Variety Evil Dark Lord, Eternally Cursed Undead Creature: So many times has the Horned Lord returned that his origins are lost the depths of legend, to the point that no one living knows the truth.
No one truly knows where the Horned Lord came from, and in fact, he rises up again only when stories about him have begun to fade from memory. The truth can be found, but it would require travel into the distant past, research into incredibly ancient books, or communication with the gods themselves. Countless millennia ago a monarch sought to build the greatest empire that the world had ever known. In doing so he made deals with many gods and wielded vast magical power, and as his power grew, so did his arrogance. When at last he had achieved his goal — a vast and unconquerable empire with him at its head — he was blinded by his pride and declared himself greater than the gods and turned his back on them. The emperor was to be the realm’s only god, and all the deities of the past were to be forgotten, their priests slaughtered and their temples overthrown. As one might guess, the gods were mightily displeased and struck down the emperor, cursing both him and his realm. Soon his proud empire had crumbled to dust and barbarism ruled the land.
But the gods had not finished with the emperor, so great was his transgression. He was transformed into an undead thing, doomed to be reborn again and again, consumed by the desire for conquest — a desire that can never be fulfilled. Always would the Horned Lord see his dreams crumble, and perish among the ruins of civilization. Always would he return with the same dreams of conquest, only to be crushed and forgotten.
Huecuva, Undead Spirit of a Good Cleric Who Was Unfaithful To Their God and Turned to the Path of Evil Before Death: Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise — undead.
Lantern Goat: Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness.
Lich Shade: The road a spellcaster travels in his or her quest for lichdom is not without danger. During the dark rituals invoked to achieve lichdom, the caster sometimes errs in his or her calculations or unleashes mystic forces best left untapped. When such an event occurs, the spellcaster is usually destroyed outright. Other times, something is born as a result of this failed ritual — a lich shade.
Lich shades are evil creatures who attempted to achieve lichdom but failed for whatever reason. The creature is not destroyed, nor does it become a lich, it becomes something in between — something in between mortal life and eternal unlife.
Bleeding Horror Minotaur: ?
Mohrg, Animated Corpse of a Mass Murderer or Similar Villain Who Died Without Atoning For Their Crimes: Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.
Mordnaissant: Occasionally when a woman with child dies violently in a place infused with unholy or negative energies, the unborn child within her does not perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. This horrible creature, known as a mordnaissant, lives an existence of eternal pain, loneliness, and suffering and is relieved only by its ability to inflict harm on those around it.
Mummy of the Deep: It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even to unlife and revive the soul as a mummy of the deep.
Ooze Undead: When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind.
Phasma: A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result.
Hybrid Revenant: When a humanoid soul dies in especial rage, torment, and injustice, it is known that such spirits sometimes return to seek vengeance. Such vengeance can take many forms, but one of the most wretched of these is the hybrid revenant. It is believed that hybrid revenants occur when two or more creatures, at least one of them humanoid, die on the same spot, in similar throes of torment, at any time within a decade or so of one another. While the first soul’s will to rise was not enough on its own, the addition of a second or third like-minded victim is enough in aggregate for a single, hybrid, undead body to rise.
However, such an unnatural merging, born always of mind-shattering torment, sears the mind of the newly risen undead, and it no longer remembers clearly what happened to it or how to achieve the justice it craves.
Shadow Captain, Deadly Shadow Captain: When the eternally cursed undead creature known as the Horned Lord rises, he is inevitably accompanied by his 12 minions, the deadly shadow captains. These creatures may be the undead remains of the Horned Lord’s old followers, but some have suggested that they are equally wicked individuals from other lands and eras, cursed to serve him for all eternity. A few have even gone so far as to speculate that the shadow captains are actually undead entities sent by the gods to further the Horned Lord’s torment, acting ostensibly as his minions, but also adding to his misery and the realization of his unending doom.
Skeletal Knight: Once bound to their master as a personal guard, a skeletal knight returns when called to defend its lord once again.
Black Skeleton, Remnants of Living Creatures Slain in an Area Where the Ground is Soaked Through With Evil: Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.
Lead Skeleton: A lead skeleton is expensive to create.
Skulleton: Skulletons are undead creatures believed to have been created by a lich or demi-lich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but are painted glass (worthless). The skulleton is thought to have been created to frighten off would-be tomb plunderers or convince them they have defeated the skulleton’s creator rather than a minor servitor and tomb guardian.
Undead Swordsman: Some skeletons retain their intelligence and cunning, making them formidable warriors.
Barrow Wight: A humanoid slain by [a barrow wight's slam] attack rises 1d4 rounds later as a barrow wight under the control of the wight that killed it unless the humanoid is restored to life or its body is destroyed.
Blood Wight: When a living creature bleeds to death on unholy ground, its corpse sometimes returns to life as a blood wight. Evil priests of Orcus, Jubilex, Lucifer and various other demon princes and devil lords often hold dark rituals where they bleed a living creature to death in order to create a blood wight. Blood wights generally detest living creatures, but if created by a clerical or necromantic ritual, the created blood wight will not harm its creator (unless attacked first). Blood wights are solitary creatures though occasionally more than one of these creatures is encountered (particularly when they have been created by an evil cleric or necromancer).
Sword Wight: These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul.
Ghoul Wolf: ?
Basilisk Zombie: ?
Behir Zombie: ?
Brine Zombie: Brine zombies are the remnants of a ship’s crew that has perished at sea.
The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.
Plague Zombie: If [the maximum hit point] reduction [from zombie rot] drops the creature to 0 hit points, the creature dies and rises as a plague zombie in 1d4 hours.
Purple Worm Zombie: ?
Pyre Zombie: Pyre zombies are the sad, tortured remains of those who were killed just before being burned alive. When the soul departed, their bodies were taken over by some malignant spirit. The spirit fortified the bodies from destruction by the fire, and the undead forms escaped the pyre to wreak vengeance on the living.
Spellgorged Zombie: It is the ultimate humiliation for a spellcaster to be reduced to a mindless, rotting husk used only to store the spells of a rival. Created with the use of a create undead spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster.
Vrock Zombie: The body of a slain demon animated with unholy power. This creature has no further link to its Abyssal masters but is instead a servant of the dark force behind its animation.
Allip, Shadowy Incorporeal Undead, Discontent Soul of a Failed Entertainer, Babbling Incoherent Apparition: ?
Burning Ghat, Humanoid Figure, Fearsome Creature, Nocturnal Pack Hunter: ?
Cadaver, Monster, Humanoid Dressed in Tattered Rags: ?
Cadaver, Undead Skeletal Remains of a Person Who Has Been Buried Alive: ?
Cadaver, Undead Skeletal Remains of a Person Given an Improper Burial: ?
Corpse Candle, Pale Man With Hollow Eyes, Translucent Image: ?
Crypt Thing, Skeletal Humanoid: ?
Demilich Advanced, Simple Uninteresting Humanoid Skull: ?
Devouring Mist, Drifting Nightmare, Undead Composed of Equal Parts Blood and Malice: ?
Fire Phantom, Humanoid Creature Composed of Rotted and Burned Flesh and Elemental Fire: ?
Ghoul Cinder, Swirling Humanoid Cloud of Burning Ash and Charred Body Parts, Fiery Undead Being, Pathetic Angry Spirit: ?
Ghoul Dust, Dust-Covered Creature With Decaying Flesh Pulled Tight Over its Humanoid Frame, Undead Flesh-Eating Creature Composed of Dust and Earth: ?
Huecuva, Walking Corpse, Robed Skeleton: ?
Lantern Goat, Goat With Tangled And Patchy Gray-and-White Hair And Horns And Hooves That Appear To Be Made of Stone, Undead Wanderer: ?
Lantern Goat, Coalescence of the Souls of People Who Died While Lost in the Wilderness: ?
Lich Shade, Rotting Skeletal Humanoid, Evil Creature Who Attempted to Achieve Lichdom But Failed: ?
Bleeding Horror Minotaur, Hulking Bull-Headed Humanoid Whose Body Constantly Drips and Oozes Thick Blood: ?
Mordnaissant, Horrid Shriveled Human Fetus Nested Within a Translucent Sphere of Dark Energy, Horrible Creature: ?
Mummy of the Deep, Rotting Bandaged Humanoid, Unloving Form, Desiccated Form: ?
Ooze Undead, Large Undulating Mass of Black Goo From Which Rotted and Broken Bones Protrude, Creature Filled With Hatred of the Living and an Intelligence and Cunningness Not Normally Known Among its Kind: ?
Phasma, Floating Semi-Transparent Humanoid, 6-Foot-Tall Incorporeal Humanoid: ?
Hybrid Revenant, Rotting Skeletal Humanoid But With Several Obviously Animal Bones in Place of its Normal Skeleton: ?
Hybrid Revenant, Hybrid Undead Body: ?
Hybrid Revenant, Semi-Skeletal Large Humanoid With Some of its Humanoid Parts Replaced By Animal Bones: ?
Hybrid Revenant, Humanoid Save For a Wolf Skull in Place of a Human Head: ?
Hybrid Revenant, Humanoid on Top and Elk on the Bottom: ?
Shadow Captain, Black-Armored Figure, Minion: ?
Shadow Captain, Undead Remains of the Horned Lord's Old Follower: ?
Shadow Captain, Equally Wicked Individual: ?
Shadow Captain, Undead Entity: ?
Skeletal Knight, Personal Guard: ?
Black Skeleton, Skeleton With Glistening Black Bones Seemingly Constructed of Blackened Steel, Minion of Evil, Intelligent Monster, Intelligent Opponent: ?
Black Skeleton, Guardian: ?
Black Skeleton, Protector: ?
Lead Skeleton, Animated Skeleton Whose Bones Have Been Coated With Metal, Skeleton Coated With Metal, Golem-Like Construct, 6-Foot-Tall Skeleton Constructed of Metal: ?
Skulleton, Humanoid Skull With Several Small Gems Inset in its Eye Sockets and Mouth, Pile of Dust a Skull and a Collection of Bones, Minor Servitor, Tome Guardian: ?
Undead Swordsman, Armored Skeleton, Formidable Warrior: ?
Barrow Wight, Rotting Humanoid With Leathery Gray Skin Drawn Tight Over Its Frame, Twisted Insane Creature Standing About 6 Feet Tall: ?
Blood Wight, Tattered Desiccated Humanoid About 8 Feet Tall Covered in Fresh Blood Which Seems to Weep and Ooze From its Body, Solitary Creature: ?
Sword Wight, Wicked Depraved Creature, Undead Abomination, Warped Twisted Caricature: ?
Ghoul Wolf, Wolf With Matted Dark Fur Torn Away in Places, Carnivorous Undead Wolf: ?
Basilisk Zombie, Shape, Shell: ?
Brine Zombie, Rotting Humanoid, Remnant of a Ship's Crew That Has Perished at Sea, Mindless Creature: ?
Plague Zombie, Desiccated Humanoid With Grayish Leathery Flesh: ?
Pyre Zombie, Rotting Corpse, Sad Tortured Remains of Those Who Were Killed Just Before Being Burned Alive, Undead Form: ?
Spellgorged Zombie, Shambling Zombie, Mindless Rotting Husk, Programmed Being: ?
Vrock Zombie, Servant, Powerful Enemy: ?
Undead, Undead Creature, Undead Monster: An opponent whose skull is destroyed [by Maphistal] (and who is therefore slain) or an opponent brought to Dexterity 0 (and not rescued by his comrades) is carried back to the Keep of Bones where it is transformed into an undead creature or becomes part of the Keep itself.
Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.
Greater Undead: ?
Undead Soldier: When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.
Undead General: When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.
Summoned Undead: ?
Created Undead: ?
Animated Undead: ?
Demi-Lich, Advanced Lich of Great Power, Simple Humanoid Skull Seated Amid a Pile of Bones and Dust: A demi-lich is an advanced lich of great power. When the life force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich — its skull. The eye sockets and teeth of a demi-lich-possessed skull transform into clear gemstones (each worth 1,000 gp). The skull contains a single gemstone in each eye socket and six gems in place of its teeth.
Ghoul: Creatures slain by the [Orcus legendary action] devouring darkness rise as ghouls under the command of Orcus within 1d4 rounds.
Ghast, Greater Undead: ?
Lich, True Lich: The road a spellcaster travels in his or her quest for lichdom is not without danger. During the dark rituals invoked to achieve lichdom, the caster sometimes errs in his or her calculations or unleashes mystic forces best left untapped. When such an event occurs, the spellcaster is usually destroyed outright. Other times, something is born as a result of this failed ritual — a lich shade.
Mummy: ?
Mummy Lord: ?
Shadow: If a non-evil humanoid dies from [a black orc high priest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
Skeleton, Standard Skeleton: ?
Skeleton, Abhorred Mockery: Sonechard Undead Walking regional effect.
Specter: Sonechard Raise Dead lair action.
Wight, Greater Undead: ?
Wight, Normal Wight, Standard Wight: ?
Will-o'-Wisp: ?
Zombie: A humanoid slain by [a corpse candle's watery touch] attack rises 24 hours later as a zombie unless the humanoid is restored to life or its body is destroyed.
The region containing Orcus’s lair is warped by its magic. If a creature within 10 miles of Orcus’ lair dies, roll a d20. On a 19 or 20, the creature rises as a zombie under Orcus’ control.
A humanoid slain by [a devouring mist's blood drain] attack rises 24 hours later as a zombie under the mist’s control, unless the humanoid is restored to life or its body is destroyed.
Any humanoid creature slain by the mohrg rises as a zombie at the beginning of the mohrg’s next turn.
A humanoid slain by [a blood 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 [a sword 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.
Sonechard Animate Dead legendary action.
Zombie, Abhorred Mockery: Sonechard Undead Walking regional effect.
Animated Creature: The electrical aura of the fogwarden can animate up to four dead creatures within 20 feet.
Animate Dead (Costs 2 Actions). Sonechard animates one corpse within 120 feet of it as a zombie.
Raise Dead. Sonechard chooses one slain creature and causes the creature’s soul to rise as a specter under its control.
Undead Walking. Slain creatures sometimes rise as skeletons or zombies, abhorred mockeries of their former states.
Burning Ghat: The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit. Utterly twisted and maddened by its fate, a burning ghat is a fearsome creature, consumed with a hatred for the living and seeking to end life wherever it finds it.
The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit. Utterly twisted and maddened by its fate, a burning ghat is a fearsome creature, consumed with a hatred for the living and seeking to end life wherever it finds it.
Cadaver: Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).
A humanoid slain by a cadaver lord rises 24 hours later as a cadaver under the cadaver lord’s control.
Cadaver Lord: ?
Corpse Candle: Corpse candles are formed when creatures are sacrificed by ritualistic drowning to a sea or water deity. The fear of dying coupled with the hatred of the ones performing the ritual infuses the victims’ spirit with energy that often lingers in the area and empowers the corpse with unlife, raising it as a corpse candle.
Crypt Thing: Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area.
Demilich Advanced, Advanced Demi-Lich: ?
Devouring Mist: Spawned from the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy.
Fire Phantom: When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burned flesh and elemental fire.
Ghoul Cinder: A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. The lairs of old red dragons may be haunted by many of these pathetic, angry spirits, and many a wizard that has dispatched a foe with a well-placed fireball has been found mysteriously charred to death many months after the deed.
Ghoul Dust: When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul — an undead flesh-eating creature composed of dust and earth.
The Horned Lord, Figure, Clean Fleshless Skeleton, Foul Being, Undead Thing, Garden Variety Evil Dark Lord, Eternally Cursed Undead Creature: So many times has the Horned Lord returned that his origins are lost the depths of legend, to the point that no one living knows the truth.
No one truly knows where the Horned Lord came from, and in fact, he rises up again only when stories about him have begun to fade from memory. The truth can be found, but it would require travel into the distant past, research into incredibly ancient books, or communication with the gods themselves. Countless millennia ago a monarch sought to build the greatest empire that the world had ever known. In doing so he made deals with many gods and wielded vast magical power, and as his power grew, so did his arrogance. When at last he had achieved his goal — a vast and unconquerable empire with him at its head — he was blinded by his pride and declared himself greater than the gods and turned his back on them. The emperor was to be the realm’s only god, and all the deities of the past were to be forgotten, their priests slaughtered and their temples overthrown. As one might guess, the gods were mightily displeased and struck down the emperor, cursing both him and his realm. Soon his proud empire had crumbled to dust and barbarism ruled the land.
But the gods had not finished with the emperor, so great was his transgression. He was transformed into an undead thing, doomed to be reborn again and again, consumed by the desire for conquest — a desire that can never be fulfilled. Always would the Horned Lord see his dreams crumble, and perish among the ruins of civilization. Always would he return with the same dreams of conquest, only to be crushed and forgotten.
Huecuva, Undead Spirit of a Good Cleric Who Was Unfaithful To Their God and Turned to the Path of Evil Before Death: Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise — undead.
Lantern Goat: Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness.
Lich Shade: The road a spellcaster travels in his or her quest for lichdom is not without danger. During the dark rituals invoked to achieve lichdom, the caster sometimes errs in his or her calculations or unleashes mystic forces best left untapped. When such an event occurs, the spellcaster is usually destroyed outright. Other times, something is born as a result of this failed ritual — a lich shade.
Lich shades are evil creatures who attempted to achieve lichdom but failed for whatever reason. The creature is not destroyed, nor does it become a lich, it becomes something in between — something in between mortal life and eternal unlife.
Bleeding Horror Minotaur: ?
Mohrg, Animated Corpse of a Mass Murderer or Similar Villain Who Died Without Atoning For Their Crimes: Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.
Mordnaissant: Occasionally when a woman with child dies violently in a place infused with unholy or negative energies, the unborn child within her does not perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. This horrible creature, known as a mordnaissant, lives an existence of eternal pain, loneliness, and suffering and is relieved only by its ability to inflict harm on those around it.
Mummy of the Deep: It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even to unlife and revive the soul as a mummy of the deep.
Ooze Undead: When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind.
Phasma: A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result.
Hybrid Revenant: When a humanoid soul dies in especial rage, torment, and injustice, it is known that such spirits sometimes return to seek vengeance. Such vengeance can take many forms, but one of the most wretched of these is the hybrid revenant. It is believed that hybrid revenants occur when two or more creatures, at least one of them humanoid, die on the same spot, in similar throes of torment, at any time within a decade or so of one another. While the first soul’s will to rise was not enough on its own, the addition of a second or third like-minded victim is enough in aggregate for a single, hybrid, undead body to rise.
However, such an unnatural merging, born always of mind-shattering torment, sears the mind of the newly risen undead, and it no longer remembers clearly what happened to it or how to achieve the justice it craves.
Shadow Captain, Deadly Shadow Captain: When the eternally cursed undead creature known as the Horned Lord rises, he is inevitably accompanied by his 12 minions, the deadly shadow captains. These creatures may be the undead remains of the Horned Lord’s old followers, but some have suggested that they are equally wicked individuals from other lands and eras, cursed to serve him for all eternity. A few have even gone so far as to speculate that the shadow captains are actually undead entities sent by the gods to further the Horned Lord’s torment, acting ostensibly as his minions, but also adding to his misery and the realization of his unending doom.
Skeletal Knight: Once bound to their master as a personal guard, a skeletal knight returns when called to defend its lord once again.
Black Skeleton, Remnants of Living Creatures Slain in an Area Where the Ground is Soaked Through With Evil: Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.
Lead Skeleton: A lead skeleton is expensive to create.
Skulleton: Skulletons are undead creatures believed to have been created by a lich or demi-lich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but are painted glass (worthless). The skulleton is thought to have been created to frighten off would-be tomb plunderers or convince them they have defeated the skulleton’s creator rather than a minor servitor and tomb guardian.
Undead Swordsman: Some skeletons retain their intelligence and cunning, making them formidable warriors.
Barrow Wight: A humanoid slain by [a barrow wight's slam] attack rises 1d4 rounds later as a barrow wight under the control of the wight that killed it unless the humanoid is restored to life or its body is destroyed.
Blood Wight: When a living creature bleeds to death on unholy ground, its corpse sometimes returns to life as a blood wight. Evil priests of Orcus, Jubilex, Lucifer and various other demon princes and devil lords often hold dark rituals where they bleed a living creature to death in order to create a blood wight. Blood wights generally detest living creatures, but if created by a clerical or necromantic ritual, the created blood wight will not harm its creator (unless attacked first). Blood wights are solitary creatures though occasionally more than one of these creatures is encountered (particularly when they have been created by an evil cleric or necromancer).
Sword Wight: These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul.
Ghoul Wolf: ?
Basilisk Zombie: ?
Behir Zombie: ?
Brine Zombie: Brine zombies are the remnants of a ship’s crew that has perished at sea.
The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.
Plague Zombie: If [the maximum hit point] reduction [from zombie rot] drops the creature to 0 hit points, the creature dies and rises as a plague zombie in 1d4 hours.
Purple Worm Zombie: ?
Pyre Zombie: Pyre zombies are the sad, tortured remains of those who were killed just before being burned alive. When the soul departed, their bodies were taken over by some malignant spirit. The spirit fortified the bodies from destruction by the fire, and the undead forms escaped the pyre to wreak vengeance on the living.
Spellgorged Zombie: It is the ultimate humiliation for a spellcaster to be reduced to a mindless, rotting husk used only to store the spells of a rival. Created with the use of a create undead spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster.
Vrock Zombie: The body of a slain demon animated with unholy power. This creature has no further link to its Abyssal masters but is instead a servant of the dark force behind its animation.
Allip, Shadowy Incorporeal Undead, Discontent Soul of a Failed Entertainer, Babbling Incoherent Apparition: ?
Burning Ghat, Humanoid Figure, Fearsome Creature, Nocturnal Pack Hunter: ?
Cadaver, Monster, Humanoid Dressed in Tattered Rags: ?
Cadaver, Undead Skeletal Remains of a Person Who Has Been Buried Alive: ?
Cadaver, Undead Skeletal Remains of a Person Given an Improper Burial: ?
Corpse Candle, Pale Man With Hollow Eyes, Translucent Image: ?
Crypt Thing, Skeletal Humanoid: ?
Demilich Advanced, Simple Uninteresting Humanoid Skull: ?
Devouring Mist, Drifting Nightmare, Undead Composed of Equal Parts Blood and Malice: ?
Fire Phantom, Humanoid Creature Composed of Rotted and Burned Flesh and Elemental Fire: ?
Ghoul Cinder, Swirling Humanoid Cloud of Burning Ash and Charred Body Parts, Fiery Undead Being, Pathetic Angry Spirit: ?
Ghoul Dust, Dust-Covered Creature With Decaying Flesh Pulled Tight Over its Humanoid Frame, Undead Flesh-Eating Creature Composed of Dust and Earth: ?
Huecuva, Walking Corpse, Robed Skeleton: ?
Lantern Goat, Goat With Tangled And Patchy Gray-and-White Hair And Horns And Hooves That Appear To Be Made of Stone, Undead Wanderer: ?
Lantern Goat, Coalescence of the Souls of People Who Died While Lost in the Wilderness: ?
Lich Shade, Rotting Skeletal Humanoid, Evil Creature Who Attempted to Achieve Lichdom But Failed: ?
Bleeding Horror Minotaur, Hulking Bull-Headed Humanoid Whose Body Constantly Drips and Oozes Thick Blood: ?
Mordnaissant, Horrid Shriveled Human Fetus Nested Within a Translucent Sphere of Dark Energy, Horrible Creature: ?
Mummy of the Deep, Rotting Bandaged Humanoid, Unloving Form, Desiccated Form: ?
Ooze Undead, Large Undulating Mass of Black Goo From Which Rotted and Broken Bones Protrude, Creature Filled With Hatred of the Living and an Intelligence and Cunningness Not Normally Known Among its Kind: ?
Phasma, Floating Semi-Transparent Humanoid, 6-Foot-Tall Incorporeal Humanoid: ?
Hybrid Revenant, Rotting Skeletal Humanoid But With Several Obviously Animal Bones in Place of its Normal Skeleton: ?
Hybrid Revenant, Hybrid Undead Body: ?
Hybrid Revenant, Semi-Skeletal Large Humanoid With Some of its Humanoid Parts Replaced By Animal Bones: ?
Hybrid Revenant, Humanoid Save For a Wolf Skull in Place of a Human Head: ?
Hybrid Revenant, Humanoid on Top and Elk on the Bottom: ?
Shadow Captain, Black-Armored Figure, Minion: ?
Shadow Captain, Undead Remains of the Horned Lord's Old Follower: ?
Shadow Captain, Equally Wicked Individual: ?
Shadow Captain, Undead Entity: ?
Skeletal Knight, Personal Guard: ?
Black Skeleton, Skeleton With Glistening Black Bones Seemingly Constructed of Blackened Steel, Minion of Evil, Intelligent Monster, Intelligent Opponent: ?
Black Skeleton, Guardian: ?
Black Skeleton, Protector: ?
Lead Skeleton, Animated Skeleton Whose Bones Have Been Coated With Metal, Skeleton Coated With Metal, Golem-Like Construct, 6-Foot-Tall Skeleton Constructed of Metal: ?
Skulleton, Humanoid Skull With Several Small Gems Inset in its Eye Sockets and Mouth, Pile of Dust a Skull and a Collection of Bones, Minor Servitor, Tome Guardian: ?
Undead Swordsman, Armored Skeleton, Formidable Warrior: ?
Barrow Wight, Rotting Humanoid With Leathery Gray Skin Drawn Tight Over Its Frame, Twisted Insane Creature Standing About 6 Feet Tall: ?
Blood Wight, Tattered Desiccated Humanoid About 8 Feet Tall Covered in Fresh Blood Which Seems to Weep and Ooze From its Body, Solitary Creature: ?
Sword Wight, Wicked Depraved Creature, Undead Abomination, Warped Twisted Caricature: ?
Ghoul Wolf, Wolf With Matted Dark Fur Torn Away in Places, Carnivorous Undead Wolf: ?
Basilisk Zombie, Shape, Shell: ?
Brine Zombie, Rotting Humanoid, Remnant of a Ship's Crew That Has Perished at Sea, Mindless Creature: ?
Plague Zombie, Desiccated Humanoid With Grayish Leathery Flesh: ?
Pyre Zombie, Rotting Corpse, Sad Tortured Remains of Those Who Were Killed Just Before Being Burned Alive, Undead Form: ?
Spellgorged Zombie, Shambling Zombie, Mindless Rotting Husk, Programmed Being: ?
Vrock Zombie, Servant, Powerful Enemy: ?
Undead, Undead Creature, Undead Monster: An opponent whose skull is destroyed [by Maphistal] (and who is therefore slain) or an opponent brought to Dexterity 0 (and not rescued by his comrades) is carried back to the Keep of Bones where it is transformed into an undead creature or becomes part of the Keep itself.
Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.
Greater Undead: ?
Undead Soldier: When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.
Undead General: When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.
Summoned Undead: ?
Created Undead: ?
Animated Undead: ?
Demi-Lich, Advanced Lich of Great Power, Simple Humanoid Skull Seated Amid a Pile of Bones and Dust: A demi-lich is an advanced lich of great power. When the life force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich — its skull. The eye sockets and teeth of a demi-lich-possessed skull transform into clear gemstones (each worth 1,000 gp). The skull contains a single gemstone in each eye socket and six gems in place of its teeth.
Ghoul: Creatures slain by the [Orcus legendary action] devouring darkness rise as ghouls under the command of Orcus within 1d4 rounds.
Ghast, Greater Undead: ?
Lich, True Lich: The road a spellcaster travels in his or her quest for lichdom is not without danger. During the dark rituals invoked to achieve lichdom, the caster sometimes errs in his or her calculations or unleashes mystic forces best left untapped. When such an event occurs, the spellcaster is usually destroyed outright. Other times, something is born as a result of this failed ritual — a lich shade.
Mummy: ?
Mummy Lord: ?
Shadow: If a non-evil humanoid dies from [a black orc high priest of Orcus's caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
Skeleton, Standard Skeleton: ?
Skeleton, Abhorred Mockery: Sonechard Undead Walking regional effect.
Specter: Sonechard Raise Dead lair action.
Wight, Greater Undead: ?
Wight, Normal Wight, Standard Wight: ?
Will-o'-Wisp: ?
Zombie: A humanoid slain by [a corpse candle's watery touch] attack rises 24 hours later as a zombie unless the humanoid is restored to life or its body is destroyed.
The region containing Orcus’s lair is warped by its magic. If a creature within 10 miles of Orcus’ lair dies, roll a d20. On a 19 or 20, the creature rises as a zombie under Orcus’ control.
A humanoid slain by [a devouring mist's blood drain] attack rises 24 hours later as a zombie under the mist’s control, unless the humanoid is restored to life or its body is destroyed.
Any humanoid creature slain by the mohrg rises as a zombie at the beginning of the mohrg’s next turn.
A humanoid slain by [a blood 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 [a sword 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.
Sonechard Animate Dead legendary action.
Zombie, Abhorred Mockery: Sonechard Undead Walking regional effect.
Animated Creature: The electrical aura of the fogwarden can animate up to four dead creatures within 20 feet.
Animate Dead (Costs 2 Actions). Sonechard animates one corpse within 120 feet of it as a zombie.
Raise Dead. Sonechard chooses one slain creature and causes the creature’s soul to rise as a specter under its control.
Undead Walking. Slain creatures sometimes rise as skeletons or zombies, abhorred mockeries of their former states.
Tome of Beasts 2 Lairs for 5th Edition
Sgavaldyr: Perhaps Sgavaldyr rises as an undead creature in response to his tomb being violated or the forgotten goddess of poison begins reasserting her power.
Sylvia Tanner, Servant of the Unsated God: Osdek Tanner’s wife, Sylvia, lurks in this chamber. Sylvia was once the high priestess of the cultists. When the fleshspurned rose from the dead and attacked the cultists, Sylvia fled but was attacked while running up the stairs out of the basement. She fell back down the stairs where she broke her neck. Shortly thereafter, Hriggala used its foul magic to reanimate her as a servant of the Unsated God.
Sister Sorakan, Hantu Penanggal, Elderly Human Woman: ?
Sister Sorakan, Ghost: A ghost resides here, the last remnant of Sister Sorakan as a mortal. She lurks beneath the boughs of the weeping willow tree at the pond’s edge. The terrible fate that befell her has unhinged her mind, and the ghost can’t communicate in any rational manner. If the PCs ask about her death or what brought her to this state, she attempts to pantomime the hantu penanggal by tearing her head from her shoulders, raising it high in the air, and pointing up the path to the temple.
Ghoul Bat: ?
Servant of the Unsated God: ?
Web Zombie: ?
Overshadow: Twenty years ago, the dwarves started a mining operation and colony, called Thyrdun, on the outer reaches of their domain. A few years later, the tailings dam accidentally ruptured, filling the mine with water and mud and causing collapses that trapped those who survived the flooding. The remaining colonists eventually ran out of air, dying a slow death in the darkness of the mine’s depths. This tragic mass death spawned an overshadow, a terrible undead abomination formed of the fearful, hopeless souls who perished in the accident.
The overshadow, lurks here where it was spawned from the terrible deaths of the original colonists.
The sudden mass deaths of Brildwyn’s companions spawned an overshadow that still resides here.
Flayed Wraith: A cult of Hriggala based in the slums of a large city captured, tortured, and consumed various people for months. Their murder spree was abruptly ended when one of their victims returned as a powerful undead creature. Hriggala, amused at the turn of events, raised the fallen cultists as undead.
The cult’s murder spree might have continued indefinitely had their actions not caused the last of their victims to return as a powerful undead that proceeded to slaughter the cultists when they returned to the building after their last ceremony. This strange turn of events pleased Hriggala greatly, and the demon lord used its power to transform the slain cultists within the manor into even more undead horrors.
Two of the cultists managed to flee as far as the entrance hall before they were cornered and killed by the creature they had inadvertently created (see Area 12). Their bodies were later animated as flayed wraiths (Tome of Beasts 2, p. 151) by Hriggala, and they now hide amid the greatcoats and cloaks in this chamber.
Fleshspurned: A cult of Hriggala based in the slums of a large city captured, tortured, and consumed various people for months. Their murder spree was abruptly ended when one of their victims returned as a powerful undead creature.
The cult’s murder spree might have continued indefinitely had their actions not caused the last of their victims to return as a powerful undead that proceeded to slaughter the cultists when they returned to the building after their last ceremony.
The fleshspurned was inadvertently created by the cultists when a mercenary was lured into the manor by Sylvia and drugged before being eaten alive. Now, the power of Hriggala compels the creature to serve Sylvia.
Husk: These terrible undead creatures are remnants of old bodies of the hantu penanggal and follow her commands.
Walled Horror: The brick and mortar wall contains a walled horror. Spawned from the mass murder of the remaining priests and servants of the temple, this undead creature lashes out at any intruders in Area 8.
Ghoul Bat, Favored Pet: ?
Web Zombie, Cocooned Desiccated Humanoid Form, Corpse: ?
Flayed Wraith, Undead Cultist, Undead Horror, Hriggala's Undead Minion, Victim of the Fleshspurned: ?
Fleshspurned, Powerful Undead Creature: ?
Overshadow, Terrible Undead Abomination: ?
Husk, Terrible Undead Creature, Remnants of an Old Body of the Hantu Penanggal: ?
Undead: ?
Cursed Undead: ?
Hungry Undead: ?
Ghoul: ?
Ghoulish Ally: ?
Ghoul Servant: ?
Lich: ?
Skeleton, Dwarven Skeleton: ?
Zombie: ?
Sylvia Tanner, Servant of the Unsated God: Osdek Tanner’s wife, Sylvia, lurks in this chamber. Sylvia was once the high priestess of the cultists. When the fleshspurned rose from the dead and attacked the cultists, Sylvia fled but was attacked while running up the stairs out of the basement. She fell back down the stairs where she broke her neck. Shortly thereafter, Hriggala used its foul magic to reanimate her as a servant of the Unsated God.
Sister Sorakan, Hantu Penanggal, Elderly Human Woman: ?
Sister Sorakan, Ghost: A ghost resides here, the last remnant of Sister Sorakan as a mortal. She lurks beneath the boughs of the weeping willow tree at the pond’s edge. The terrible fate that befell her has unhinged her mind, and the ghost can’t communicate in any rational manner. If the PCs ask about her death or what brought her to this state, she attempts to pantomime the hantu penanggal by tearing her head from her shoulders, raising it high in the air, and pointing up the path to the temple.
Ghoul Bat: ?
Servant of the Unsated God: ?
Web Zombie: ?
Overshadow: Twenty years ago, the dwarves started a mining operation and colony, called Thyrdun, on the outer reaches of their domain. A few years later, the tailings dam accidentally ruptured, filling the mine with water and mud and causing collapses that trapped those who survived the flooding. The remaining colonists eventually ran out of air, dying a slow death in the darkness of the mine’s depths. This tragic mass death spawned an overshadow, a terrible undead abomination formed of the fearful, hopeless souls who perished in the accident.
The overshadow, lurks here where it was spawned from the terrible deaths of the original colonists.
The sudden mass deaths of Brildwyn’s companions spawned an overshadow that still resides here.
Flayed Wraith: A cult of Hriggala based in the slums of a large city captured, tortured, and consumed various people for months. Their murder spree was abruptly ended when one of their victims returned as a powerful undead creature. Hriggala, amused at the turn of events, raised the fallen cultists as undead.
The cult’s murder spree might have continued indefinitely had their actions not caused the last of their victims to return as a powerful undead that proceeded to slaughter the cultists when they returned to the building after their last ceremony. This strange turn of events pleased Hriggala greatly, and the demon lord used its power to transform the slain cultists within the manor into even more undead horrors.
Two of the cultists managed to flee as far as the entrance hall before they were cornered and killed by the creature they had inadvertently created (see Area 12). Their bodies were later animated as flayed wraiths (Tome of Beasts 2, p. 151) by Hriggala, and they now hide amid the greatcoats and cloaks in this chamber.
Fleshspurned: A cult of Hriggala based in the slums of a large city captured, tortured, and consumed various people for months. Their murder spree was abruptly ended when one of their victims returned as a powerful undead creature.
The cult’s murder spree might have continued indefinitely had their actions not caused the last of their victims to return as a powerful undead that proceeded to slaughter the cultists when they returned to the building after their last ceremony.
The fleshspurned was inadvertently created by the cultists when a mercenary was lured into the manor by Sylvia and drugged before being eaten alive. Now, the power of Hriggala compels the creature to serve Sylvia.
Husk: These terrible undead creatures are remnants of old bodies of the hantu penanggal and follow her commands.
Walled Horror: The brick and mortar wall contains a walled horror. Spawned from the mass murder of the remaining priests and servants of the temple, this undead creature lashes out at any intruders in Area 8.
Ghoul Bat, Favored Pet: ?
Web Zombie, Cocooned Desiccated Humanoid Form, Corpse: ?
Flayed Wraith, Undead Cultist, Undead Horror, Hriggala's Undead Minion, Victim of the Fleshspurned: ?
Fleshspurned, Powerful Undead Creature: ?
Overshadow, Terrible Undead Abomination: ?
Husk, Terrible Undead Creature, Remnants of an Old Body of the Hantu Penanggal: ?
Undead: ?
Cursed Undead: ?
Hungry Undead: ?
Ghoul: ?
Ghoulish Ally: ?
Ghoul Servant: ?
Lich: ?
Skeleton, Dwarven Skeleton: ?
Zombie: ?
Tome of Beasts 3 for 5th Edition
Bone Collector: ?
Bone Lord: A bone lord spawns spontaneously from a large pile of bones, generated by the collected psychic trauma—anguish, fear, grief, hate, loss, and other extreme emotions—of the atrocities that created the pile of bones. Sources of necromantic energy are required for a bone lord to form, or else bone lords would arise whenever there was mass slaughter, a great plague, or an interminable war. In spite of this, there is no definitive guiding hand in a bone lord’s creation. It is a thing born of the results of the worst of humanoid nature, and it rises with a desire to destroy those whose actions created it.
Forgotten Regent: Long ago, a kingdom in the frozen north had a ruler who was too young to lead a kingdom. A regent was appointed to guide the land until the rightful ruler came of age. Unfortunately, the regent’s actions brought a terrible tragedy to the land, leading to the death of the rightful ruler and many of the kingdom’s people. Though the kingdom fell, the regent remained after death, cursed to lead the damned souls of the people as punishment for failing to protect them in life.
The forgotten regent has been cursed to lead a kingdom of the damned in the frozen reaches of the world.
Ghost Knight Templar: When a ghost knight makes its 113th kill with its lance, the slain victim’s spirit fuses to the weapon. In a ceremony to promote the ghost knight to a templar, the order’s priests and priestesses break the lance over an altar. The ghost knight and its horse then absorb the victim’s spirit from the lance, transforming them into powerful creatures.
Lakescourage Lotus: The followers of an evil water god created the lakescourge lotus by implanting seeds in the chest of waterlogged corpses; the seeds spread vein-like roots and necrotic energy into the body.
Peat Mummy, Undead Remains of an Innocent Who Was Murdered by Drowning in a Swamp: Peat mummies are the undead remains of innocents who were murdered by drowning in a swamp. The mud of the bog preserves the body while the unquiet spirit festers within it. The resulting mummy is a rage-fueled shell that seeks vengeance against the people it blames for its condition. Since becoming a peat mummy can take decades, the unfortunates who suffer the creature’s wrath are often unaware of its existence.
Necrotech Bonecage Constrictor: This enormous, skeletal snake is crafted from innumerable humanoid skeletons, ribcage after ribcage linked together.
Rather than an army of skeletons, a powerful necromancer can instead assemble the bones of dozens of humanoids into something far more terrifying. Because of their mismatched parts, no two constrictors are exactly the same; however, they all resemble enormous serpents or centipedes: long stretches of rib cage supported by grasping hands or feet. Often, the head is made of several skulls, with the glittering lights of reanimation sparkling from dozens of eye sockets.
Necrotech Reaver: Necrotech reavers are made from the parts of multiple giants. The gaps between the disparate bodies are bridged with enchanted timber and iron reinforcements, then bladed chains are attached to the creature’s arms and torso. While acquiring the titanic corpses necessary to make a reaver is difficult, the process of stitching them together is relatively simple. Aggressive use of mundane components in the scaffolding and reinforcement allows even neophyte necromancers to participate in their construction and maintenance, while the relative disposability of parts means that a necrotech can be repaired and re-animated as long as dead giants are available as raw material.
Necrotech Thunderer: Their bodies are built from elephants, triceratops, or similarly massive quadrupeds, while their skulls and spines are carved open to make room for ballistae carved from slain treants. A thunderer’s body is then hardened against necrotic energy, allowing it to channel explosive bolts of necromantic magic through the siege weapon built into its spine.
Offal Walker: Offal walkers are patchwork undead designed by enterprising necromancers determined to put the spare intestines to use.
Necromantic Leftovers. An offal walker is constructed from a smattering of spare legs, and whatever animal bones are nearby, stitched together to provide a framework and anchoring point for hundreds of feet of coiled intestine.
Old Salt: An old salt is a sailor who was wrongly convicted of a crime and condemned to walk the plank. Just before drowning, the old salt swore an oath of vengeance against those who wronged it. Thirteen weeks later, the sailor washed ashore in a port where a false accuser resides.
Relentless Hound: Legend has it that a merciless thief made a network of caverns his base of operations. His only companions in his ruthless attacks from this network were abused hounds trained to do his dirty work. When the hounds refused to carry out orders to destroy a helpless family, the thief trapped them in the deepest cavern to die, alone and abandoned by their only master. There, their cries and howls went unheard, and one by one, they perished— but not before their grief turned to rage. Bound to the places where they were left to die, the ghosts of the maddened hounds lurk, stronger and more vicious than any living canine, looking for vengeance.
Ruin Scarab: These undead beetles were created by lords of undeath with just enough intelligence to be trainable.
Starving Specter: ?
Swampgas Shade, Aggrieved Soul of a Humanoid Murdered in a Swamp: A swampgas shade is the aggrieved soul of a humanoid murdered in a swamp. Mired in muck, the body cannot decompose, and spawns an undead instead. The soul is trapped on the Material Plane, tied to the area within a mile of its corpse.
Truant Devourer: ?
Underworld Sentinel: Dark Origins. Centuries ago, a sinister cult dedicated to the deity of death arose among a clan of deep-dwelling stone giants. Heeding the pronouncements of a herald of undeath (see Creature Codex), the giants gave up their natural lives in exchange for immortality and unholy power. Carving runes and symbols into their bodies in a dark ritual, they were transformed into the first underworld sentinels.
Vampiric Vanguard: Vampire lords often transform vanquished paladins and other protectors of light into vampiric vanguards, reveling in the horrid juxtaposition between life and undeath while utilizing their warriors’ spirit.
Wrackwraith: Humanoids that die when swept into the sea by the tide sometimes return to haunt the shores where they drowned.
Wrackwraiths form because others refused or were unable to help the drowning person, or because the person was purposely drowned. Wrackwraiths desire vengeance against the living.
Wraith Oathrot, Tormented Spirit of One Who Broke Solemn Vows Causing Tragedy By Doing So: Denied eternal rest, oathrot wraiths are the tormented spirits of those who broke solemn vows, causing tragedy by doing so. Unrepentant, they now roam the world constantly reminded of their weakness and failure.
Zombie Smokeplume: ?
Zombie Voidclaw: Voidclaw zombies are suffused with the magic of the Void, which twists their bodies into odd proportions, including overly large clawed hands, a shortened frame, increased intellect, and surprising speed. They are created in rituals invoking the Void, and they channel its dark energy.
Bone Collector, Fully Animate Vulture Carcass, Familiar, Gatherer, Eyes of the Dead, Minion: ?
Bone Lord, Giant Goat-Like Skeleton With a Four-Armed Humanoid Torso, Collective Amalgam of Various Bones, Bones of Darkness and Fury, Undead Menace: ?
Forgotten Regent, Dwarf, Ghostly Dwarf, Ally of the Damned, Cursed Ruler: ?
Ghost Knight Templar, Champion of Evil, Powerful Creature: ?
Lakescourage Lotus, Waterlogged Cadaver With a Gaping Hole in its Chest: ?
Peat Mummy, Common Villager Who Ran Into Trouble in the Swamp, Murderer of Murderers, Undead Horror: ?
Enraged Peat Mummy: ?
Necrotech: Necrotech creations are massive undead creatures made by a group of necromancers.
Necrotech, Massive Undead Creature: ?
Necrotech, Siege Weapon: ?
Necrotech, Powerful Mode of Transportation: ?
Experimental Necrotech: The darakhul of the Ghoul Imperium have long practiced necromancy, using the corpses and bones of Underworld denizens to create new undead servants and devise powerful war machines to aid in their conquest of the subterranean lands. Under Emperor Nicoforus, the darakhul necromancers, known as the Necrophagi, have prospered in their mission to develop experimental necrotech, and their progress has accelerated over the last decade, thanks to the blasphemous volumes of eldritch lore gifted to the ghouls by the vampires of Morgau and Doresh in exchange for their military aid against Krakova.
Necrotech Bonecage Constrictor, Enormous Skeletal Snake, Monstrous Creature, Necromantic Amalagam, Necrotic Prison: ?
Necrotech Reaver, Patchwork Undead its Top Half That of a Frost Giant its Bottom Half That of a Stone Giant: ?
Necrotech Reaver, Necromantic Vanguard, Specialist Necrotech Construct: ?
Necrotech Thunderer, Undead Elephant Who Has Had the Top of its Skull and Spine Carved Out Replaced With an Enormous Ballista of Polished Brass: ?
Necrotech Thunderer, Dedicated Undead Siege Weapon, Dedicated Artillery: ?
Offal Walker, Assemblage of Loose Limbs, Patchwork Undead, Necromantic Leftovers, Support Combatant: ?
Old Salt, Undead Sailor, Persistent Avenger: ?
Relentless Hound, Ghost, Multiplying Menace: ?
Spectral Hound: When struck while near death, the relentless hound splits, creating a duplicate of itself. (Tome of Beasts 3 for 5th Edition)
Relentless Hound mulitply power. (Tome of Beasts 3 for 5th Edition)
Ruin Scarab, Large Beetle, Undead Preparer of the Dead, Undead Pet, Undead Beetle, Fine Guard, Guard, Cleaner, Deterrent, Retriever: ?
Starving Specter, Ghostly Being, The Forgotten, Tragic Horror: ?
Swampgas Shade, Ethereal Shadow of Hatred and Swampgas, Ghostly Undead: ?
Truant Devourer, Decaying Form, Enforcer of the Lords of Death, Servant of the Undying, Devourer of the Damned: ?
Underworld Sentinel, Huge Emaciated Giant, Undead Giant Sworn to Serve the Gods of Death and Undeath, Passage Guardian: ?
Underworld Sentinel, Guard: ?
Vampiric Vanguard, Excellent Shock Trooper: ?
Vampiric Vanguard, Excellent Linebreaker: ?
Vampiric Vanguard, Tragic Champion: ?
Wrackwraith, Pile of Seaweed and Other Detritus, Vaguely Humanoid Shape, Angry Dead: ?
Zombie Smokeplume, Massive Zombie: ?
Zombie Smokeplume, Shock Trooper: ?
Zombie Smokeplume, Weapon of Terror: ?
Zombie Voidclaw, Efficient Killer, Surprisingly Capable Killer: ?
Ghost Knight Templar: Ghost knights were once living creatures who accepted the blessing of undeath and rose through the ranks of their dark kingdom’s armies.
Some orders of knighthood require service after death; ghost knights templar are one such group. Both the willing and the conscripts entering the order as living men and women, and those who serve bravely and loyally for five years or more are “raised up” into the ranks of the undead by their undead lords.
Undead Warhorse: ?
Ghostly Mount: When a ghost knight makes its 113th kill with its lance, the slain victim’s spirit fuses to the weapon. In a ceremony to promote the ghost knight to a templar, the order’s priests and priestesses break the lance over an altar. The ghost knight and its horse then absorb the victim’s spirit from the lance, transforming them into powerful creatures.
Ghostly Mount, Flying Undead Warhorse, Powerful Creature, Flying Mount, Steed, Mount: ?
Undead, Undead Creature: Vampire lords animate many undead creatures to serve their various needs.
Servant of Darkness, Undead That Lurks at Night: ?
Incorporeal Undead: ?
Undead Lord: ?
Undead Servant: ?
Lesser Umdead: ?
Ghost: ?
Ghost, Incorporeal Undead, Spirit: ?
Ghoul: ?
Ghoul, Supernatural Creature: ?
Virtuoso Lich: ?
Lich, More Powerful Minion: ?
Deranged Lich: ?
Deranged Visionary Lich: ?
Mummy Lord: ?
Shadow: Alternatively, the shadow lurker can combine two stolen shadows into a shadow instead.
Skeleton: Vetala Demon Raise Corpse power.
Vetala Demon Master of Death power.
Warhorse Skeleton: ?
Specter, Servant of Darkness, Undead That Lurks at Night, Spirit: ?
Vampire, Servant of Darkness, Undead That Lurks at Night, More Powerful Minion, Supernatural Creature, Creature That Feeds on Blood: ?
Vampire Lord: ?
Vampire Spawn: ?
Wight: ?
Wraith, Incorporeal Undead: ?
Shambling Undead Zombie: ?
Zombie: A Humanoid or Beast slain by this [barnacle shivers] disease rises 24 hours later as a zombie.
A Humanoid slain by [a cave sovereign's consume soul] attack rises 1d4 rounds later as a zombie under the cave sovereign’s control, unless the Humanoid is restored to life or its body is destroyed.
When a creature dies while trapped inside a drudge pitcher’s pitcher, the drudge pitcher regains 11 (2d10) hp, and the corpse of the creature rises as a zombie.
Vetala Demon Raise Corpse power.
Vetala Demon Master of Death power.
Zombie, Frontline Trooper: ?
Darakhul: ?
Emperor Nicoforus: ?
The Necrophagi, Darakhul Necromancer: ?
Glacial Corruptor: ?
Master of Undeath. A Humanoid killed by the vetala or an Undead under its control rises 1 minute later as a skeleton or zombie (the vetala’s choice), unless the Humanoid is restored to life or its body is destroyed. The vetala can have no more than 20 total skeletons and zombies under its control at one time.
Multiply (3/Day). When the relentless hound takes damage while below half its hp maximum, it creates a spectral hound. The spectral hound uses the statistics of a shadow, except it doesn’t have the Sunlight Weakness trait and it can’t make new shadows when it kills Humanoids. It appears in an unoccupied space within 5 feet of the relentless hound and acts on the same initiative as that hound. After the spectral hound finishes a long rest, it becomes a relentless hound.
Raise Corpse. One Humanoid corpse the vetala can see within 30 feet of it rises as a skeleton or zombie (the vetala’s choice) under the vetala’s control.
Bone Lord: A bone lord spawns spontaneously from a large pile of bones, generated by the collected psychic trauma—anguish, fear, grief, hate, loss, and other extreme emotions—of the atrocities that created the pile of bones. Sources of necromantic energy are required for a bone lord to form, or else bone lords would arise whenever there was mass slaughter, a great plague, or an interminable war. In spite of this, there is no definitive guiding hand in a bone lord’s creation. It is a thing born of the results of the worst of humanoid nature, and it rises with a desire to destroy those whose actions created it.
Forgotten Regent: Long ago, a kingdom in the frozen north had a ruler who was too young to lead a kingdom. A regent was appointed to guide the land until the rightful ruler came of age. Unfortunately, the regent’s actions brought a terrible tragedy to the land, leading to the death of the rightful ruler and many of the kingdom’s people. Though the kingdom fell, the regent remained after death, cursed to lead the damned souls of the people as punishment for failing to protect them in life.
The forgotten regent has been cursed to lead a kingdom of the damned in the frozen reaches of the world.
Ghost Knight Templar: When a ghost knight makes its 113th kill with its lance, the slain victim’s spirit fuses to the weapon. In a ceremony to promote the ghost knight to a templar, the order’s priests and priestesses break the lance over an altar. The ghost knight and its horse then absorb the victim’s spirit from the lance, transforming them into powerful creatures.
Lakescourage Lotus: The followers of an evil water god created the lakescourge lotus by implanting seeds in the chest of waterlogged corpses; the seeds spread vein-like roots and necrotic energy into the body.
Peat Mummy, Undead Remains of an Innocent Who Was Murdered by Drowning in a Swamp: Peat mummies are the undead remains of innocents who were murdered by drowning in a swamp. The mud of the bog preserves the body while the unquiet spirit festers within it. The resulting mummy is a rage-fueled shell that seeks vengeance against the people it blames for its condition. Since becoming a peat mummy can take decades, the unfortunates who suffer the creature’s wrath are often unaware of its existence.
Necrotech Bonecage Constrictor: This enormous, skeletal snake is crafted from innumerable humanoid skeletons, ribcage after ribcage linked together.
Rather than an army of skeletons, a powerful necromancer can instead assemble the bones of dozens of humanoids into something far more terrifying. Because of their mismatched parts, no two constrictors are exactly the same; however, they all resemble enormous serpents or centipedes: long stretches of rib cage supported by grasping hands or feet. Often, the head is made of several skulls, with the glittering lights of reanimation sparkling from dozens of eye sockets.
Necrotech Reaver: Necrotech reavers are made from the parts of multiple giants. The gaps between the disparate bodies are bridged with enchanted timber and iron reinforcements, then bladed chains are attached to the creature’s arms and torso. While acquiring the titanic corpses necessary to make a reaver is difficult, the process of stitching them together is relatively simple. Aggressive use of mundane components in the scaffolding and reinforcement allows even neophyte necromancers to participate in their construction and maintenance, while the relative disposability of parts means that a necrotech can be repaired and re-animated as long as dead giants are available as raw material.
Necrotech Thunderer: Their bodies are built from elephants, triceratops, or similarly massive quadrupeds, while their skulls and spines are carved open to make room for ballistae carved from slain treants. A thunderer’s body is then hardened against necrotic energy, allowing it to channel explosive bolts of necromantic magic through the siege weapon built into its spine.
Offal Walker: Offal walkers are patchwork undead designed by enterprising necromancers determined to put the spare intestines to use.
Necromantic Leftovers. An offal walker is constructed from a smattering of spare legs, and whatever animal bones are nearby, stitched together to provide a framework and anchoring point for hundreds of feet of coiled intestine.
Old Salt: An old salt is a sailor who was wrongly convicted of a crime and condemned to walk the plank. Just before drowning, the old salt swore an oath of vengeance against those who wronged it. Thirteen weeks later, the sailor washed ashore in a port where a false accuser resides.
Relentless Hound: Legend has it that a merciless thief made a network of caverns his base of operations. His only companions in his ruthless attacks from this network were abused hounds trained to do his dirty work. When the hounds refused to carry out orders to destroy a helpless family, the thief trapped them in the deepest cavern to die, alone and abandoned by their only master. There, their cries and howls went unheard, and one by one, they perished— but not before their grief turned to rage. Bound to the places where they were left to die, the ghosts of the maddened hounds lurk, stronger and more vicious than any living canine, looking for vengeance.
Ruin Scarab: These undead beetles were created by lords of undeath with just enough intelligence to be trainable.
Starving Specter: ?
Swampgas Shade, Aggrieved Soul of a Humanoid Murdered in a Swamp: A swampgas shade is the aggrieved soul of a humanoid murdered in a swamp. Mired in muck, the body cannot decompose, and spawns an undead instead. The soul is trapped on the Material Plane, tied to the area within a mile of its corpse.
Truant Devourer: ?
Underworld Sentinel: Dark Origins. Centuries ago, a sinister cult dedicated to the deity of death arose among a clan of deep-dwelling stone giants. Heeding the pronouncements of a herald of undeath (see Creature Codex), the giants gave up their natural lives in exchange for immortality and unholy power. Carving runes and symbols into their bodies in a dark ritual, they were transformed into the first underworld sentinels.
Vampiric Vanguard: Vampire lords often transform vanquished paladins and other protectors of light into vampiric vanguards, reveling in the horrid juxtaposition between life and undeath while utilizing their warriors’ spirit.
Wrackwraith: Humanoids that die when swept into the sea by the tide sometimes return to haunt the shores where they drowned.
Wrackwraiths form because others refused or were unable to help the drowning person, or because the person was purposely drowned. Wrackwraiths desire vengeance against the living.
Wraith Oathrot, Tormented Spirit of One Who Broke Solemn Vows Causing Tragedy By Doing So: Denied eternal rest, oathrot wraiths are the tormented spirits of those who broke solemn vows, causing tragedy by doing so. Unrepentant, they now roam the world constantly reminded of their weakness and failure.
Zombie Smokeplume: ?
Zombie Voidclaw: Voidclaw zombies are suffused with the magic of the Void, which twists their bodies into odd proportions, including overly large clawed hands, a shortened frame, increased intellect, and surprising speed. They are created in rituals invoking the Void, and they channel its dark energy.
Bone Collector, Fully Animate Vulture Carcass, Familiar, Gatherer, Eyes of the Dead, Minion: ?
Bone Lord, Giant Goat-Like Skeleton With a Four-Armed Humanoid Torso, Collective Amalgam of Various Bones, Bones of Darkness and Fury, Undead Menace: ?
Forgotten Regent, Dwarf, Ghostly Dwarf, Ally of the Damned, Cursed Ruler: ?
Ghost Knight Templar, Champion of Evil, Powerful Creature: ?
Lakescourage Lotus, Waterlogged Cadaver With a Gaping Hole in its Chest: ?
Peat Mummy, Common Villager Who Ran Into Trouble in the Swamp, Murderer of Murderers, Undead Horror: ?
Enraged Peat Mummy: ?
Necrotech: Necrotech creations are massive undead creatures made by a group of necromancers.
Necrotech, Massive Undead Creature: ?
Necrotech, Siege Weapon: ?
Necrotech, Powerful Mode of Transportation: ?
Experimental Necrotech: The darakhul of the Ghoul Imperium have long practiced necromancy, using the corpses and bones of Underworld denizens to create new undead servants and devise powerful war machines to aid in their conquest of the subterranean lands. Under Emperor Nicoforus, the darakhul necromancers, known as the Necrophagi, have prospered in their mission to develop experimental necrotech, and their progress has accelerated over the last decade, thanks to the blasphemous volumes of eldritch lore gifted to the ghouls by the vampires of Morgau and Doresh in exchange for their military aid against Krakova.
Necrotech Bonecage Constrictor, Enormous Skeletal Snake, Monstrous Creature, Necromantic Amalagam, Necrotic Prison: ?
Necrotech Reaver, Patchwork Undead its Top Half That of a Frost Giant its Bottom Half That of a Stone Giant: ?
Necrotech Reaver, Necromantic Vanguard, Specialist Necrotech Construct: ?
Necrotech Thunderer, Undead Elephant Who Has Had the Top of its Skull and Spine Carved Out Replaced With an Enormous Ballista of Polished Brass: ?
Necrotech Thunderer, Dedicated Undead Siege Weapon, Dedicated Artillery: ?
Offal Walker, Assemblage of Loose Limbs, Patchwork Undead, Necromantic Leftovers, Support Combatant: ?
Old Salt, Undead Sailor, Persistent Avenger: ?
Relentless Hound, Ghost, Multiplying Menace: ?
Spectral Hound: When struck while near death, the relentless hound splits, creating a duplicate of itself. (Tome of Beasts 3 for 5th Edition)
Relentless Hound mulitply power. (Tome of Beasts 3 for 5th Edition)
Ruin Scarab, Large Beetle, Undead Preparer of the Dead, Undead Pet, Undead Beetle, Fine Guard, Guard, Cleaner, Deterrent, Retriever: ?
Starving Specter, Ghostly Being, The Forgotten, Tragic Horror: ?
Swampgas Shade, Ethereal Shadow of Hatred and Swampgas, Ghostly Undead: ?
Truant Devourer, Decaying Form, Enforcer of the Lords of Death, Servant of the Undying, Devourer of the Damned: ?
Underworld Sentinel, Huge Emaciated Giant, Undead Giant Sworn to Serve the Gods of Death and Undeath, Passage Guardian: ?
Underworld Sentinel, Guard: ?
Vampiric Vanguard, Excellent Shock Trooper: ?
Vampiric Vanguard, Excellent Linebreaker: ?
Vampiric Vanguard, Tragic Champion: ?
Wrackwraith, Pile of Seaweed and Other Detritus, Vaguely Humanoid Shape, Angry Dead: ?
Zombie Smokeplume, Massive Zombie: ?
Zombie Smokeplume, Shock Trooper: ?
Zombie Smokeplume, Weapon of Terror: ?
Zombie Voidclaw, Efficient Killer, Surprisingly Capable Killer: ?
Ghost Knight Templar: Ghost knights were once living creatures who accepted the blessing of undeath and rose through the ranks of their dark kingdom’s armies.
Some orders of knighthood require service after death; ghost knights templar are one such group. Both the willing and the conscripts entering the order as living men and women, and those who serve bravely and loyally for five years or more are “raised up” into the ranks of the undead by their undead lords.
Undead Warhorse: ?
Ghostly Mount: When a ghost knight makes its 113th kill with its lance, the slain victim’s spirit fuses to the weapon. In a ceremony to promote the ghost knight to a templar, the order’s priests and priestesses break the lance over an altar. The ghost knight and its horse then absorb the victim’s spirit from the lance, transforming them into powerful creatures.
Ghostly Mount, Flying Undead Warhorse, Powerful Creature, Flying Mount, Steed, Mount: ?
Undead, Undead Creature: Vampire lords animate many undead creatures to serve their various needs.
Servant of Darkness, Undead That Lurks at Night: ?
Incorporeal Undead: ?
Undead Lord: ?
Undead Servant: ?
Lesser Umdead: ?
Ghost: ?
Ghost, Incorporeal Undead, Spirit: ?
Ghoul: ?
Ghoul, Supernatural Creature: ?
Virtuoso Lich: ?
Lich, More Powerful Minion: ?
Deranged Lich: ?
Deranged Visionary Lich: ?
Mummy Lord: ?
Shadow: Alternatively, the shadow lurker can combine two stolen shadows into a shadow instead.
Skeleton: Vetala Demon Raise Corpse power.
Vetala Demon Master of Death power.
Warhorse Skeleton: ?
Specter, Servant of Darkness, Undead That Lurks at Night, Spirit: ?
Vampire, Servant of Darkness, Undead That Lurks at Night, More Powerful Minion, Supernatural Creature, Creature That Feeds on Blood: ?
Vampire Lord: ?
Vampire Spawn: ?
Wight: ?
Wraith, Incorporeal Undead: ?
Shambling Undead Zombie: ?
Zombie: A Humanoid or Beast slain by this [barnacle shivers] disease rises 24 hours later as a zombie.
A Humanoid slain by [a cave sovereign's consume soul] attack rises 1d4 rounds later as a zombie under the cave sovereign’s control, unless the Humanoid is restored to life or its body is destroyed.
When a creature dies while trapped inside a drudge pitcher’s pitcher, the drudge pitcher regains 11 (2d10) hp, and the corpse of the creature rises as a zombie.
Vetala Demon Raise Corpse power.
Vetala Demon Master of Death power.
Zombie, Frontline Trooper: ?
Darakhul: ?
Emperor Nicoforus: ?
The Necrophagi, Darakhul Necromancer: ?
Glacial Corruptor: ?
Master of Undeath. A Humanoid killed by the vetala or an Undead under its control rises 1 minute later as a skeleton or zombie (the vetala’s choice), unless the Humanoid is restored to life or its body is destroyed. The vetala can have no more than 20 total skeletons and zombies under its control at one time.
Multiply (3/Day). When the relentless hound takes damage while below half its hp maximum, it creates a spectral hound. The spectral hound uses the statistics of a shadow, except it doesn’t have the Sunlight Weakness trait and it can’t make new shadows when it kills Humanoids. It appears in an unoccupied space within 5 feet of the relentless hound and acts on the same initiative as that hound. After the spectral hound finishes a long rest, it becomes a relentless hound.
Raise Corpse. One Humanoid corpse the vetala can see within 30 feet of it rises as a skeleton or zombie (the vetala’s choice) under the vetala’s control.
Tome of Beasts 3 Lairs for 5th Edition
Wrackwraith: ?
Wrackwraith, Humanoid Shape Formed by Torn Fabric and Sundered Wood Shorn Hair and Shattered Bone: ?
Undead: ?
Hungry Undead: ?
Ghost: Once the oozes emerge into Area 3 to attack, a spirit rises through the altar and steps forward: a ghost, the spirit of one of those interred in the undercroft, awoken and corrupted by the ooze defilement.
Panifex, Ghost, Spirit: During renovations to her bakery, a hidden room was discovered, previously walled off from the rest of the bakery. When investigating this find, Amaranth was attacked by the ghost of Panifex, the former owner and another bakery drake. A decade ago, Panifex’s baked goods were the talk of the town. However, unlike Amaranth, he was not simply a baker, but also a spy, using his place in high society to glean sensitive information to pass on to his masters. He was eventually discovered, and one night agents of the nobility sneaked into the bakery, subdued Panifex, and walled him up in his own basement as punishment for his treason. Panifex died a slow death, cursing his captors with his final breath. But the drake’s spirit lingered, bent on revenge . . . yet he could not leave the rooms in which he died.
Dean Mikolaj Heinrosch, Ghost, Founder: The college, built more than sixty years ago, is as much a monument to the ambitions and ego of Mikolaj Heinrosch as it is an academy. With wealth earned through years of adventuring, he retired and turned his hand to composing music—and indeed achieved some minor repute in that realm, with a handful of his compositions occasionally (okay, once) mentioned among those of the great composers. Not content with the “minor” part of “minor repute,” or the fact that he was only once mentioned among the greats, Heinrosch hired gnomish architects and inventors to design an institute that would elevate his bardic legacy. Alas, Heinrosch died before the college ever became successful, and the institution folded abruptly after his demise.
Now, within the college’s walls, musical constructs have awakened by Heinrosch’s ghost, assisting him while he works towards his goal of completing his unfinished magnum opus.
Dwarven Ghost: ?
Ghost, Spirit: ?
Ghoul: ?
Minotaur Skeleton: ?
Spook: ?
Specter: ?
Wraith: ?
Zombie: ?
Ogre Zombie: ?
Wrackwraith, Humanoid Shape Formed by Torn Fabric and Sundered Wood Shorn Hair and Shattered Bone: ?
Undead: ?
Hungry Undead: ?
Ghost: Once the oozes emerge into Area 3 to attack, a spirit rises through the altar and steps forward: a ghost, the spirit of one of those interred in the undercroft, awoken and corrupted by the ooze defilement.
Panifex, Ghost, Spirit: During renovations to her bakery, a hidden room was discovered, previously walled off from the rest of the bakery. When investigating this find, Amaranth was attacked by the ghost of Panifex, the former owner and another bakery drake. A decade ago, Panifex’s baked goods were the talk of the town. However, unlike Amaranth, he was not simply a baker, but also a spy, using his place in high society to glean sensitive information to pass on to his masters. He was eventually discovered, and one night agents of the nobility sneaked into the bakery, subdued Panifex, and walled him up in his own basement as punishment for his treason. Panifex died a slow death, cursing his captors with his final breath. But the drake’s spirit lingered, bent on revenge . . . yet he could not leave the rooms in which he died.
Dean Mikolaj Heinrosch, Ghost, Founder: The college, built more than sixty years ago, is as much a monument to the ambitions and ego of Mikolaj Heinrosch as it is an academy. With wealth earned through years of adventuring, he retired and turned his hand to composing music—and indeed achieved some minor repute in that realm, with a handful of his compositions occasionally (okay, once) mentioned among those of the great composers. Not content with the “minor” part of “minor repute,” or the fact that he was only once mentioned among the greats, Heinrosch hired gnomish architects and inventors to design an institute that would elevate his bardic legacy. Alas, Heinrosch died before the college ever became successful, and the institution folded abruptly after his demise.
Now, within the college’s walls, musical constructs have awakened by Heinrosch’s ghost, assisting him while he works towards his goal of completing his unfinished magnum opus.
Dwarven Ghost: ?
Ghost, Spirit: ?
Ghoul: ?
Minotaur Skeleton: ?
Spook: ?
Specter: ?
Wraith: ?
Zombie: ?
Ogre Zombie: ?
Tome of Heroes for 5th Edition
Spirit Usher: ?
Spirit Usher, Undead Spirit: ?
Darakhul, Ghoulish Darakhul, Ravenous Unrelenting Darakhul: Both ordinary ghouls and darakhul arise from the infected corpses of other races.
Before the terrible scourge of darakhul fever transformed you into an undead creature, you belonged to another race.
Darakhul, Ghoulish Undead, Ravenous Undead, Scavenger, Loathsome Murdering Abomination: ?
Darakhul Envoy, Undead Diplomat: ?
Darakhul Ambassador, Undead Diplomat: ?
Darakhul Messenger, Undead Diplomat: ?
Darakhul Scout, Undead Diplomat: ?
Darakhul Trader, Undead Diplomat: ?
Adventuring Darakhul: ?
Darakhul Diplomat: ?
Darakhul Merchant: ?
Darakhul Derro Heritage: ?
Darakhul Dragonborn Heritage: ?
Darakhul Drow Heritage: ?
Darakhul Dwarf Heritage: ?
Darakhul Elf Heritage: ?
Darakhul Shadow Fey Heritage: ?
Darakhul Gnome Heritage: ?
Darakhul Halfling Heritage: ?
Darakhul Human Heritage: ?
Darakhul Half-Elf Heritage: ?
Darakhul Kobold Heritage: ?
Darakhul Ravenfolk Heritage: ?
Darakhul Tiefling Heritage: ?
Darakhul Trollkin Heritage: ?
Darakhul Spy: ?
Darakhul Hunter: ?
Shade: Life leaves echoes in its wake, whether crumbled remnants of a bygone civilization, tales of heroes and gods that spawn new beliefs, or even the echo of an individual soul left behind to haunt the living world. Fantasy worlds are no strangers to ghosts and specters that linger beyond death, but sometimes a person’s passion, purpose, and will to live are so strong, their tie to the living world so unbreakable, that their memories create a vessel for their soul after their body dies. These people are called shades. Shades can arise from any living race.
There are rumors of darakhul or other undead leaving shades behind after destruction, but there are no reliable accounts of such a creature. It is more likely that an undead creature with strong enough will to become a shade becomes a shade of the race they were in true life.
A shade possesses a physical body that looks, acts, and feels similar to a living member of their original race, at least superficially. Shades must breathe, consume food and drink, and require shelter from adverse weather. Despite the functional similarities to a living body, a shade isn’t composed of flesh and blood. Their bodies are a memory of who they once were, inhabited and quickened by the presence of their soul.
Newer Shade: ?
Shade Adventurer: ?
Traveling Shade: ?
More Established Shade: ?
Krakovan Shade: The largest known concentration of shades has arisen relatively recently in the conquered kingdom of Krakovar. The death that swept from the vampires to the south and their ghoulish allies that boiled up from the earth’s crevices created the perfect conditions for shades to arise.
Werghart Shade: ?
Siwali Shade: ?
Undead, Undead Creature: ?
Hungering Undead: ?
Abomination: ?
Undead Creature With Sunlight Sensitivity: ?
Creature Without Vital Internal Organs: ?
Ghost: ?
Ghoul, Ordinary Ghoul: ?
Ghoulish Ally: ?
Lich: ?
Shadow: Shadowmaker poison.
Skeleton: ?
Specter: ?
Vampire: ?
Vampire, Undead Creature With Sunlight Hypersensitivity, Creature Harmed by Sunlight: ?
Zombie: ?
Shadowmaker (Injury). This thin, black oil is extracted from plants killed by necrotic damage or other supernatural blight. A creature subjected to this poison must succeed on a DC 19 Constitution saving throw or be poisoned for 8 hours. While poisoned in this way, the creature’s Strength score is reduced by 1d3 at the end of each hour. It then can repeat the saving throw, ending the poisoned effect on itself on a success. The creature dies if this reduces its Strength to 0, and a humanoid that dies from this poison rises 1d4 hours later as a shadow. Otherwise, the reduction lasts until the creature finishes a long rest after it is no longer poisoned.
Spirit Usher, Undead Spirit: ?
Darakhul, Ghoulish Darakhul, Ravenous Unrelenting Darakhul: Both ordinary ghouls and darakhul arise from the infected corpses of other races.
Before the terrible scourge of darakhul fever transformed you into an undead creature, you belonged to another race.
Darakhul, Ghoulish Undead, Ravenous Undead, Scavenger, Loathsome Murdering Abomination: ?
Darakhul Envoy, Undead Diplomat: ?
Darakhul Ambassador, Undead Diplomat: ?
Darakhul Messenger, Undead Diplomat: ?
Darakhul Scout, Undead Diplomat: ?
Darakhul Trader, Undead Diplomat: ?
Adventuring Darakhul: ?
Darakhul Diplomat: ?
Darakhul Merchant: ?
Darakhul Derro Heritage: ?
Darakhul Dragonborn Heritage: ?
Darakhul Drow Heritage: ?
Darakhul Dwarf Heritage: ?
Darakhul Elf Heritage: ?
Darakhul Shadow Fey Heritage: ?
Darakhul Gnome Heritage: ?
Darakhul Halfling Heritage: ?
Darakhul Human Heritage: ?
Darakhul Half-Elf Heritage: ?
Darakhul Kobold Heritage: ?
Darakhul Ravenfolk Heritage: ?
Darakhul Tiefling Heritage: ?
Darakhul Trollkin Heritage: ?
Darakhul Spy: ?
Darakhul Hunter: ?
Shade: Life leaves echoes in its wake, whether crumbled remnants of a bygone civilization, tales of heroes and gods that spawn new beliefs, or even the echo of an individual soul left behind to haunt the living world. Fantasy worlds are no strangers to ghosts and specters that linger beyond death, but sometimes a person’s passion, purpose, and will to live are so strong, their tie to the living world so unbreakable, that their memories create a vessel for their soul after their body dies. These people are called shades. Shades can arise from any living race.
There are rumors of darakhul or other undead leaving shades behind after destruction, but there are no reliable accounts of such a creature. It is more likely that an undead creature with strong enough will to become a shade becomes a shade of the race they were in true life.
A shade possesses a physical body that looks, acts, and feels similar to a living member of their original race, at least superficially. Shades must breathe, consume food and drink, and require shelter from adverse weather. Despite the functional similarities to a living body, a shade isn’t composed of flesh and blood. Their bodies are a memory of who they once were, inhabited and quickened by the presence of their soul.
Newer Shade: ?
Shade Adventurer: ?
Traveling Shade: ?
More Established Shade: ?
Krakovan Shade: The largest known concentration of shades has arisen relatively recently in the conquered kingdom of Krakovar. The death that swept from the vampires to the south and their ghoulish allies that boiled up from the earth’s crevices created the perfect conditions for shades to arise.
Werghart Shade: ?
Siwali Shade: ?
Undead, Undead Creature: ?
Hungering Undead: ?
Abomination: ?
Undead Creature With Sunlight Sensitivity: ?
Creature Without Vital Internal Organs: ?
Ghost: ?
Ghoul, Ordinary Ghoul: ?
Ghoulish Ally: ?
Lich: ?
Shadow: Shadowmaker poison.
Skeleton: ?
Specter: ?
Vampire: ?
Vampire, Undead Creature With Sunlight Hypersensitivity, Creature Harmed by Sunlight: ?
Zombie: ?
Shadowmaker (Injury). This thin, black oil is extracted from plants killed by necrotic damage or other supernatural blight. A creature subjected to this poison must succeed on a DC 19 Constitution saving throw or be poisoned for 8 hours. While poisoned in this way, the creature’s Strength score is reduced by 1d3 at the end of each hour. It then can repeat the saving throw, ending the poisoned effect on itself on a success. The creature dies if this reduces its Strength to 0, and a humanoid that dies from this poison rises 1d4 hours later as a shadow. Otherwise, the reduction lasts until the creature finishes a long rest after it is no longer poisoned.
Tome of Horrors 2020 (5e)
Binguai, Frozen Giant: They are the undead remains of shamans or especially bloodthirsty warriors risen from the dead to visit frozen doom upon their tribes’ enemies.
In addition to their role in a frost giant tribe, binguai may also rise from their graves to defend the final resting places of other frost giants.
Bloody Bones: Bloody bones are created when a person desecrates the temple of an evil god and dies in the process. At least, that is what scholars hope, for that would make this horror decidedly rare.
Bog Corpse: Created by foul magics of long-dead gods, bog corpses are the remains of victims sacrificed to these otherworldly entities in times long before history began to be recorded. Cursed by the rituals that consigned them to a fetid tomb, bog corpses protect the sacred places in which they died. Once their unholy sites are disturbed, they rise to drive off the intruders and also to hound them to death. Those slain by a bog corpse are not entirely dead, and the bog corpse attempts to carry its victims back before the soul departs its body. Once interred in the rotting bog, the fresh corpse transforms into a bog corpse.
A creature reduced to 0 hit points by a bog corpse is not dead. Instead, it falls into a coma that lasts until the bog corpse that reduced it to 0 hit points is slain, after which the victim becomes stable as if it had passed three death saves. If a creature in a coma caused by a bog corpse is placed in the sacred bog the corpse guarded, that creature becomes a bog corpse in 1d6 days.
Bone Cobbler: ?
Skeletal Statue: Bone Cobbler Animate Bones power.
Bone Reaper: ?
Undead Feral Cat: ?
Corpsepun: Corpsespun follow the commands of the corpsespinner that created them, which they receive telepathically.
Creatures that die while affected by a corpsespinner’s poison that are not devoured by the corpsespinner rise in one hour as a corpsespun.
Crawling Hand: Crawling hands are horrid necromantic creations that wander darkened areas, often crypts, in search of living prey to choke the life out of them. Some are made by foul magics that seek to create swarms of lesser minions to guard areas and commit assassinations. Other crawling hands are the result of careless adventurers who hack away at zombies with little regard to the lingering necromantic energies that might reanimate severed parts
Demi-Lich, Ordinary Demi-Lich: When the lifeforce of an ancient lich of incredible power finally diminishes and its material body decays — a process that often takes centuries of undeath — the undead being’s soul lingers in the area and possesses the only viable remains: the skull. After this second death, the eye sockets and the teeth of the demi-lich-possessed skull oddly transform into clear gemstones (each worth 1,000 gp), with a single gemstone growing in each eye socket to match the six gems that replace the teeth.
Greater Demi-Lich: A greater demi-lich is a demi-lich that has spent eons traveling the planes of existence and exploring dark, arcane secrets. It has succeeded in recovering some of its former spellcasting ability and developing other unholy powers beyond even those it had as a lich. Some say such demi-liches deliberately abandoned their bodies in order to more fully focus on their sinister studies. Although a greater demi-lich can never regain its lost body, it has learned to capture the souls of the creatures it encounters and store them in the gemstones embedded in its skull. It then transfers the souls to once again power its phylactery.
Draug: When a ship and her crew die at sea in horrific fashion, they sometimes reanimate as draug.
Draug Captain: Most often, the captain of a crew of draug was the captain of the ship in life, but if the ship went down as part of a mutiny, it could be anyone: the cook, the boatswain, a really clever cabin boy, whoever the spirits of the dead sailors looked to as their leader.
Duppy, Hate-Filled Duppy: When the cruelest sailors die ashore, out of reach of their ship and crew and a proper burial at sea, they sometimes rise again as hate-filled duppies.
Egui: Variously described as the ghosts of those who died of hunger or of those who were especially gluttonous in life, egui wander the night in search of food in order to sate their terrible, gnawing hunger.
Ekimmu, Ekimuu, Spirit of the Dead Who Has Not Been Given Proper Funerary Rites: Ekimuu are the spirits of the dead who have not been given proper funerary rites. They may be murder victims cast into a defile, lonely hermits who died far away from others, or travelers too far from home for anyone to claim their corpses. Denied entry into the afterlife, they roam the world looking to vent their wrath upon mortals.
Fear Guard: Any living creature reduced to Wisdom 0 by a fear guard is slain and becomes a fear guard under the control of its killer in 1d6 rounds.
Forest Child: Forest children are born as amalgams of the restless spirits of children who were murdered or who died of prolonged suffering. When such innocent, outraged souls go unavenged or are unable to pass on, they sometimes drift toward the heart of the nearest forest and merge into a forest child’s unquenchable malice. Only in cases of nearby mass child tragedy do two or more forest children appear together, but when they do, they appear and behave as close siblings.
Gholle: ?
Ghoul of Khemit: ?
Lacedon: ?
Ghul: Ghuls are the undead form of genies returned to life by some ancient and now-forgotten magic.
Groaning Spirit: The groaning spirit is the malevolent spirit of a female elf often found haunting swamps, fens, moors, and other desolate places.
Guardian Shade: A guardian shade is the ghost of a warrior whose life was dedicated to protecting sacred places or holy individuals. Upon death, these warriors are given the option by the gods, spirits, or the shamans of their nation to continue serving as protectors. A guardian shade created in this fashion dwells alongside another’s spirit inside their body and emerges to aid its host when danger threatens.
Hoar Spirit: Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoar spirits haunt the icy wastelands of the world seeking warmblooded living creatures in which to share their icy hell.
Hyaenodon Undead: ?
Masked Spirit: Masked spirits are undead entities said to originate directly from the plane of death. They do not appear to be the spiritual remains of living creatures, but rather the product of extreme emotions, momentous events, or great violence. The distillation of many different passions, they are drawn to the living, hoping to elicit similar emotions from their victims.
Mogwai: Mogwais are created by demons, using the spirits of the dead as raw material.
Mogwai Don'gui, Ice Wraith: It is believed that they are created from the death throes of those who died alone and without comfort, and now remain near where they died, consumed by the naturalistic fury of the storms and their rage at those who remain living.
Lightning-Quick Mummy: Lightning-quick mummies are created by foul sorceries to lure and trap those wishing to disturb the rest of the unliving.
Murder Born: Murder of the foulest kind creates the ghastly undead known [as murder born]. When a pregnant mother and her unborn child are slain and their bodies not given a proper burial, then the spirit of the unborn rises as a murder born.
Murder Crow: Murder crows are not of this world, or so the sages say. Other texts speak of natural birds cursed by foul wizardry to become these monstrosities.
Shadow Rat: ?
Red Jester: Red jesters are thought to be undead court jesters put to death for telling bad jokes, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another legend speaks of the red jesters as being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material Plane to “entertain” those the demon prince has chosen to pay special attention to.
Greater Shadow: According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. All shadow beings are said to spring from this malevolent source. Of its creations, the greater shadows are among the worst.
Swarm of Undead Bats: ?
Swarm of Undead Hummingbirds: ?
Swarm of Undead Rats: ?
Shadow Wolf: ?
Aqueous Zombie: Aqueous zombies are the remains of victims sacrificed to the sea and the gods of the deep. The ritual to create them is quite gruesome and involves stuffing the still-living sacrifice with dried sea salt and blood until their stomach bursts, at which point they are drowned.
Bramble Zombie: A bramble zombie is what happens when a medium creature addicted to bramble berries dies.
A bramble zombie is incapable of actions contrary to the well-being of the bramble that created it.
If any of those loyal to it switch sides once they see it move, the bramble kills those enemies first so that they (still addicted to the berries) can instead rise as bramble zombies.
If a Medium creature addicted to bramble berries dies (for any reason), the target rises again within 1d4 rounds as a bramble zombie. Larger and smaller creatures do not rise but crumble to a soil-like dust instead.
Zombie Carcharodon: ?
Goblin Zombie: ?
Juju Zombie: They are most often created by dark rituals but can also be accidently animated when a corpse is slain by powerful necromantic magic.
Gug Zombie: Can a gug even be zombified? That was the question we were throwing around that evening as we sipped ales down at the Sudden Happenstance. Well, as it turned out, Hille’s master had a fresh gug corpse and we were just drunk enough to think of it as possible, but not so drunk as to not be able to do it. We did and regretted it.
While its flesh is not of this wor[l]d, a gug is certainly flesh and blood enough to die, and if it can die, it can be animated as undead.
Zombie gugs are sometimes created when gugs are summoned to this realm and then left to guard an area for so long that even their alien bodies wither and die, yet they remain on guard for eons to come.
Mummy Zombie: Certain cursed temples or those built to glorify dark gods in the lands of Khemit animate all living creatures that die within them. These corpses rise as mummy zombies, not nearly as powerful as true mummies and lacking the funeral wrappings.
Otyugh Zombie: What’s fouler than an otyugh? A zombie otyugh. No, this is not some kind of joke; we fought one during the Darkhold campaign. Seems the Wight Kings had been using live otyughs as disposals, just tossing bits and scraps down to them when the unused corpse parts started to pile up. Tidy, for necromancers at least. When the war turned against them, they zombified their waste eaters and sent them against our lines.
While they can be created through the normal means of creating zombies, must zombie otyughs come into being through accident. While immune to mundane diseases, these offal eaters from time to time consume too much necrotic flesh. The result is a magical disease that eats the otyugh from the inside, turning it into a perverse and even fouler version of its living self.
Poisonous Snake Zombie: The tiny asps are created using vipers. Their bodies often show the wounds that caused their deaths. Necromancers and other evil sorcerers occasionally animate entire barrels of the serpents to provide added defenses for their homes.
Sphinx Zombie: Sphinx are often bound by magic to guard a place or secret lore. The magic that keeps them in service sometimes survives the magic-user who bound them, leaving the sphinx trapped. If lucky, enough food and water is provided to keep the sphinx alive for centuries; if not, they eventually succumb, trapped by the bounds of magic. These sphinxes, maddened by their callous treatment and needless deaths, animate as zombies, but zombies far more intelligent than others of their ilk.
Binguai, Undead Giant: ?
Binguai, Undead Remains of a Shaman: ?
Binguai, Undead Remains of an Especially Bloodthirsty Warrior: ?
Bloody Bones, Skeleton, Animated Skeleton: ?
Bog Corpse, Dead Thing: ?
Bog Corpse, Remains of a Victim Sacrificed to Otherworldly Entities: ?
Bone Cobbler, Undead Thing, Desiccated Looking Undead, Master Sculptor: ?
Bone Reaper, Cloaked Figure: ?
Undead Feral Cat, Walking Feline Corpse, Recently Slain Cat, Cunning Predator, Undead Beast: ?
Corpsespun, Zombie That is Infested With Spiders, Corpsespun Minion: ?
Wagna, Corpsespun: Dannick survived the spider’s stabbing foreleg through the throat, though he never spoke again. Wagna didn’t … she didn’t make it. The bite on her thigh rotted quickly, and with Dannick severely injured, we had no way of healing her. We could only comfort her as we watched her light fade. We thought that was the worst of it, but no. I still have nightmares of her face contorting as she breathed her last. Spiders boiled from her eyes, from her throat, from the wound on her thigh. They clambered around her form like it was their home. We fell back, and then Wagna sat up. The monstrous bone-white spider took that moment to return, appearing from the air behind our dead friend. It seemed to enjoy watching as she crawled toward us, spitting spiders at us as she advanced. — Constance Greenbriar, on her flight from the web lair in the caverns beneath Reme.
Crawling Hand, Disembodied Hand, Horrid Necromantic Creation: ?
Crawling Hand, Lesser Minion: ?
Demi-Lich, Skull: ?
Pauk, Greater Demilich, Very Old Demi-Lich: ?
Demilich Greater, Lich That Has Spent Eons Traveling the Planes of Existence and Exploring Dark Arcane Secrets: ?
Draug, Undead Sailor, Undead Humanoid: ?
Draug Captain, Far More Powerful Undead Creature, Mussel-Encrusted Skeleton, Undead Humanoid: ?
Duppy, Pirate: ?
Duppy, Floating Ghostly Humanoid, Evil Undead, Undead Humanoid: ?
Egui, Especially Fearful Type of Undead, Ghost, Undead Humanoid: ?
Egui, Ghost of Those Who Died of Hunger: ?
Egui, Ghost of Those Who Were Especially Gluttonous in Life: ?
Hostile Egui: ?
Ekimmu, Undead Spirit: ?
Fear Guard, Terror, Lurker, Terrible Foe, Undead Humanoid: ?
Forest Child, Child, Young Man, Boy: ?
Forest Child, Amalgam of the Restless Spirits of Children Who Were Murdered or Who Died of Prolonged Suffering, Undead Spirit: ?
Gholle, Hunched Figure, Tall Undead Hyena or Maybe Gorilla, Biped With a Stench Like a Thousand Graves: ?
Gholle, Undead Humanoid With the Features of Hyenas Gorillas and Humans, Undead Humanoid: ?
Ghoul of Khemit, Figure With Flesh Desiccated to a Sinewy Leather and a Face Elongated Into a Muzzle, Undead Horror, Hunched Figure With Sinewy Muscle and Leathery Skin, Undead Humanoid: ?
Ghul, Undead Thing, Undead Form of a Genie Returned to Life By Some Ancient and Now-Forgotten Magic, Ragged Looking Creature, Undead Djinn, Undead Genie: ?
Groaning Spirit, Elven Woman, Once-Beautiful Elf: ?
Groaning Spirit, Malevolent Spirit of a Female Elf, Translucent Image, Undead Humanoid: ?
Guardian Shade, Shimmering Form, Brawny Warrior: ?
Guardian Shade, Ghost of a Warrior Whose Life Was Dedicated to Protecting Sacred Places or Holy Individuals, Undead Spirit: ?
Evil Guardian Shade: While guardian shades are usually devoted to the defense of the helpless and the sacred, some evil shamans capture the spirits of wicked warriors and bind them to their own unholy folk — ancient priests, evil chiefs whose bodies have wasted away, weak-bodied sorcerers, and the like.
Hoar Spirit, Spirit of a Humanoid That Freezes to Death Either Because of Their Own Mistakes or Because of Some Ritualistic Exile Into the Frozen Wastes By Their Culture, Undead Humanoid: ?
Hoar Spirit, Gaunt Humanoid: ?
Hyaenodon Undead, Snarling Thing, Great Hyena That Was Neither Dead Nor Alive, Terror: ?
Hyaenodon Undead Servant, Reanimated Hyena From a Bygone Era, Undead Beast: ?
Lacedon, Fish-Folk: ?
Lacedon, Aquatic Type of Ghoul, Undead Ghoul: ?
Masked Spirit, Undead Thing: ?
Masked Spirit, Undead Entity, Fearsome Green-Shimmering Spirit, Undead Spirit: ?
Mummy Lightning-Quick, Undead Humanoid: ?
Murder Born, Wailing Infant of Translucent Spirit Matter, Ghostly Infant: ?
Murder Born, Ghastly Undead, Foul Fetus, Undead Humanoid: ?
Murder Crow, Undead Beast: ?
Shadow Rat, Rat With Rotting Flesh Torn and Matted Fur and Blazing Red Eyes: ?
Red Jester, Offending Jester: ?
Red Jester, Undead Court Jester: ?
Red Jester, Court Jester of Orcus: ?
Greater Shadow, Massive Wall of Inky Darkness, Monstrous Shadow Being: ?
Greater Shadow, Creation, Powerful Undead, Creature of Living Shadow, Greater Being: ?
Swarm of Undead Bats, Collection of Dead Bats That Still Fly, Undead Beasts: ?
Swarm of Undead Hummingbirds, Hundreds of Tiny Flitting Bodies, Swarming Mass of Tiny Birds, Birds, Tiny Birds, Undead Beasts: ?
Swarm of Undead Rats, Undead Beasts: ?
Shadow Wolf, Shadowy Shape, Nocturnal Hunter, Undead Beast: ?
Aqueous Zombie, Dead Thing, Remains of a Victim Sacrificed to the Sea and Gods of the Deep: ?
Older Bramble Zombie: ?
Zombie Carcharodon, Horror, Undead Shark, Massive Carcharodon: ?
Zombie Carcharodon, Giant Undead Shark, Undead Zombie Beast: ?
Goblin Zombie, Little Bugger, Undead Humanoid: ?
Zombie Goblin Servant: Goblin shamans who work with the materials they have often have large numbers of zombie goblin servants.
Gug Zombie, Undead Extraplanar: ?
Juju Zombie, Bodyguard, Cloaked Figure, Rotting Corpse: ?
Juju Zombie, Difficult Undead Servant, Terrible Foe, Excellent Bodyguard, Excellent Lieutenant, Undead Humanoid: ?
Shafa, Mummy Zombie: We barely had time to mourn Shafa. Our brave fighter had blundered into one too many traps and taken a swinging scythe to the head. As Sister Catherine pronounced him too far gone, he stirred and sat up. His body had already begun to desiccate and smell like the mummies we had fought, frankincense and myrrh wafting from his moaning mouth. As he rose, he blamed us, especially Miroini our trapfinder, for his death.
Mummy Zombie, Walking Dead, Undead Humanoid: ?
Otyugh Zombie, Undead Beast: ?
Poisonous Snake Zombie, Undead Snake, Undead Serpent, Tiny Asp, Undead Beast: ?
Sphinx Zombie, Once Noble and Learned Beast, Foul Perversion of Life, Undead Humanoid: ?
Undead, Undead Being, Undead Creature: ?
Undead Monstrosity: ?
Lesser Undead, Guardian: ?
Lesser Undead, Servant: ?
Undead, Abomination, Offense to the Proper Order of Nature: ?
Undead Gull, Horror: As we crossed the Sea of the Dead, we fought off the many horrors spawned by that cursed place. Bloated zombies clambered aboard, undead gulls stripped the flesh from the unwary, and even the weevils in our biscuits animated and attacked.
Animated Weevil: As we crossed the Sea of the Dead, we fought off the many horrors spawned by that cursed place. Bloated zombies clambered aboard, undead gulls stripped the flesh from the unwary, and even the weevils in our biscuits animated and attacked.
Animated Weevil, Horror: ?
Undead Shark, Horror: ?
Death Knight: ?
Hungry Ghost: ?
Ghoul: A creature that has lost its last hit die to the nabasu’s death gaze has disadvantage on all death saves for the next 24 hours, and if it dies within that time, it rises as a ghoul in 1d4 rounds under the nabasu’s control.
Any humanoid creature slain by the gholle rises as a ghoul within 1d6 hours.
Jin Xoku Ting, Evil Lich: The cruel Emperor Jin Xoku Ting treated his enemies with exceptional brutality, rounding up rebellious nobles, dissatisfied peasants, unsuccessful officers, and others, then subjected them to merciless torture and eventual execution by beheading. The emperor’s tyrannical practices were bad enough on their own, but soon were made far worse when it was discovered that he had transformed himself into an evil lich and placed the heads of his victims into necromantically-powered constructs to serve as his immortal guard.
Lich: ?
Ancient Lich of Incredible Power: ?
Mummy, True Mummy: ?
Dwarven Mummy Guard: ?
Shadow, Normal Shadow: If a non-evil humanoid dies from [a greater shadow's strength drain] attack, a shadow rises from the corpse 1d4 rounds later under the greater shadow’s command.
If a non-evil humanoid dies from this [a shadow wolf's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Skeleton: It was a damned tree. No, really, a damned tree. The thing [a gnarlwood] looked like a tree with four massive branches holding up bundles of green-black leaves fringed with white patterns. The thing, the tree, had a face! A twisted skull-like mockery of a face that leered and snarled at us. With one wave of a woody limb, it called up the skeletons of those it had slain to join the fight.
Vengeful Spirit: ?
Short-Lived Echo of a Demi-Lich's Former Self, Wraith: Demi-Lich Malevolent Echo Lair Action.
Greater Demi-Lich Malevolent Echoes Lair Action.
Zombie: A humanoid slain by this [a duppy's incorporeal touch] attack rises 24 hours later as a zombie under the duppy’s control, unless the humanoid is restored to life or its body is destroyed.
Zombie, Newly Undead Friend: Cerebral Stalker Consume Brain power.
Genir, Zombie: The thing that came out of the hollow skull next was all claws and teeth, a hunched muscular form that landed squarely on poor Genir. The top of the mage’s head vanished with one claw swipe as we formed up for another fight. Our resolve wilted as Genir — poor, dead Genir — stood up again.
Plague Zombie: N'gathau Rauuka the Ravager Undead Nightmare venom.
Undead Zombie Beast: ?
Bloated Zombie, Horror: ?
Human Zombie: ?
Animate Bones (1/day). A bone cobbler animates up to five skeletal statues within 30 feet of itself. These creatures use the stat block of skeletons, though their forms and structures do not need to resemble humanoids or anything remotely humanoid. The skeletal statues remain animated until destroyed, until the bone cobbler wills them back into statues, or for 24 hours.
Consume Brain. Once it has its victim underground, the cerebral stalker begins gnawing on the victim’s head, rapidly chewing through bone and tissue, dealing 13 (2d8 + 4) piercing damage each round. When the victim dies, the cerebral stalker reaches the victim’s brain, which it promptly devours. A victim slain in this manner reanimates in 1d4 rounds as a zombie. Typically, the cerebral stalker “tosses” them back up to the surface of the ground so their traveling companions can witness the reanimation and deal with their newly undead friend. Zombies created in this manner are under no one’s control.
Malevolent Echo. A short-lived echo of the demi-lich’s former self appears in the form of a wraith in an unoccupied space within 30 feet of the demi-lich and obeys the demi-lich’s telepathic commands (no action required). It rolls initiative, acts on its own turn, and disappears after one minute or when it drops to 0 hit points.
Malevolent Echoes. Two separate short-lived echoes of the demi-lich’s former self appear in the form of wraiths in two unoccupied spaces within 30 feet of the demi-lich and obey the demi-lich’s telepathic commands (no action required). Each rolls initiative, acts on its own turn, and disappears after one minute or when it drops to 0 hit points.
Undead Nightmare: Using this venom instantly kills the target. The soul of the slain victim is trapped by Rauuka in a phylactery jar and the body is instantly transformed into a plague zombie under Rauuka’s command. If Rauuka uses this effect, he cannot use his needle claws until the end of his next turn.
In addition to their role in a frost giant tribe, binguai may also rise from their graves to defend the final resting places of other frost giants.
Bloody Bones: Bloody bones are created when a person desecrates the temple of an evil god and dies in the process. At least, that is what scholars hope, for that would make this horror decidedly rare.
Bog Corpse: Created by foul magics of long-dead gods, bog corpses are the remains of victims sacrificed to these otherworldly entities in times long before history began to be recorded. Cursed by the rituals that consigned them to a fetid tomb, bog corpses protect the sacred places in which they died. Once their unholy sites are disturbed, they rise to drive off the intruders and also to hound them to death. Those slain by a bog corpse are not entirely dead, and the bog corpse attempts to carry its victims back before the soul departs its body. Once interred in the rotting bog, the fresh corpse transforms into a bog corpse.
A creature reduced to 0 hit points by a bog corpse is not dead. Instead, it falls into a coma that lasts until the bog corpse that reduced it to 0 hit points is slain, after which the victim becomes stable as if it had passed three death saves. If a creature in a coma caused by a bog corpse is placed in the sacred bog the corpse guarded, that creature becomes a bog corpse in 1d6 days.
Bone Cobbler: ?
Skeletal Statue: Bone Cobbler Animate Bones power.
Bone Reaper: ?
Undead Feral Cat: ?
Corpsepun: Corpsespun follow the commands of the corpsespinner that created them, which they receive telepathically.
Creatures that die while affected by a corpsespinner’s poison that are not devoured by the corpsespinner rise in one hour as a corpsespun.
Crawling Hand: Crawling hands are horrid necromantic creations that wander darkened areas, often crypts, in search of living prey to choke the life out of them. Some are made by foul magics that seek to create swarms of lesser minions to guard areas and commit assassinations. Other crawling hands are the result of careless adventurers who hack away at zombies with little regard to the lingering necromantic energies that might reanimate severed parts
Demi-Lich, Ordinary Demi-Lich: When the lifeforce of an ancient lich of incredible power finally diminishes and its material body decays — a process that often takes centuries of undeath — the undead being’s soul lingers in the area and possesses the only viable remains: the skull. After this second death, the eye sockets and the teeth of the demi-lich-possessed skull oddly transform into clear gemstones (each worth 1,000 gp), with a single gemstone growing in each eye socket to match the six gems that replace the teeth.
Greater Demi-Lich: A greater demi-lich is a demi-lich that has spent eons traveling the planes of existence and exploring dark, arcane secrets. It has succeeded in recovering some of its former spellcasting ability and developing other unholy powers beyond even those it had as a lich. Some say such demi-liches deliberately abandoned their bodies in order to more fully focus on their sinister studies. Although a greater demi-lich can never regain its lost body, it has learned to capture the souls of the creatures it encounters and store them in the gemstones embedded in its skull. It then transfers the souls to once again power its phylactery.
Draug: When a ship and her crew die at sea in horrific fashion, they sometimes reanimate as draug.
Draug Captain: Most often, the captain of a crew of draug was the captain of the ship in life, but if the ship went down as part of a mutiny, it could be anyone: the cook, the boatswain, a really clever cabin boy, whoever the spirits of the dead sailors looked to as their leader.
Duppy, Hate-Filled Duppy: When the cruelest sailors die ashore, out of reach of their ship and crew and a proper burial at sea, they sometimes rise again as hate-filled duppies.
Egui: Variously described as the ghosts of those who died of hunger or of those who were especially gluttonous in life, egui wander the night in search of food in order to sate their terrible, gnawing hunger.
Ekimmu, Ekimuu, Spirit of the Dead Who Has Not Been Given Proper Funerary Rites: Ekimuu are the spirits of the dead who have not been given proper funerary rites. They may be murder victims cast into a defile, lonely hermits who died far away from others, or travelers too far from home for anyone to claim their corpses. Denied entry into the afterlife, they roam the world looking to vent their wrath upon mortals.
Fear Guard: Any living creature reduced to Wisdom 0 by a fear guard is slain and becomes a fear guard under the control of its killer in 1d6 rounds.
Forest Child: Forest children are born as amalgams of the restless spirits of children who were murdered or who died of prolonged suffering. When such innocent, outraged souls go unavenged or are unable to pass on, they sometimes drift toward the heart of the nearest forest and merge into a forest child’s unquenchable malice. Only in cases of nearby mass child tragedy do two or more forest children appear together, but when they do, they appear and behave as close siblings.
Gholle: ?
Ghoul of Khemit: ?
Lacedon: ?
Ghul: Ghuls are the undead form of genies returned to life by some ancient and now-forgotten magic.
Groaning Spirit: The groaning spirit is the malevolent spirit of a female elf often found haunting swamps, fens, moors, and other desolate places.
Guardian Shade: A guardian shade is the ghost of a warrior whose life was dedicated to protecting sacred places or holy individuals. Upon death, these warriors are given the option by the gods, spirits, or the shamans of their nation to continue serving as protectors. A guardian shade created in this fashion dwells alongside another’s spirit inside their body and emerges to aid its host when danger threatens.
Hoar Spirit: Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoar spirits haunt the icy wastelands of the world seeking warmblooded living creatures in which to share their icy hell.
Hyaenodon Undead: ?
Masked Spirit: Masked spirits are undead entities said to originate directly from the plane of death. They do not appear to be the spiritual remains of living creatures, but rather the product of extreme emotions, momentous events, or great violence. The distillation of many different passions, they are drawn to the living, hoping to elicit similar emotions from their victims.
Mogwai: Mogwais are created by demons, using the spirits of the dead as raw material.
Mogwai Don'gui, Ice Wraith: It is believed that they are created from the death throes of those who died alone and without comfort, and now remain near where they died, consumed by the naturalistic fury of the storms and their rage at those who remain living.
Lightning-Quick Mummy: Lightning-quick mummies are created by foul sorceries to lure and trap those wishing to disturb the rest of the unliving.
Murder Born: Murder of the foulest kind creates the ghastly undead known [as murder born]. When a pregnant mother and her unborn child are slain and their bodies not given a proper burial, then the spirit of the unborn rises as a murder born.
Murder Crow: Murder crows are not of this world, or so the sages say. Other texts speak of natural birds cursed by foul wizardry to become these monstrosities.
Shadow Rat: ?
Red Jester: Red jesters are thought to be undead court jesters put to death for telling bad jokes, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another legend speaks of the red jesters as being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material Plane to “entertain” those the demon prince has chosen to pay special attention to.
Greater Shadow: According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. All shadow beings are said to spring from this malevolent source. Of its creations, the greater shadows are among the worst.
Swarm of Undead Bats: ?
Swarm of Undead Hummingbirds: ?
Swarm of Undead Rats: ?
Shadow Wolf: ?
Aqueous Zombie: Aqueous zombies are the remains of victims sacrificed to the sea and the gods of the deep. The ritual to create them is quite gruesome and involves stuffing the still-living sacrifice with dried sea salt and blood until their stomach bursts, at which point they are drowned.
Bramble Zombie: A bramble zombie is what happens when a medium creature addicted to bramble berries dies.
A bramble zombie is incapable of actions contrary to the well-being of the bramble that created it.
If any of those loyal to it switch sides once they see it move, the bramble kills those enemies first so that they (still addicted to the berries) can instead rise as bramble zombies.
If a Medium creature addicted to bramble berries dies (for any reason), the target rises again within 1d4 rounds as a bramble zombie. Larger and smaller creatures do not rise but crumble to a soil-like dust instead.
Zombie Carcharodon: ?
Goblin Zombie: ?
Juju Zombie: They are most often created by dark rituals but can also be accidently animated when a corpse is slain by powerful necromantic magic.
Gug Zombie: Can a gug even be zombified? That was the question we were throwing around that evening as we sipped ales down at the Sudden Happenstance. Well, as it turned out, Hille’s master had a fresh gug corpse and we were just drunk enough to think of it as possible, but not so drunk as to not be able to do it. We did and regretted it.
While its flesh is not of this wor[l]d, a gug is certainly flesh and blood enough to die, and if it can die, it can be animated as undead.
Zombie gugs are sometimes created when gugs are summoned to this realm and then left to guard an area for so long that even their alien bodies wither and die, yet they remain on guard for eons to come.
Mummy Zombie: Certain cursed temples or those built to glorify dark gods in the lands of Khemit animate all living creatures that die within them. These corpses rise as mummy zombies, not nearly as powerful as true mummies and lacking the funeral wrappings.
Otyugh Zombie: What’s fouler than an otyugh? A zombie otyugh. No, this is not some kind of joke; we fought one during the Darkhold campaign. Seems the Wight Kings had been using live otyughs as disposals, just tossing bits and scraps down to them when the unused corpse parts started to pile up. Tidy, for necromancers at least. When the war turned against them, they zombified their waste eaters and sent them against our lines.
While they can be created through the normal means of creating zombies, must zombie otyughs come into being through accident. While immune to mundane diseases, these offal eaters from time to time consume too much necrotic flesh. The result is a magical disease that eats the otyugh from the inside, turning it into a perverse and even fouler version of its living self.
Poisonous Snake Zombie: The tiny asps are created using vipers. Their bodies often show the wounds that caused their deaths. Necromancers and other evil sorcerers occasionally animate entire barrels of the serpents to provide added defenses for their homes.
Sphinx Zombie: Sphinx are often bound by magic to guard a place or secret lore. The magic that keeps them in service sometimes survives the magic-user who bound them, leaving the sphinx trapped. If lucky, enough food and water is provided to keep the sphinx alive for centuries; if not, they eventually succumb, trapped by the bounds of magic. These sphinxes, maddened by their callous treatment and needless deaths, animate as zombies, but zombies far more intelligent than others of their ilk.
Binguai, Undead Giant: ?
Binguai, Undead Remains of a Shaman: ?
Binguai, Undead Remains of an Especially Bloodthirsty Warrior: ?
Bloody Bones, Skeleton, Animated Skeleton: ?
Bog Corpse, Dead Thing: ?
Bog Corpse, Remains of a Victim Sacrificed to Otherworldly Entities: ?
Bone Cobbler, Undead Thing, Desiccated Looking Undead, Master Sculptor: ?
Bone Reaper, Cloaked Figure: ?
Undead Feral Cat, Walking Feline Corpse, Recently Slain Cat, Cunning Predator, Undead Beast: ?
Corpsespun, Zombie That is Infested With Spiders, Corpsespun Minion: ?
Wagna, Corpsespun: Dannick survived the spider’s stabbing foreleg through the throat, though he never spoke again. Wagna didn’t … she didn’t make it. The bite on her thigh rotted quickly, and with Dannick severely injured, we had no way of healing her. We could only comfort her as we watched her light fade. We thought that was the worst of it, but no. I still have nightmares of her face contorting as she breathed her last. Spiders boiled from her eyes, from her throat, from the wound on her thigh. They clambered around her form like it was their home. We fell back, and then Wagna sat up. The monstrous bone-white spider took that moment to return, appearing from the air behind our dead friend. It seemed to enjoy watching as she crawled toward us, spitting spiders at us as she advanced. — Constance Greenbriar, on her flight from the web lair in the caverns beneath Reme.
Crawling Hand, Disembodied Hand, Horrid Necromantic Creation: ?
Crawling Hand, Lesser Minion: ?
Demi-Lich, Skull: ?
Pauk, Greater Demilich, Very Old Demi-Lich: ?
Demilich Greater, Lich That Has Spent Eons Traveling the Planes of Existence and Exploring Dark Arcane Secrets: ?
Draug, Undead Sailor, Undead Humanoid: ?
Draug Captain, Far More Powerful Undead Creature, Mussel-Encrusted Skeleton, Undead Humanoid: ?
Duppy, Pirate: ?
Duppy, Floating Ghostly Humanoid, Evil Undead, Undead Humanoid: ?
Egui, Especially Fearful Type of Undead, Ghost, Undead Humanoid: ?
Egui, Ghost of Those Who Died of Hunger: ?
Egui, Ghost of Those Who Were Especially Gluttonous in Life: ?
Hostile Egui: ?
Ekimmu, Undead Spirit: ?
Fear Guard, Terror, Lurker, Terrible Foe, Undead Humanoid: ?
Forest Child, Child, Young Man, Boy: ?
Forest Child, Amalgam of the Restless Spirits of Children Who Were Murdered or Who Died of Prolonged Suffering, Undead Spirit: ?
Gholle, Hunched Figure, Tall Undead Hyena or Maybe Gorilla, Biped With a Stench Like a Thousand Graves: ?
Gholle, Undead Humanoid With the Features of Hyenas Gorillas and Humans, Undead Humanoid: ?
Ghoul of Khemit, Figure With Flesh Desiccated to a Sinewy Leather and a Face Elongated Into a Muzzle, Undead Horror, Hunched Figure With Sinewy Muscle and Leathery Skin, Undead Humanoid: ?
Ghul, Undead Thing, Undead Form of a Genie Returned to Life By Some Ancient and Now-Forgotten Magic, Ragged Looking Creature, Undead Djinn, Undead Genie: ?
Groaning Spirit, Elven Woman, Once-Beautiful Elf: ?
Groaning Spirit, Malevolent Spirit of a Female Elf, Translucent Image, Undead Humanoid: ?
Guardian Shade, Shimmering Form, Brawny Warrior: ?
Guardian Shade, Ghost of a Warrior Whose Life Was Dedicated to Protecting Sacred Places or Holy Individuals, Undead Spirit: ?
Evil Guardian Shade: While guardian shades are usually devoted to the defense of the helpless and the sacred, some evil shamans capture the spirits of wicked warriors and bind them to their own unholy folk — ancient priests, evil chiefs whose bodies have wasted away, weak-bodied sorcerers, and the like.
Hoar Spirit, Spirit of a Humanoid That Freezes to Death Either Because of Their Own Mistakes or Because of Some Ritualistic Exile Into the Frozen Wastes By Their Culture, Undead Humanoid: ?
Hoar Spirit, Gaunt Humanoid: ?
Hyaenodon Undead, Snarling Thing, Great Hyena That Was Neither Dead Nor Alive, Terror: ?
Hyaenodon Undead Servant, Reanimated Hyena From a Bygone Era, Undead Beast: ?
Lacedon, Fish-Folk: ?
Lacedon, Aquatic Type of Ghoul, Undead Ghoul: ?
Masked Spirit, Undead Thing: ?
Masked Spirit, Undead Entity, Fearsome Green-Shimmering Spirit, Undead Spirit: ?
Mummy Lightning-Quick, Undead Humanoid: ?
Murder Born, Wailing Infant of Translucent Spirit Matter, Ghostly Infant: ?
Murder Born, Ghastly Undead, Foul Fetus, Undead Humanoid: ?
Murder Crow, Undead Beast: ?
Shadow Rat, Rat With Rotting Flesh Torn and Matted Fur and Blazing Red Eyes: ?
Red Jester, Offending Jester: ?
Red Jester, Undead Court Jester: ?
Red Jester, Court Jester of Orcus: ?
Greater Shadow, Massive Wall of Inky Darkness, Monstrous Shadow Being: ?
Greater Shadow, Creation, Powerful Undead, Creature of Living Shadow, Greater Being: ?
Swarm of Undead Bats, Collection of Dead Bats That Still Fly, Undead Beasts: ?
Swarm of Undead Hummingbirds, Hundreds of Tiny Flitting Bodies, Swarming Mass of Tiny Birds, Birds, Tiny Birds, Undead Beasts: ?
Swarm of Undead Rats, Undead Beasts: ?
Shadow Wolf, Shadowy Shape, Nocturnal Hunter, Undead Beast: ?
Aqueous Zombie, Dead Thing, Remains of a Victim Sacrificed to the Sea and Gods of the Deep: ?
Older Bramble Zombie: ?
Zombie Carcharodon, Horror, Undead Shark, Massive Carcharodon: ?
Zombie Carcharodon, Giant Undead Shark, Undead Zombie Beast: ?
Goblin Zombie, Little Bugger, Undead Humanoid: ?
Zombie Goblin Servant: Goblin shamans who work with the materials they have often have large numbers of zombie goblin servants.
Gug Zombie, Undead Extraplanar: ?
Juju Zombie, Bodyguard, Cloaked Figure, Rotting Corpse: ?
Juju Zombie, Difficult Undead Servant, Terrible Foe, Excellent Bodyguard, Excellent Lieutenant, Undead Humanoid: ?
Shafa, Mummy Zombie: We barely had time to mourn Shafa. Our brave fighter had blundered into one too many traps and taken a swinging scythe to the head. As Sister Catherine pronounced him too far gone, he stirred and sat up. His body had already begun to desiccate and smell like the mummies we had fought, frankincense and myrrh wafting from his moaning mouth. As he rose, he blamed us, especially Miroini our trapfinder, for his death.
Mummy Zombie, Walking Dead, Undead Humanoid: ?
Otyugh Zombie, Undead Beast: ?
Poisonous Snake Zombie, Undead Snake, Undead Serpent, Tiny Asp, Undead Beast: ?
Sphinx Zombie, Once Noble and Learned Beast, Foul Perversion of Life, Undead Humanoid: ?
Undead, Undead Being, Undead Creature: ?
Undead Monstrosity: ?
Lesser Undead, Guardian: ?
Lesser Undead, Servant: ?
Undead, Abomination, Offense to the Proper Order of Nature: ?
Undead Gull, Horror: As we crossed the Sea of the Dead, we fought off the many horrors spawned by that cursed place. Bloated zombies clambered aboard, undead gulls stripped the flesh from the unwary, and even the weevils in our biscuits animated and attacked.
Animated Weevil: As we crossed the Sea of the Dead, we fought off the many horrors spawned by that cursed place. Bloated zombies clambered aboard, undead gulls stripped the flesh from the unwary, and even the weevils in our biscuits animated and attacked.
Animated Weevil, Horror: ?
Undead Shark, Horror: ?
Death Knight: ?
Hungry Ghost: ?
Ghoul: A creature that has lost its last hit die to the nabasu’s death gaze has disadvantage on all death saves for the next 24 hours, and if it dies within that time, it rises as a ghoul in 1d4 rounds under the nabasu’s control.
Any humanoid creature slain by the gholle rises as a ghoul within 1d6 hours.
Jin Xoku Ting, Evil Lich: The cruel Emperor Jin Xoku Ting treated his enemies with exceptional brutality, rounding up rebellious nobles, dissatisfied peasants, unsuccessful officers, and others, then subjected them to merciless torture and eventual execution by beheading. The emperor’s tyrannical practices were bad enough on their own, but soon were made far worse when it was discovered that he had transformed himself into an evil lich and placed the heads of his victims into necromantically-powered constructs to serve as his immortal guard.
Lich: ?
Ancient Lich of Incredible Power: ?
Mummy, True Mummy: ?
Dwarven Mummy Guard: ?
Shadow, Normal Shadow: If a non-evil humanoid dies from [a greater shadow's strength drain] attack, a shadow rises from the corpse 1d4 rounds later under the greater shadow’s command.
If a non-evil humanoid dies from this [a shadow wolf's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Skeleton: It was a damned tree. No, really, a damned tree. The thing [a gnarlwood] looked like a tree with four massive branches holding up bundles of green-black leaves fringed with white patterns. The thing, the tree, had a face! A twisted skull-like mockery of a face that leered and snarled at us. With one wave of a woody limb, it called up the skeletons of those it had slain to join the fight.
Vengeful Spirit: ?
Short-Lived Echo of a Demi-Lich's Former Self, Wraith: Demi-Lich Malevolent Echo Lair Action.
Greater Demi-Lich Malevolent Echoes Lair Action.
Zombie: A humanoid slain by this [a duppy's incorporeal touch] attack rises 24 hours later as a zombie under the duppy’s control, unless the humanoid is restored to life or its body is destroyed.
Zombie, Newly Undead Friend: Cerebral Stalker Consume Brain power.
Genir, Zombie: The thing that came out of the hollow skull next was all claws and teeth, a hunched muscular form that landed squarely on poor Genir. The top of the mage’s head vanished with one claw swipe as we formed up for another fight. Our resolve wilted as Genir — poor, dead Genir — stood up again.
Plague Zombie: N'gathau Rauuka the Ravager Undead Nightmare venom.
Undead Zombie Beast: ?
Bloated Zombie, Horror: ?
Human Zombie: ?
Animate Bones (1/day). A bone cobbler animates up to five skeletal statues within 30 feet of itself. These creatures use the stat block of skeletons, though their forms and structures do not need to resemble humanoids or anything remotely humanoid. The skeletal statues remain animated until destroyed, until the bone cobbler wills them back into statues, or for 24 hours.
Consume Brain. Once it has its victim underground, the cerebral stalker begins gnawing on the victim’s head, rapidly chewing through bone and tissue, dealing 13 (2d8 + 4) piercing damage each round. When the victim dies, the cerebral stalker reaches the victim’s brain, which it promptly devours. A victim slain in this manner reanimates in 1d4 rounds as a zombie. Typically, the cerebral stalker “tosses” them back up to the surface of the ground so their traveling companions can witness the reanimation and deal with their newly undead friend. Zombies created in this manner are under no one’s control.
Malevolent Echo. A short-lived echo of the demi-lich’s former self appears in the form of a wraith in an unoccupied space within 30 feet of the demi-lich and obeys the demi-lich’s telepathic commands (no action required). It rolls initiative, acts on its own turn, and disappears after one minute or when it drops to 0 hit points.
Malevolent Echoes. Two separate short-lived echoes of the demi-lich’s former self appear in the form of wraiths in two unoccupied spaces within 30 feet of the demi-lich and obey the demi-lich’s telepathic commands (no action required). Each rolls initiative, acts on its own turn, and disappears after one minute or when it drops to 0 hit points.
Undead Nightmare: Using this venom instantly kills the target. The soul of the slain victim is trapped by Rauuka in a phylactery jar and the body is instantly transformed into a plague zombie under Rauuka’s command. If Rauuka uses this effect, he cannot use his needle claws until the end of his next turn.
Tome of Horrors 2020 Cards Deck ONE
Shadow Rat: ?
Undead: ?
Ghoul: A creature that has lost its last hit die to the nabasu’s death gaze has disadvantage on all death saves for the next 24 hours, and if it dies within that time, it rises as a ghoul in 1d4 rounds under the nabasu’s control.
Undead: ?
Ghoul: A creature that has lost its last hit die to the nabasu’s death gaze has disadvantage on all death saves for the next 24 hours, and if it dies within that time, it rises as a ghoul in 1d4 rounds under the nabasu’s control.
Tome of Horrors 2020 Cards Deck TWO
Undead Monstrosity: ?
Undead, Undead Creature: ?
Undead, Undead Creature: ?
Tome of Horrors 2020 Cards Deck THREE
Binguai: ?
Bloody Bones: ?
Bog Corpse: If a creature in a coma caused by a bog corpse is placed in the sacred bog the corpse guarded, that creature becomes a bog corpse in 1d6 days.
Bone Reaper: ?
Cat Undead Feral: ?
Corpsespun: ?
Crawling Hand: ?
Draug: ?
Draug Captain: ?
Duppy: ?
Egui: ?
Egui, Ghost: ?
Ekimmu: ?
Fear Guard: Any living creature reduced to Wisdom 0 by a fear guard is slain and becomes a fear guard under the control of its killer in 1d6 rounds.
Gholle: ?
Ghoul: Any humanoid creature slain by the gholle rises as a ghoul within 1d6 hours.
Ghoul of Khemit: ?
Ghul: ?
Ghul, Undead Djinn: ?
Groaning Spirit: ?
Guardian Shade: ?
Hoar Spirit: ?
Hyaenodon Undead: ?
Lacedon: ?
Mian'shen, Masked Spirit: ?
Don'gui, Ice Wraith: ?
Murder Born: ?
Murder Crow: ?
Red Jester: ?
Greater Shadow: ?
Swarm of Undead Bats: ?
Swarm of Undead Hummingbirds: ?
Swarm of Undead Rats: ?
Shadow Wolf: ?
Aqueous Zombie: ?
Bramble Zombie: ?
Carcharodon Zombie: ?
Goblin Zombie: ?
Gug Zombie: ?
Juju Zombie: ?
Mummy Zombie: ?
Otyugh Zombie: ?
Poisonous Snake Zombie: ?
Sphinx Zombie: ?
Undead: ?
Shadow: If a non-evil humanoid dies from [a greater shadow's strength drain] attack, a shadow rises from the corpse 1d4 rounds later under the greater shadow’s command.
If a non-evil humanoid dies from [a shadow wolf's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Skeletal Statue: Bone Cobbler's Animate Bones power.
Skeleton: ?
Zombie: A humanoid slain by [a duppy's incorporeal touch] attack rises 24 hours later as a zombie under the duppy’s control, unless the humanoid is restored to life or its body is destroyed.
A victim slain in this manner [by a cerebral stalker's consume brain attack] reanimates in 1d4 rounds as a zombie.
Zombie, Newly Undead Friend: A victim slain in this manner [by a cerebral stalker's consume brain attack] reanimates in 1d4 rounds as a zombie. Typically, the cerebral stalker “tosses” them back up to the surface of the ground so their traveling companions can witness the reanimation and deal with their newly undead friend.
Animate Bones (1/day). A bone cobbler animates up to five skeletal statues within 30 feet of itself. These creatures use the stat block of skeletons, though their forms and structures do not need to resemble humanoids or anything remotely humanoid. The skeletal statues remain animated until destroyed, until the bone cobbler wills them back into statues, or for 24 hours.
Bloody Bones: ?
Bog Corpse: If a creature in a coma caused by a bog corpse is placed in the sacred bog the corpse guarded, that creature becomes a bog corpse in 1d6 days.
Bone Reaper: ?
Cat Undead Feral: ?
Corpsespun: ?
Crawling Hand: ?
Draug: ?
Draug Captain: ?
Duppy: ?
Egui: ?
Egui, Ghost: ?
Ekimmu: ?
Fear Guard: Any living creature reduced to Wisdom 0 by a fear guard is slain and becomes a fear guard under the control of its killer in 1d6 rounds.
Gholle: ?
Ghoul: Any humanoid creature slain by the gholle rises as a ghoul within 1d6 hours.
Ghoul of Khemit: ?
Ghul: ?
Ghul, Undead Djinn: ?
Groaning Spirit: ?
Guardian Shade: ?
Hoar Spirit: ?
Hyaenodon Undead: ?
Lacedon: ?
Mian'shen, Masked Spirit: ?
Don'gui, Ice Wraith: ?
Murder Born: ?
Murder Crow: ?
Red Jester: ?
Greater Shadow: ?
Swarm of Undead Bats: ?
Swarm of Undead Hummingbirds: ?
Swarm of Undead Rats: ?
Shadow Wolf: ?
Aqueous Zombie: ?
Bramble Zombie: ?
Carcharodon Zombie: ?
Goblin Zombie: ?
Gug Zombie: ?
Juju Zombie: ?
Mummy Zombie: ?
Otyugh Zombie: ?
Poisonous Snake Zombie: ?
Sphinx Zombie: ?
Undead: ?
Shadow: If a non-evil humanoid dies from [a greater shadow's strength drain] attack, a shadow rises from the corpse 1d4 rounds later under the greater shadow’s command.
If a non-evil humanoid dies from [a shadow wolf's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Skeletal Statue: Bone Cobbler's Animate Bones power.
Skeleton: ?
Zombie: A humanoid slain by [a duppy's incorporeal touch] attack rises 24 hours later as a zombie under the duppy’s control, unless the humanoid is restored to life or its body is destroyed.
A victim slain in this manner [by a cerebral stalker's consume brain attack] reanimates in 1d4 rounds as a zombie.
Zombie, Newly Undead Friend: A victim slain in this manner [by a cerebral stalker's consume brain attack] reanimates in 1d4 rounds as a zombie. Typically, the cerebral stalker “tosses” them back up to the surface of the ground so their traveling companions can witness the reanimation and deal with their newly undead friend.
Animate Bones (1/day). A bone cobbler animates up to five skeletal statues within 30 feet of itself. These creatures use the stat block of skeletons, though their forms and structures do not need to resemble humanoids or anything remotely humanoid. The skeletal statues remain animated until destroyed, until the bone cobbler wills them back into statues, or for 24 hours.
Tome of Horrors 2020 Instant Encounters Volume One (5e)
Sword Wight: ?
Sword Wight, Wicked Depraved Creature, Undead Abomination, Warped Twisted Caricature: ?
Standard Wight: ?
Zombie: A humanoid slain by [a sword 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.
Sword Wight, The Thing in the Barrow, The Monster Beneath the Hill, Horrible Creature: ?
Sword Wight, Wicked Depraved Creature, Undead Abomination, Warped Twisted Caricature: ?
Standard Wight: ?
Zombie: A humanoid slain by [a sword 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.
Sword Wight, The Thing in the Barrow, The Monster Beneath the Hill, Horrible Creature: ?
Tome of Horrors 2020 Instant Encounters Volume Three (5e)
Brine Zombie: Brine zombies are the remnants of a ship’s crew that has perished at sea.
The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.
A few years ago Silas Hawthgrow and his crew of smugglers off loaded a small fortune in illicit goods from the pirate ship Lost Fools. It was a dark moonless night and the crew struggled against an ebbing tide to bring their skiff in to their landing point in a hidden cove. They failed and ended up on the rocks. While awaiting the return of the tide, a sudden squall caught the skiff and drove it into a small sea cave. Silas and his crew died, but their sudden death committing in the course of committing a crime turned their corpses in to brine zombies.
Brine Zombie, Rotting Humanoid, Remnants of a Ship's Crew That Has Perished at Sea, Mindless Creature: ?
Silas Hawthgrow, Brine Zombie: A few years ago Silas Hawthgrow and his crew of smugglers off loaded a small fortune in illicit goods from the pirate ship Lost Fools. It was a dark moonless night and the crew struggled against an ebbing tide to bring their skiff in to their landing point in a hidden cove. They failed and ended up on the rocks. While awaiting the return of the tide, a sudden squall caught the skiff and drove it into a small sea cave. Silas and his crew died, but their sudden death committing in the course of committing a crime turned their corpses in to brine zombies.
Brine Zombie, Shambling Bloated Shape: ?
The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.
A few years ago Silas Hawthgrow and his crew of smugglers off loaded a small fortune in illicit goods from the pirate ship Lost Fools. It was a dark moonless night and the crew struggled against an ebbing tide to bring their skiff in to their landing point in a hidden cove. They failed and ended up on the rocks. While awaiting the return of the tide, a sudden squall caught the skiff and drove it into a small sea cave. Silas and his crew died, but their sudden death committing in the course of committing a crime turned their corpses in to brine zombies.
Brine Zombie, Rotting Humanoid, Remnants of a Ship's Crew That Has Perished at Sea, Mindless Creature: ?
Silas Hawthgrow, Brine Zombie: A few years ago Silas Hawthgrow and his crew of smugglers off loaded a small fortune in illicit goods from the pirate ship Lost Fools. It was a dark moonless night and the crew struggled against an ebbing tide to bring their skiff in to their landing point in a hidden cove. They failed and ended up on the rocks. While awaiting the return of the tide, a sudden squall caught the skiff and drove it into a small sea cave. Silas and his crew died, but their sudden death committing in the course of committing a crime turned their corpses in to brine zombies.
Brine Zombie, Shambling Bloated Shape: ?
Tome of Horrors 2020 Instant Encounters Volume Four (5e)
Pyre Zombie: Pyre zombies are the sad, tortured remains of those who were killed just before being burned alive. When the soul departed, their bodies were taken over by some malignant spirit. The spirit fortified the bodies from destruction by the fire, and the undead forms escaped the pyre to wreak vengeance on the living.
Pyre Zombie, Ashen Form, Singed Corpse: ?
Pyre Zombie, Rotting Corpse, Sad Tortured Remains of One Who Was Killed Just Before Being Burned Alive, Undead Form: ?
Animated Creature: The electrical aura of the fogwarden can animate up to four dead creatures within 20 feet.
Zombie: ?
Skeletal Knight: Once bound to their master as a personal guard, a skeletal knight returns when called to defend its lord once again.
Skeletal Knight, Guardian: Millennia ago, the Hyperborean nobleman Allisus Athrusa ordered that a great tomb be crafted. He placed a portion of his vast fortune as well as six guardians into this tomb. These bodyguards, slaves in his service in life, were slain and their remains animated as skeletal knights. If this great tomb were ever to be destroyed, the guardians would awaken to slay all trespassers.
Pyre Zombie, Ashen Form, Singed Corpse: ?
Pyre Zombie, Rotting Corpse, Sad Tortured Remains of One Who Was Killed Just Before Being Burned Alive, Undead Form: ?
Animated Creature: The electrical aura of the fogwarden can animate up to four dead creatures within 20 feet.
Zombie: ?
Skeletal Knight: Once bound to their master as a personal guard, a skeletal knight returns when called to defend its lord once again.
Skeletal Knight, Guardian: Millennia ago, the Hyperborean nobleman Allisus Athrusa ordered that a great tomb be crafted. He placed a portion of his vast fortune as well as six guardians into this tomb. These bodyguards, slaves in his service in life, were slain and their remains animated as skeletal knights. If this great tomb were ever to be destroyed, the guardians would awaken to slay all trespassers.
Tome of Horrors 2020 Instant Encounters Volume Five (5e)
Crypt Thing: Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area.
Crypt Thing, Skeletal Humanoid: ?
Crypt Thing, Skeletal Humanoid: ?
Tome of Many Things (5e)
Undead, Undead Creature, Undead Being: Creatures killed by a heavy water grenade rise as undead beings 1 hour after death unless steps are taken to prevent this.
Spirit of Death, Spirit of the Underworld: ?
Vile Undead Creature: ?
Grim Morigan the Fallen, Undead Human Paladin 5: Very little is known about the individual known as Grim Morigan the Fallen. It is believed they were once a Paladin who took an Oath of Vengeance, however, sometime later they broke that oath after a time of exile. An excerpt from a forgotten journal rumored to have been written by Morigan during his exile does shed some light on his motives: "I found death when I showed weakness in exile and indulged in self-pity instead of keeping my oaths ...
... my mind was restless. I returned from the black plain of Thanatos, the Abyss, the belly of death … sworn to a new oath to Orcus himself ... bringing all those to his kingdom who would get in my way from now on ...
... for centuries, I am chained to this oath. The demon prince will never acknowledge the debt as being paid off: I know that now...
... so ... Orcus must fall! Will fall! ... my patience will pay off in the end, instead. Only the right opportunity is missing... only so long! But sooner or later, this moment will present itself. When revealed: I will become the scythe of death, myself. I will become the grim reaper! This shall be my final oath ... "
Lich: After that horrific act, she fell deeper into depravity as she began to experiment on living creatures to find the secret to immortality. Decades, and hundreds of dead test subjects later, she succeeded in becoming a Lich.
Vampire: ?
Spirit of Death, Spirit of the Underworld: ?
Vile Undead Creature: ?
Grim Morigan the Fallen, Undead Human Paladin 5: Very little is known about the individual known as Grim Morigan the Fallen. It is believed they were once a Paladin who took an Oath of Vengeance, however, sometime later they broke that oath after a time of exile. An excerpt from a forgotten journal rumored to have been written by Morigan during his exile does shed some light on his motives: "I found death when I showed weakness in exile and indulged in self-pity instead of keeping my oaths ...
... my mind was restless. I returned from the black plain of Thanatos, the Abyss, the belly of death … sworn to a new oath to Orcus himself ... bringing all those to his kingdom who would get in my way from now on ...
... for centuries, I am chained to this oath. The demon prince will never acknowledge the debt as being paid off: I know that now...
... so ... Orcus must fall! Will fall! ... my patience will pay off in the end, instead. Only the right opportunity is missing... only so long! But sooner or later, this moment will present itself. When revealed: I will become the scythe of death, myself. I will become the grim reaper! This shall be my final oath ... "
Lich: After that horrific act, she fell deeper into depravity as she began to experiment on living creatures to find the secret to immortality. Decades, and hundreds of dead test subjects later, she succeeded in becoming a Lich.
Vampire: ?
Tome of Quests: Volume One (5e)
Cryptfiend: When a cryptstalker slays any humanoid, the slain creature rises as a cryptfiend 10 minutes after it is killed.
A humanoid slain by this [cryptsalker's claw] attack rises 10 minutes later as a cryptfiend under the cryptstalker’s control, unless the humanoid is restored to life or its body is destroyed.
Cryptstalker: Their origin can be traced to graverobbers or adventurers that became imprisoned within the very tombs they were attempting to plunder and were cursed in death. A powerful curse (which cannot be dispelled) forces the cryptstalker to seek out unguarded tombs and protect them from would-be grave robbers.
Dread: ?
Fire Giant Mummy: ?
Forge Lich: A forge lich was formerly a high level spellcaster of one of the Deep races (except dark elf).
Skeleton Abyssal: ?
The Thing, Greater Wraith, Maniacal Killer, Undead Adventurer, Walking Dead: The greater wraith was once a powerful adventurer (lawful fighter) who was slain by a wraith and subsequently became its undead servant.
The undead adventurer was freed from enslavement when its master was destroyed.
Wraith Greater: ?
Cryptstalker, Malevolent Form of Undead, Shadowy Humanlike Creature: ?
Fire Giant Mummy, Mummified Remains of the Fire Giant King: ?
Forge Lich, Powerful Very Eccentric Forge Lich: ?
Undead, Undead Creature: A necromancer is raising an undead army behind the walls of the temple.
Undead Servant: ?
Ghast, Ghoul: ?
Ghast: ?
Ghost: ?
Ghoul: Miraculous Egg Black magic item.
Lich: ?
Mummy: ?
Shadow: ?
Skeleton, Normal Skeleton: ?
Specter: The Thing's Create Undead power.
Vampire: Blade of the Vampire magic item.
Silinth, Ghostly Female Vampire: ?
Vampire Queen: ?
Wight: ?
Wraith, Standard Wraith: During the fight, the Thing mistakenly grabbed the critically wounded halfling with his bare hand and drained away her last life (turning the halfling into a wraith).
The Thing's Create Undead power.
Wraith, Halfling Wraith: ?
Wraith, Strong Wraith: ?
Zombie: Remembering the Old Wood’s curse, the Thing used his ring of spell storing and animated the three remaining bodies.
Zombie, Robed Figure: ?
Zombie, Human Zombie: ?
Zombie, Dwarf Zombie: ?
Zombie, Elf Zombie: ?
Create Undead. The Thing 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 an undead in the space of its corpse or in the nearest unoccupied space. If the humanoid was a character of 6th level or higher, there is a 5% chance per level above 5th that it rises as a wraith. Otherwise, the humanoid rises as a specter. The undead is under the Thing’s control. The Thing can have no more than seven undead under its control at one time.
Blade of the Vampire
Weapon (any bladed weapon), rare (requires attunement by an evil creature)
You have a +1 bonus to hit and damage rolls with this magic weapon. If you are undead, each time you do damage to a non-undead creature with the blade, the target’s hit point maximum is reduced by the amount of the damage done and you gain temporary hit points equal to the damage done. If you are not undead, each time you deal damage with the blade, the target’s hit point maximum is reduced by one half the amount of the damage done, and you gain temporary hit points equal to the lesser of one half the damage done or 4. If you are not undead, each time you strike a living creature with this blade, you have a 1% chance of becoming a vampire.
Miraculous Egg
Wondrous item, rare
These eggs come in varying colors that identify their purpose. The eggs are quite small, generally the same size as a quail’s egg. There are four types of these eggs: red, green, black, and yellow.
When you use an action to toss a miraculous egg to the ground, it transforms into a specific creature based on its color. A red egg transforms into a hell hound. The green egg transforms into a giant frog. A black egg transforms into a ghoul. The yellow egg transforms into [a] giant lizard. The creature is friendly to you and your companions. It disappears when it is reduced to 0 hit points or after 1 hour.
A humanoid slain by this [cryptsalker's claw] attack rises 10 minutes later as a cryptfiend under the cryptstalker’s control, unless the humanoid is restored to life or its body is destroyed.
Cryptstalker: Their origin can be traced to graverobbers or adventurers that became imprisoned within the very tombs they were attempting to plunder and were cursed in death. A powerful curse (which cannot be dispelled) forces the cryptstalker to seek out unguarded tombs and protect them from would-be grave robbers.
Dread: ?
Fire Giant Mummy: ?
Forge Lich: A forge lich was formerly a high level spellcaster of one of the Deep races (except dark elf).
Skeleton Abyssal: ?
The Thing, Greater Wraith, Maniacal Killer, Undead Adventurer, Walking Dead: The greater wraith was once a powerful adventurer (lawful fighter) who was slain by a wraith and subsequently became its undead servant.
The undead adventurer was freed from enslavement when its master was destroyed.
Wraith Greater: ?
Cryptstalker, Malevolent Form of Undead, Shadowy Humanlike Creature: ?
Fire Giant Mummy, Mummified Remains of the Fire Giant King: ?
Forge Lich, Powerful Very Eccentric Forge Lich: ?
Undead, Undead Creature: A necromancer is raising an undead army behind the walls of the temple.
Undead Servant: ?
Ghast, Ghoul: ?
Ghast: ?
Ghost: ?
Ghoul: Miraculous Egg Black magic item.
Lich: ?
Mummy: ?
Shadow: ?
Skeleton, Normal Skeleton: ?
Specter: The Thing's Create Undead power.
Vampire: Blade of the Vampire magic item.
Silinth, Ghostly Female Vampire: ?
Vampire Queen: ?
Wight: ?
Wraith, Standard Wraith: During the fight, the Thing mistakenly grabbed the critically wounded halfling with his bare hand and drained away her last life (turning the halfling into a wraith).
The Thing's Create Undead power.
Wraith, Halfling Wraith: ?
Wraith, Strong Wraith: ?
Zombie: Remembering the Old Wood’s curse, the Thing used his ring of spell storing and animated the three remaining bodies.
Zombie, Robed Figure: ?
Zombie, Human Zombie: ?
Zombie, Dwarf Zombie: ?
Zombie, Elf Zombie: ?
Create Undead. The Thing 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 an undead in the space of its corpse or in the nearest unoccupied space. If the humanoid was a character of 6th level or higher, there is a 5% chance per level above 5th that it rises as a wraith. Otherwise, the humanoid rises as a specter. The undead is under the Thing’s control. The Thing can have no more than seven undead under its control at one time.
Blade of the Vampire
Weapon (any bladed weapon), rare (requires attunement by an evil creature)
You have a +1 bonus to hit and damage rolls with this magic weapon. If you are undead, each time you do damage to a non-undead creature with the blade, the target’s hit point maximum is reduced by the amount of the damage done and you gain temporary hit points equal to the damage done. If you are not undead, each time you deal damage with the blade, the target’s hit point maximum is reduced by one half the amount of the damage done, and you gain temporary hit points equal to the lesser of one half the damage done or 4. If you are not undead, each time you strike a living creature with this blade, you have a 1% chance of becoming a vampire.
Miraculous Egg
Wondrous item, rare
These eggs come in varying colors that identify their purpose. The eggs are quite small, generally the same size as a quail’s egg. There are four types of these eggs: red, green, black, and yellow.
When you use an action to toss a miraculous egg to the ground, it transforms into a specific creature based on its color. A red egg transforms into a hell hound. The green egg transforms into a giant frog. A black egg transforms into a ghoul. The yellow egg transforms into [a] giant lizard. The creature is friendly to you and your companions. It disappears when it is reduced to 0 hit points or after 1 hour.
Tomes of Ancient Knowledge (5E)
Undead: ?
Ghoul: ?
Aquatic Ghoul, Lacedon: ?
Ghast: ?
Ghoul: ?
Aquatic Ghoul, Lacedon: ?
Ghast: ?
Tomes of Dark Secrets (5E)
Fossil Skeleton: A fossil skeleton is animated from the petrified remnant of a primitive and primordial creature, its ossific remains calcified into eternal stone.
These undead could be used as undead encounters by the GM, or at the GM’s option a spellcaster could use animate dead to bring one of these creatures to unlife rather than a typical skeleton or zombie. Such undead otherwise follow the normal rules for animate dead.
Mummified Zombie: A mummified zombie is a creature whose desiccated corpse has been both naturally and magically preserved and given unholy life. Possessed of great strength and durability, the bodies of mummified zombies are dry and dusty beneath their funerary wrappings (for zombies created in blasphemous rites for the dead) or the shrunken, leathery skin that clings to their bodies for those whose bodies were naturally preserved in sand, mud, or otherwise.
These undead could be used as undead encounters by the GM, or at the GM’s option a spellcaster could use animate dead to bring one of these creatures to unlife rather than a typical skeleton or zombie. Such undead otherwise follow the normal rules for animate dead.
Fossil Skeleton, Ancient Animated Dead, Variant Undead Creature: ?
Mummified Zombie, Ancient Animated Dead, Variant Undead Creature: ?
Undead, Undead Creature: ?
Fleshy Undead: ?
Skeletal Undead: ?
Incorporeal Undead: ?
Sentient Undead Creature: ?
Undead That Is Immune to the Charmed Condition: ?
Undead That Was Not Humanoid in Life: ?
Undead That Was Considered Humanoid in Life: ?
Ghast: In addition, a spellcaster of any class wearing the Spellbones of the Devourer can prepare and cast create undead using a 5th-level spell slot; however, she can create only ghouls or ghasts with this spell.
Ghoul: In addition, a spellcaster of any class wearing the Spellbones of the Devourer can prepare and cast create undead using a 5th-level spell slot; however, she can create only ghouls or ghasts with this spell.
Ghoul, Fleshy Undead: ?
Typical Skeleton, Skeleton of Brittle Bone, Ordinary Skeleton: ?
Vampire: ?
Vampire, Fleshy Undead: ?
Wight, Fleshy Undead: ?
Zombie, Common Zombie, Typical Zombie: Necrophagic Spell feat.
Zombie, Fleshy Undead: ?
Necrophagic Spell
Your spells infuse the dead with a ghastly hunger for flesh.
Prerequisite: Able to cast animate dead or create undead
Benefit: When you cast a spell that deals damage, you take necrotic damage equal to the level of the spell. This infuses the spell with necromantic power, causing any humanoid killed by the spell to be temporarily reanimated as a common zombie. The zombies reanimate 1d4 rounds after death, and they remain animated for a number of rounds equal to the level of the spell that slew them. These zombies are uncontrolled and attack the nearest creature, living or undead, though they ignore the caster and non-living creatures or creatures that lack a body made of flesh and/or bone, such as plants and oozes. If targets are equidistant, determine randomly which it chooses.
These undead could be used as undead encounters by the GM, or at the GM’s option a spellcaster could use animate dead to bring one of these creatures to unlife rather than a typical skeleton or zombie. Such undead otherwise follow the normal rules for animate dead.
Mummified Zombie: A mummified zombie is a creature whose desiccated corpse has been both naturally and magically preserved and given unholy life. Possessed of great strength and durability, the bodies of mummified zombies are dry and dusty beneath their funerary wrappings (for zombies created in blasphemous rites for the dead) or the shrunken, leathery skin that clings to their bodies for those whose bodies were naturally preserved in sand, mud, or otherwise.
These undead could be used as undead encounters by the GM, or at the GM’s option a spellcaster could use animate dead to bring one of these creatures to unlife rather than a typical skeleton or zombie. Such undead otherwise follow the normal rules for animate dead.
Fossil Skeleton, Ancient Animated Dead, Variant Undead Creature: ?
Mummified Zombie, Ancient Animated Dead, Variant Undead Creature: ?
Undead, Undead Creature: ?
Fleshy Undead: ?
Skeletal Undead: ?
Incorporeal Undead: ?
Sentient Undead Creature: ?
Undead That Is Immune to the Charmed Condition: ?
Undead That Was Not Humanoid in Life: ?
Undead That Was Considered Humanoid in Life: ?
Ghast: In addition, a spellcaster of any class wearing the Spellbones of the Devourer can prepare and cast create undead using a 5th-level spell slot; however, she can create only ghouls or ghasts with this spell.
Ghoul: In addition, a spellcaster of any class wearing the Spellbones of the Devourer can prepare and cast create undead using a 5th-level spell slot; however, she can create only ghouls or ghasts with this spell.
Ghoul, Fleshy Undead: ?
Typical Skeleton, Skeleton of Brittle Bone, Ordinary Skeleton: ?
Vampire: ?
Vampire, Fleshy Undead: ?
Wight, Fleshy Undead: ?
Zombie, Common Zombie, Typical Zombie: Necrophagic Spell feat.
Zombie, Fleshy Undead: ?
Necrophagic Spell
Your spells infuse the dead with a ghastly hunger for flesh.
Prerequisite: Able to cast animate dead or create undead
Benefit: When you cast a spell that deals damage, you take necrotic damage equal to the level of the spell. This infuses the spell with necromantic power, causing any humanoid killed by the spell to be temporarily reanimated as a common zombie. The zombies reanimate 1d4 rounds after death, and they remain animated for a number of rounds equal to the level of the spell that slew them. These zombies are uncontrolled and attack the nearest creature, living or undead, though they ignore the caster and non-living creatures or creatures that lack a body made of flesh and/or bone, such as plants and oozes. If targets are equidistant, determine randomly which it chooses.
Tools of the Trade - Volume One
Undead, Undead Creature: ?
Invisible Undead Creature: ?
Hrisckey: ?
Invisible Undead Creature: ?
Hrisckey: ?
Tooth and Nail: Creatures of Hereva (5e)
Oversized-Posh-Zombie-Canary: They say all legends have a small and humble origin. But the Oversized-Posh-Zombie-Canary, had the most extravagant, colorful, flashy, grandiose and massive of the humble beginnings that have ever been.
As a result of the experimental magic of the witches, the creation of the Oversized-Posh-Zombie-Canary was witnessed by hundreds of people, thousands of citizens suffered its fury and the whole world now fears its return.
Undead: ?
As a result of the experimental magic of the witches, the creation of the Oversized-Posh-Zombie-Canary was witnessed by hundreds of people, thousands of citizens suffered its fury and the whole world now fears its return.
Undead: ?
Town Backdrop: Dulwich (5e)
Skeleton: Driven insane while adventuring in Gloamhold, Orkus worships Braal by animating the dead of Dulwich.
Thoroughly insane, Orkus enjoys animating the corpses in the Dulwich Cemetery and letting them run amok.
Ice-Wreathed Skeleton: ?
Thoroughly insane, Orkus enjoys animating the corpses in the Dulwich Cemetery and letting them run amok.
Ice-Wreathed Skeleton: ?
Trail of the Apprentice: The Bandit's Cave (5E)
Undead: ?
Trail of the Apprentice: The King's Curse (5E)
Undead Soldier: Leading the commoners who would help her fight, she stood against an army of undead soldiers, raised by a necromancer who attacked when her father’s army was no longer able to defend his lands.
Undead, Living Dead: ?
Walking Dead: ?
Flesh-Eating Ghoul: ?
Zombie: ?
Ghost: ?
Vampire: ?
Ghoul: ?
Ghoul, Man-Like Figure: What none knew at the time of the collapse was that two men, servants from Wolfe Manor, had robbed the Lord Mayor and were escaping through the tunnel. The falling debris killed them and their bodies were never discovered.
Being so close to the museum, the vengeful powers of Akhutan have touched their unhallowed grave, transforming them into ghouls.
Skeleton: ?
Mummy, Risen Mummy, Powerful Undead, Typical Mummy: ?
Sehetep, Skeletal Champion, Servant of Udimu: The thieves disturbed the King’s rest when they took a gem from his sarcophagus, and vengeful spirits of Akhutan responded with terrible magic.
When the foolish thieves removed the large ruby from Udimu’s sarcophagus, his bodyguard, Sehetep, immediately rose as a skeletal champion, bursting from his own sarcophagus to defend his master.
The power of Udimu’s curse first raised his bodyguard, Sehetep, from the dead.
Mereret, Skeleton, Servant of Udimu: The thieves disturbed the King’s rest when they took a gem from his sarcophagus, and vengeful spirits of Akhutan responded with terrible magic.
King Udimu’s queen, Mereret, and three servants reanimated shortly after Sehetep.
The power of Udimu’s curse first raised his bodyguard, Sehetep, from the dead. Udimu’s queen, Mereret, and three of their servants soon followed.
Skeleton, Skeleton Servant, Servant of Udimu: The thieves disturbed the King’s rest when they took a gem from his sarcophagus, and vengeful spirits of Akhutan responded with terrible magic.
King Udimu’s queen, Mereret, and three servants reanimated shortly after Sehetep.
The power of Udimu’s curse first raised his bodyguard, Sehetep, from the dead. Udimu’s queen, Mereret, and three of their servants soon followed.
King Udimu, Mummy, Long-Dead Leader, Angry King: The thieves disturbed the King’s rest when they took a gem from his sarcophagus, and vengeful spirits of Akhutan responded with terrible magic.
Mummy Lord: ?
Undead, Living Dead: ?
Walking Dead: ?
Flesh-Eating Ghoul: ?
Zombie: ?
Ghost: ?
Vampire: ?
Ghoul: ?
Ghoul, Man-Like Figure: What none knew at the time of the collapse was that two men, servants from Wolfe Manor, had robbed the Lord Mayor and were escaping through the tunnel. The falling debris killed them and their bodies were never discovered.
Being so close to the museum, the vengeful powers of Akhutan have touched their unhallowed grave, transforming them into ghouls.
Skeleton: ?
Mummy, Risen Mummy, Powerful Undead, Typical Mummy: ?
Sehetep, Skeletal Champion, Servant of Udimu: The thieves disturbed the King’s rest when they took a gem from his sarcophagus, and vengeful spirits of Akhutan responded with terrible magic.
When the foolish thieves removed the large ruby from Udimu’s sarcophagus, his bodyguard, Sehetep, immediately rose as a skeletal champion, bursting from his own sarcophagus to defend his master.
The power of Udimu’s curse first raised his bodyguard, Sehetep, from the dead.
Mereret, Skeleton, Servant of Udimu: The thieves disturbed the King’s rest when they took a gem from his sarcophagus, and vengeful spirits of Akhutan responded with terrible magic.
King Udimu’s queen, Mereret, and three servants reanimated shortly after Sehetep.
The power of Udimu’s curse first raised his bodyguard, Sehetep, from the dead. Udimu’s queen, Mereret, and three of their servants soon followed.
Skeleton, Skeleton Servant, Servant of Udimu: The thieves disturbed the King’s rest when they took a gem from his sarcophagus, and vengeful spirits of Akhutan responded with terrible magic.
King Udimu’s queen, Mereret, and three servants reanimated shortly after Sehetep.
The power of Udimu’s curse first raised his bodyguard, Sehetep, from the dead. Udimu’s queen, Mereret, and three of their servants soon followed.
King Udimu, Mummy, Long-Dead Leader, Angry King: The thieves disturbed the King’s rest when they took a gem from his sarcophagus, and vengeful spirits of Akhutan responded with terrible magic.
Mummy Lord: ?
Trail of the Apprentice: The Oracle's Test (5E)
Undead, The Dead, Undead Creature: ?
Zombie: The fates of those who venture into Ithmar are not always known. Some who fall without receiving proper burial may be animated by tendrils of evil energy that worm through the earth.
Zombie, Humanoid Shape: ?
Skeleton: ?
Will-o-Wisp, Small Glowing Orb, Aberrant Creature That Feeds on Fear: ?
Zombie: The fates of those who venture into Ithmar are not always known. Some who fall without receiving proper burial may be animated by tendrils of evil energy that worm through the earth.
Zombie, Humanoid Shape: ?
Skeleton: ?
Will-o-Wisp, Small Glowing Orb, Aberrant Creature That Feeds on Fear: ?
Trail of the Apprentice: The Thieves' Den (5E)
Zombie: A coven of hags can change the weather, create zombies, gain visions of the past, present, or future, glean knowledge from beings outside of the Material Plane, and work other dark magic to terrorize the lands around their lair.
Trail of the Apprentice: The Wizard's Dungeon (5E)
Will-o'-Wisp, Malevolent Will-o'-Wisp, Recent Castaway: ?
Beorwyn, Wraith: ?
Wraith: ?
Specter: Beorwyn's Create Specter power.
Undead Creature: ?
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.
Beorwyn, Wraith: ?
Wraith: ?
Specter: Beorwyn's Create Specter power.
Undead Creature: ?
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.
Trapmaster for 5th Edition
Undead: ?
Zombie: ?
Zombie: ?
Traps, Trammels, and Triggers - Nefarious Devices for 5E
Undead, Undead Creature, Undead Being: ?
Incorporeal Undead Creature: ?
Banshee: ?
Shadow: ?
Shadow Guardian: ?
Skeletal Remains, Reanimated Undead Creature: ?
Skeleton: A creature within 60 feet of the [fallen] idol [magic trap] that gazes upon it must succeed on a DC 15 Wisdom saving throw or be charmed by the idol. A charmed creature must use its turn to move within 20 feet of the idol, and once there, the creature will protect the idol from harm to the best of its ability. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success and becoming immune to the idol's charm for 24 hours. If a creature's saving throw is successful, it takes 2d8 necrotic damage, and the idol is healed for the amount of necrotic damage done. Additionally, whenever the idol is healed, it rolls a d6. On a score of 6, 1d8 skeletons are animated in unoccupied spaces within 30 feet of the idol.
Specter: ?
Wraith: ?
Zombie: ?
Incorporeal Undead Creature: ?
Banshee: ?
Shadow: ?
Shadow Guardian: ?
Skeletal Remains, Reanimated Undead Creature: ?
Skeleton: A creature within 60 feet of the [fallen] idol [magic trap] that gazes upon it must succeed on a DC 15 Wisdom saving throw or be charmed by the idol. A charmed creature must use its turn to move within 20 feet of the idol, and once there, the creature will protect the idol from harm to the best of its ability. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success and becoming immune to the idol's charm for 24 hours. If a creature's saving throw is successful, it takes 2d8 necrotic damage, and the idol is healed for the amount of necrotic damage done. Additionally, whenever the idol is healed, it rolls a d6. On a score of 6, 1d8 skeletons are animated in unoccupied spaces within 30 feet of the idol.
Specter: ?
Wraith: ?
Zombie: ?
Traveler's Guide to Angoria
Wyrd: Wyrds are witches and other magic users whose spirits have returned to their decaying body with the power of their two orbs, one dark amber in color, the other sickly green.
The first Wyrds were rumored to be elves, but eventually the curse spread to other magic users of other races, and wyrds have become one of the most dreaded undead creatures in the Known World.
Dune Ghoul: "Sometimes, those who die in the sand, don't stay..."
-Late Emir Tanapur
They can often be found near ancient ruins, and legends say the dune ghouls are the ancient warriors of a long lost civilization that fell to the temptation of Entropy.
Nachzehrer: Nachzehrers are a magic experiments, an unholy cross of trolls, vampires and ghouls. They broke out of containment, and now spread their affliction to new corpses and seek flesh to gorge on.
Wendigo: Hunger, despair, and death. These are the things that make a Wendigo.
Wendigos were once a Moorvalish experiment, where peasantry was forced into cannibalism until they were twisted into undead horrors, but they fled their captivity and now stalk the forests and mountains of the Known World.
If the Wendigo is slain, it will transfer its curse to a creature of its choice. That creature becomes a Wendigo upon death. Remove Curse can banish the Wendigo from its host.
Slaughterspawn: Raised from the bleak Slaughtermarshes of Moorvale, the Salughterspawn wander endlessly in their grim marshy nests, where the wizards and monster hunters employed by the imperial throne slay them for a living.
Slaughterspawn Wretch, Twisted Undead: ?
Slaughterspawn Boomer: ?
Slaughterspawn Arachnid: ?
Slaughterspawn Phalanx: ?
Slaughterspawn Undying, Fallen Knight: ?
Wyrd, Dreaded Undead Creature: ?
Dune Ghoul, Worst Nightmare of Any Desert Warnderer: ?
Nachzehrer, Magic Experiment, Unholy Cross of Trolls Vampires and Ghouls, Corpse, Savage Horror of the Dark Nights, Beast: ?
Wendigo, Undead Freak of Nature, Undead Horror: ?
Wendigo, Freak: ?
Slaughterspawn Wretch, Twisted Undead: ?
Slaughterspawn Boomer, Bloated Corpse: ?
Slaughterspawn Phalanx, Writhing Mass of Dead: ?
Undead, Undead Monster: The Desert of Solitude is an endless, bleak expanse of dunes as far as the eye can see. Nothing can live here, except the undead left behind from Unlight's corruption.
Freak: ?
Undead Monster: ?
Undead Scourge: ?
Wandering Undead: ?
Death Knight: ?
Sir Karathus, Death Knight: ?
Ghost: ?
Ancestral Ghost: ?
Ghoul: ?
King Maedion the Risen, Lich: ?
Revenant: ?
Undead Skeleton, Skeletal Form: Potion of Skeletal Projection magic item.
Skeleton: ?
Vampire: ?
Wight: ?
Karr-Daron, The Silent Warlord, Wight: ?
Wraith: ?
Potion of Skeletal Projection
(Potion)
Rare
When you drink this chalky potion, your skeleton emerges from your body and is animated as an undead skeleton, which you inhabit and control. Any damage or other effects that apply to your skeletal form have no effect on your flesh body, nor do they persist when you return to it. The effect ends after ten minutes, when you use an action to dismiss it, or when your skeletal form is reduced to 0 hit points.
Price: 200 gp
The first Wyrds were rumored to be elves, but eventually the curse spread to other magic users of other races, and wyrds have become one of the most dreaded undead creatures in the Known World.
Dune Ghoul: "Sometimes, those who die in the sand, don't stay..."
-Late Emir Tanapur
They can often be found near ancient ruins, and legends say the dune ghouls are the ancient warriors of a long lost civilization that fell to the temptation of Entropy.
Nachzehrer: Nachzehrers are a magic experiments, an unholy cross of trolls, vampires and ghouls. They broke out of containment, and now spread their affliction to new corpses and seek flesh to gorge on.
Wendigo: Hunger, despair, and death. These are the things that make a Wendigo.
Wendigos were once a Moorvalish experiment, where peasantry was forced into cannibalism until they were twisted into undead horrors, but they fled their captivity and now stalk the forests and mountains of the Known World.
If the Wendigo is slain, it will transfer its curse to a creature of its choice. That creature becomes a Wendigo upon death. Remove Curse can banish the Wendigo from its host.
Slaughterspawn: Raised from the bleak Slaughtermarshes of Moorvale, the Salughterspawn wander endlessly in their grim marshy nests, where the wizards and monster hunters employed by the imperial throne slay them for a living.
Slaughterspawn Wretch, Twisted Undead: ?
Slaughterspawn Boomer: ?
Slaughterspawn Arachnid: ?
Slaughterspawn Phalanx: ?
Slaughterspawn Undying, Fallen Knight: ?
Wyrd, Dreaded Undead Creature: ?
Dune Ghoul, Worst Nightmare of Any Desert Warnderer: ?
Nachzehrer, Magic Experiment, Unholy Cross of Trolls Vampires and Ghouls, Corpse, Savage Horror of the Dark Nights, Beast: ?
Wendigo, Undead Freak of Nature, Undead Horror: ?
Wendigo, Freak: ?
Slaughterspawn Wretch, Twisted Undead: ?
Slaughterspawn Boomer, Bloated Corpse: ?
Slaughterspawn Phalanx, Writhing Mass of Dead: ?
Undead, Undead Monster: The Desert of Solitude is an endless, bleak expanse of dunes as far as the eye can see. Nothing can live here, except the undead left behind from Unlight's corruption.
Freak: ?
Undead Monster: ?
Undead Scourge: ?
Wandering Undead: ?
Death Knight: ?
Sir Karathus, Death Knight: ?
Ghost: ?
Ancestral Ghost: ?
Ghoul: ?
King Maedion the Risen, Lich: ?
Revenant: ?
Undead Skeleton, Skeletal Form: Potion of Skeletal Projection magic item.
Skeleton: ?
Vampire: ?
Wight: ?
Karr-Daron, The Silent Warlord, Wight: ?
Wraith: ?
Potion of Skeletal Projection
(Potion)
Rare
When you drink this chalky potion, your skeleton emerges from your body and is animated as an undead skeleton, which you inhabit and control. Any damage or other effects that apply to your skeletal form have no effect on your flesh body, nor do they persist when you return to it. The effect ends after ten minutes, when you use an action to dismiss it, or when your skeletal form is reduced to 0 hit points.
Price: 200 gp
Treasures From Heart of the Razor
Murder Crow: ?
Murder Crow, Undead Monstrosity, Voracious Predator: ?
Murder of Crows: When the murder crow dies, it explodes into a murder of crows.
Encephalon Gorger Zombie, Vile Slasher: The Engineer worked tirelessly towards its purpose, wasting nothing. Using the corpses of its encephalon gorger crew as well as captured humanoids, it constructed gruesome and murderous servants.
This large, empty, cavernous compartment is a guardroom housing the reanimated remains of the Engineer’s crewmates, now his personal shock troops, called the “vile slashers” in Titus’ journal.
Encephalon Gorger Zombie, Hairless Pale-Skinned Humanoid With Leathery White Semi-Translucent Flesh: ?
Encephalon Gorger Zombie, Gruesome Murderous Servant, Personal Shock Trooper: ?
Putrid Haunt: ?
Undead Leech: ?
Ghast: This storage chamber holds one of the Engineer’s more charming side projects. It keeps 6 ghasts created from the corpses of the crew of The Flying Fortune in this hold.
Cadaver: A humanoid slain by [a cadaver lord's bite] attack rises 24 hours later as a cadaver under the cadaver lord’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a cadaver lord's claw] attack rises 24 hours later as a cadaver under the cadaver lord’s control, unless the humanoid is restored to life or its body is destroyed.
Cadavers, undead sailors who perished in the perilous waters, prowl the rocks and reefs seeking to kill those who enter their territory. Through the millennia, the shores of Dolentla Island have seen their share of tragic shipwrecks, murderous mutinies and pirate melees. The unfortunate souls who lost their lives in these events haunt the island’s shores seeking to spread their miserable hate to the living.
The main cadaver force is led by Wily Roger, a vindictive captain marooned here ages ago by his mutinous crew. Set adrift in a small rowboat with four loyal crewmembers, the captain and his men died in the treacherous rocks and rip currents guarding the eastern shore. Wily Roger and his trusty band have haunted the waters around Dolentla Island ever since.
Cadaver, Undead Sailor, Gaunt Corpse With Wrinkled Leathery Skin Covered By a Thick Layer of Barnacles: ?
Wily Roger, Cadaver Lord: The main cadaver force is led by Wily Roger, a vindictive captain marooned here ages ago by his mutinous crew. Set adrift in a small rowboat with four loyal crewmembers, the captain and his men died in the treacherous rocks and rip currents guarding the eastern shore. Wily Roger and his trusty band have haunted the waters around Dolentla Island ever since.
Crypt Thing: ?
Murder Crow, Undead Monstrosity, Voracious Predator: ?
Murder of Crows: When the murder crow dies, it explodes into a murder of crows.
Encephalon Gorger Zombie, Vile Slasher: The Engineer worked tirelessly towards its purpose, wasting nothing. Using the corpses of its encephalon gorger crew as well as captured humanoids, it constructed gruesome and murderous servants.
This large, empty, cavernous compartment is a guardroom housing the reanimated remains of the Engineer’s crewmates, now his personal shock troops, called the “vile slashers” in Titus’ journal.
Encephalon Gorger Zombie, Hairless Pale-Skinned Humanoid With Leathery White Semi-Translucent Flesh: ?
Encephalon Gorger Zombie, Gruesome Murderous Servant, Personal Shock Trooper: ?
Putrid Haunt: ?
Undead Leech: ?
Ghast: This storage chamber holds one of the Engineer’s more charming side projects. It keeps 6 ghasts created from the corpses of the crew of The Flying Fortune in this hold.
Cadaver: A humanoid slain by [a cadaver lord's bite] attack rises 24 hours later as a cadaver under the cadaver lord’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a cadaver lord's claw] attack rises 24 hours later as a cadaver under the cadaver lord’s control, unless the humanoid is restored to life or its body is destroyed.
Cadavers, undead sailors who perished in the perilous waters, prowl the rocks and reefs seeking to kill those who enter their territory. Through the millennia, the shores of Dolentla Island have seen their share of tragic shipwrecks, murderous mutinies and pirate melees. The unfortunate souls who lost their lives in these events haunt the island’s shores seeking to spread their miserable hate to the living.
The main cadaver force is led by Wily Roger, a vindictive captain marooned here ages ago by his mutinous crew. Set adrift in a small rowboat with four loyal crewmembers, the captain and his men died in the treacherous rocks and rip currents guarding the eastern shore. Wily Roger and his trusty band have haunted the waters around Dolentla Island ever since.
Cadaver, Undead Sailor, Gaunt Corpse With Wrinkled Leathery Skin Covered By a Thick Layer of Barnacles: ?
Wily Roger, Cadaver Lord: The main cadaver force is led by Wily Roger, a vindictive captain marooned here ages ago by his mutinous crew. Set adrift in a small rowboat with four loyal crewmembers, the captain and his men died in the treacherous rocks and rip currents guarding the eastern shore. Wily Roger and his trusty band have haunted the waters around Dolentla Island ever since.
Crypt Thing: ?
Treacherous Traps
Undead: Reanimate Creature trap effect.
Undead Noble: ?
Undead Royalty: ?
Undead Minion: ?
Ghast: Vampiric Shrine trap.
Lich: ?
Skeleton: Life-Giving Light trap.
Hauntedwood Bowl trap.
Reanimate Creature trap effect.
Vampire: ?
Noble Vampire: ?
Powerful Noble Vampire: ?
Wight: Stewards of the Axe trap.
Wraith: ?
Zombie: Reanimate Creature trap effect.
Hauntedwood Bowl
Hybrid trap (level 1-4, perilous, harm)
This 200-foot long, sloping corridor is filled with crushed skeletons and has a locked door at its lowest end. Above the door, spelled out in a mosaic, is a simple riddle. Answering the riddle makes the skeletons reanimate; a giant skull then falls from the ceiling and starts to roll toward the door.
Trigger. Uttering the answer to the riddle while in the corridor triggers the trap.
Initiative. The trap acts on initiative 20 and 10.
Active Elements. Hauntedwood Bowl reanimates the skeletons, then drops a giant skull into the corridor which rolls toward the bottom.
Reanimate Creatures (Initiative 20). 3 skeletons animate and attack living creatures in the corridor. The trap cannot animate more than 12 skeletons at a time. If it would animate more than 12, the oldest 3 crumble to dust.
Rolling Skull (Initiative 10). The first time this element activates, a massive skull drops from a trap door in the ceiling and starts to roll down the corridor at a speed of 50 feet a round. On subsequent activations, the skull moves another 50 feet down the corridor.
Skeletons (Initiative 10). The animated skeletons move and attack living creatures in the corridor.
Constant Elements. The massive skull barreling down the corridor threatens to crush everything in its path.
Giant Skull. Each creature in the skull’s path must make a DC 17 Dexterity saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. Objects that block the skull, such as a conjured wall, take maximum damage from the impact.
Countermeasures. The trap’s trigger and active elements can be thwarted by particular countermeasures.
Trigger. A creature that succeeds on a DC 17 Intelligence (Investigation) check or DC 17 Wisdom (Insight) check can deduce or intuit the trigger word. A successful DC 17 Wisdom (Perception) check lets a creature notice the hidden trapdoor in the ceiling. The corridor has an aura of necromancy magic when viewed with detect magic; the mosaic has an rune of detection hidden in its design.
Reanimate Creatures. The door at the end of the corridor can be opened with a successful DC 17 Strength check, or a successful DC 17 Dexterity check using thieves’ tools. Once the door is open, the trap stops animating skeletons.
Rolling Skull. If the skull hits a barrier without destroying it, it stops. Once the skull hits the door at the lowest end of the corridor it smashes into smithereens. If it rolls out of the corridor, it crumbles to dust.
Life-Giving Light
Magic trap (level 5-8, perilous, harm)
The floor of this dark cavern is uneven, and something crunches sickeningly beneath your feet as you enter.
Trigger (Produce Light/Darkness). Bringing or producing light, non-magical or magical, into the cavern triggers the trap.
Effect (Reanimate Creatures). Light reveals the bones in this room and they begin to glow with a sickly hue, animating into 8 skeletons that attack all creatures in the cavern. The skeletons will not leave the cavern, and they stay active until reduced to 0 hit points, or until 24 hours pass, at which point they crumble to dust. The skeletons can also be dispelled with dispel magic.
Countermeasures (Difficult). A creature that succeeds on DC 17 Wisdom (Perception) finds bone fragments scattered all around the room; with a successful DC 17 Intelligence (Arcana) check, a creature can discern the fragments are remnants of animated creatures. When viewed with detect magic, the room has an aura of necromancy magic.
With a successful DC 17 spellcasting ability check, a spellcaster can disrupt the enchantment on this room. Dispel magic also disables this trap.
Stewards of the Axe
Magic trap (level 17-20, moderate, harm)
At the far end of this chamber is an anvil, glowing with a throbbing, red heat. Stuck in the anvil is a rune-engraved battleaxe. Lying around the anvil are 4 dwarf corpses in various states of death and decay.
Trigger (Draw Weapon). Pulling the battleaxe from the anvil triggers the trap. It can only be removed by a dwarf.
Effect (Reanimate Creatures). The 4 dead dwarves rise as wights and attack all other creatures in the room, focusing on the triggering creature. If the creature that pulled the battleaxe from the anvil drops it or dies, the axe magically reappears in the anvil. The wights fade into nothingness if reduced to 0 hit points, or if dispelled with dispel magic (DC 18). They do not leave the room and, if not killed, return to dormancy after 24 hours.
Countermeasures. With a successful DC 12 Intelligence (History or Religion) check, a creature can identify the anvil and understands the trap. A dwarf has advantage on this check. If viewed with detect magic, the anvil has an aura of necromancy magic.
A spellcaster can disrupt the enchantment on the anvil with a successful DC 12 spellcasting ability check, or with dispel magic.
Vampiric Shrine
Magic trap (level 5-8, dangerous, harm)
The stench of blood dripping from an altar fills the air. The scarlet liquid seems to ooze from the stone by some magical means, flowing into cracks in the floor in a constant cycle. On either side of the altar are bronze statues of humanoids with open mouths, baring long fangs.
Trigger (Corpse). Bringing a corpse within 20 feet of the altar triggers the trap.
Effect (Reanimate Creatures). The corpse that triggered the trap is animated as a ghast that attacks any creatures in the altar room. The ghast will not go farther than 40 feet from the altar. It crumbles to dust if reduced to 0 hit points or after 24 hours.
Countermeasures. A creature that succeeds on a DC 15 Intelligence (Religion) check knows about the altar and understands the trap. The trap also has an aura of necromancy magic when viewed with detect magic.
A spellcaster that succeeds on a DC 15 spellcasting ability check can disrupt the enchantment on the altar, disabling the trap. Dispel magic can also disable the trap.
Reanimate Creatures
When the trap is triggered, it reanimates one or more dead creatures in the area to attack, block, or otherwise impede creatures. This effect requires some way to get a regular supply of dead creatures.
Like the Animate Objects effect, the reanimated creatures can be given a general command, such as to guard a particular chamber or corridor. Otherwise, the creatures mindlessly attack any other creatures in the area.
This effect could be used with a Corpse trigger; a body is brought into the area, and then reanimated when the trap goes off.
Effect. This effect turns piles of bones into skeletons or the corpses of Medium or Small humanoids into zombies. The number of creatures created depends on the trap’s lethality, as shown in the Creatures table earlier. If there aren’t enough bones or corpses in the trap’s area when it triggers, it still makes as many creatures as it can. This effect can create undead of higher CR if it’s severity allows.
Creatures reanimated by this effect stay active until reduced to 0 hit points, or until 24 hours pass, at which point they crumble to dust. The reanimated creatures will not leave the trap’s area.
Undead Noble: ?
Undead Royalty: ?
Undead Minion: ?
Ghast: Vampiric Shrine trap.
Lich: ?
Skeleton: Life-Giving Light trap.
Hauntedwood Bowl trap.
Reanimate Creature trap effect.
Vampire: ?
Noble Vampire: ?
Powerful Noble Vampire: ?
Wight: Stewards of the Axe trap.
Wraith: ?
Zombie: Reanimate Creature trap effect.
Hauntedwood Bowl
Hybrid trap (level 1-4, perilous, harm)
This 200-foot long, sloping corridor is filled with crushed skeletons and has a locked door at its lowest end. Above the door, spelled out in a mosaic, is a simple riddle. Answering the riddle makes the skeletons reanimate; a giant skull then falls from the ceiling and starts to roll toward the door.
Trigger. Uttering the answer to the riddle while in the corridor triggers the trap.
Initiative. The trap acts on initiative 20 and 10.
Active Elements. Hauntedwood Bowl reanimates the skeletons, then drops a giant skull into the corridor which rolls toward the bottom.
Reanimate Creatures (Initiative 20). 3 skeletons animate and attack living creatures in the corridor. The trap cannot animate more than 12 skeletons at a time. If it would animate more than 12, the oldest 3 crumble to dust.
Rolling Skull (Initiative 10). The first time this element activates, a massive skull drops from a trap door in the ceiling and starts to roll down the corridor at a speed of 50 feet a round. On subsequent activations, the skull moves another 50 feet down the corridor.
Skeletons (Initiative 10). The animated skeletons move and attack living creatures in the corridor.
Constant Elements. The massive skull barreling down the corridor threatens to crush everything in its path.
Giant Skull. Each creature in the skull’s path must make a DC 17 Dexterity saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. Objects that block the skull, such as a conjured wall, take maximum damage from the impact.
Countermeasures. The trap’s trigger and active elements can be thwarted by particular countermeasures.
Trigger. A creature that succeeds on a DC 17 Intelligence (Investigation) check or DC 17 Wisdom (Insight) check can deduce or intuit the trigger word. A successful DC 17 Wisdom (Perception) check lets a creature notice the hidden trapdoor in the ceiling. The corridor has an aura of necromancy magic when viewed with detect magic; the mosaic has an rune of detection hidden in its design.
Reanimate Creatures. The door at the end of the corridor can be opened with a successful DC 17 Strength check, or a successful DC 17 Dexterity check using thieves’ tools. Once the door is open, the trap stops animating skeletons.
Rolling Skull. If the skull hits a barrier without destroying it, it stops. Once the skull hits the door at the lowest end of the corridor it smashes into smithereens. If it rolls out of the corridor, it crumbles to dust.
Life-Giving Light
Magic trap (level 5-8, perilous, harm)
The floor of this dark cavern is uneven, and something crunches sickeningly beneath your feet as you enter.
Trigger (Produce Light/Darkness). Bringing or producing light, non-magical or magical, into the cavern triggers the trap.
Effect (Reanimate Creatures). Light reveals the bones in this room and they begin to glow with a sickly hue, animating into 8 skeletons that attack all creatures in the cavern. The skeletons will not leave the cavern, and they stay active until reduced to 0 hit points, or until 24 hours pass, at which point they crumble to dust. The skeletons can also be dispelled with dispel magic.
Countermeasures (Difficult). A creature that succeeds on DC 17 Wisdom (Perception) finds bone fragments scattered all around the room; with a successful DC 17 Intelligence (Arcana) check, a creature can discern the fragments are remnants of animated creatures. When viewed with detect magic, the room has an aura of necromancy magic.
With a successful DC 17 spellcasting ability check, a spellcaster can disrupt the enchantment on this room. Dispel magic also disables this trap.
Stewards of the Axe
Magic trap (level 17-20, moderate, harm)
At the far end of this chamber is an anvil, glowing with a throbbing, red heat. Stuck in the anvil is a rune-engraved battleaxe. Lying around the anvil are 4 dwarf corpses in various states of death and decay.
Trigger (Draw Weapon). Pulling the battleaxe from the anvil triggers the trap. It can only be removed by a dwarf.
Effect (Reanimate Creatures). The 4 dead dwarves rise as wights and attack all other creatures in the room, focusing on the triggering creature. If the creature that pulled the battleaxe from the anvil drops it or dies, the axe magically reappears in the anvil. The wights fade into nothingness if reduced to 0 hit points, or if dispelled with dispel magic (DC 18). They do not leave the room and, if not killed, return to dormancy after 24 hours.
Countermeasures. With a successful DC 12 Intelligence (History or Religion) check, a creature can identify the anvil and understands the trap. A dwarf has advantage on this check. If viewed with detect magic, the anvil has an aura of necromancy magic.
A spellcaster can disrupt the enchantment on the anvil with a successful DC 12 spellcasting ability check, or with dispel magic.
Vampiric Shrine
Magic trap (level 5-8, dangerous, harm)
The stench of blood dripping from an altar fills the air. The scarlet liquid seems to ooze from the stone by some magical means, flowing into cracks in the floor in a constant cycle. On either side of the altar are bronze statues of humanoids with open mouths, baring long fangs.
Trigger (Corpse). Bringing a corpse within 20 feet of the altar triggers the trap.
Effect (Reanimate Creatures). The corpse that triggered the trap is animated as a ghast that attacks any creatures in the altar room. The ghast will not go farther than 40 feet from the altar. It crumbles to dust if reduced to 0 hit points or after 24 hours.
Countermeasures. A creature that succeeds on a DC 15 Intelligence (Religion) check knows about the altar and understands the trap. The trap also has an aura of necromancy magic when viewed with detect magic.
A spellcaster that succeeds on a DC 15 spellcasting ability check can disrupt the enchantment on the altar, disabling the trap. Dispel magic can also disable the trap.
Reanimate Creatures
When the trap is triggered, it reanimates one or more dead creatures in the area to attack, block, or otherwise impede creatures. This effect requires some way to get a regular supply of dead creatures.
Like the Animate Objects effect, the reanimated creatures can be given a general command, such as to guard a particular chamber or corridor. Otherwise, the creatures mindlessly attack any other creatures in the area.
This effect could be used with a Corpse trigger; a body is brought into the area, and then reanimated when the trap goes off.
Effect. This effect turns piles of bones into skeletons or the corpses of Medium or Small humanoids into zombies. The number of creatures created depends on the trap’s lethality, as shown in the Creatures table earlier. If there aren’t enough bones or corpses in the trap’s area when it triggers, it still makes as many creatures as it can. This effect can create undead of higher CR if it’s severity allows.
Creatures reanimated by this effect stay active until reduced to 0 hit points, or until 24 hours pass, at which point they crumble to dust. The reanimated creatures will not leave the trap’s area.
Treasury of the City (5E)
Undead, Undead Creature: ?
Stronger Undead: ?
Undead Spawn: ?
Stronger Undead: ?
Undead Spawn: ?
Treasury of the Kingdom (5E)
Undead: ?
Ancient Lich: ?
Lich, Full Lich: ?
Atrophied Lich: ?
Demilich: ?
Ancient Lich: ?
Lich, Full Lich: ?
Atrophied Lich: ?
Demilich: ?
Treasury of the Macabre (5E)
Undead, Undead Creature: ?
Intelligent Undead: ?
Mindless Undead: ?
Ghostly Creature: ?
Ghost: ?
Ancient Lich: ?
Lich: ?
Ancient Dead: ?
Vampire: ?
Bad Spirit: ?
Intelligent Undead: ?
Mindless Undead: ?
Ghostly Creature: ?
Ghost: ?
Ancient Lich: ?
Lich: ?
Ancient Dead: ?
Vampire: ?
Bad Spirit: ?
Treasury of the Orient (5e)
Undead, Undead Creature: ?
Mindless Undead: ?
Intelligent Undead: ?
Ghost: ?
Specter: ?
Vampire: ?
Wraith: ?
Mindless Undead: ?
Intelligent Undead: ?
Ghost: ?
Specter: ?
Vampire: ?
Wraith: ?
Treasury of the Pharoahs (5E)
Undead, Undead Creature: ?
Unintelligent Undead: ?
Undead That Is Not Mindless: ?
Mindless Undead: ?
Mummy Guardian: ?
Mummy: Disemboweling Sickle magic item.
Zombie: Blade of the Black Desert magic item.
DISEMBOWELING SICKLE
Weapon (sickle), rare (requires attunement)
The preferred tool of mummification specialists, this +1 sickle is inlaid in copper and covered with hieroglyphic depictions of ritual preparation of the dead.
Once per week, a disemboweling sickle can be used as an additional focus for casting create undead, allowing the you to animate a corpse as a mummy (as described in the 5E SRD.)
BLADE OF THE BLACK DESERT
Weapon (dagger), very rare
This obsidian +2 dagger is made of blackened flint graven with symbols of blackest evil. As an action, you can cause the weapon to grow a haft, allowing it to be wielded as a +2 spear or +2 pike. Evil creatures wielding a blade of the black desert gain a +2 bonus on Charisma checks with daemons.
When you score a critical hit, you can choose to inflict the target with a powerful curse called the embrace of Set (DC 15 Wisdom negates; see sidebar). If the target fails its save, the blade is destroyed after imparting the curse.
Embrace of Set
Type curse; Save Wisdom DC 15;
Effect The target of this curse only receives half-healing from magical healing. A target that dies while affected by this curse rises 1 round later as a zombie, as described in the Monster Manual.
Unintelligent Undead: ?
Undead That Is Not Mindless: ?
Mindless Undead: ?
Mummy Guardian: ?
Mummy: Disemboweling Sickle magic item.
Zombie: Blade of the Black Desert magic item.
DISEMBOWELING SICKLE
Weapon (sickle), rare (requires attunement)
The preferred tool of mummification specialists, this +1 sickle is inlaid in copper and covered with hieroglyphic depictions of ritual preparation of the dead.
Once per week, a disemboweling sickle can be used as an additional focus for casting create undead, allowing the you to animate a corpse as a mummy (as described in the 5E SRD.)
BLADE OF THE BLACK DESERT
Weapon (dagger), very rare
This obsidian +2 dagger is made of blackened flint graven with symbols of blackest evil. As an action, you can cause the weapon to grow a haft, allowing it to be wielded as a +2 spear or +2 pike. Evil creatures wielding a blade of the black desert gain a +2 bonus on Charisma checks with daemons.
When you score a critical hit, you can choose to inflict the target with a powerful curse called the embrace of Set (DC 15 Wisdom negates; see sidebar). If the target fails its save, the blade is destroyed after imparting the curse.
Embrace of Set
Type curse; Save Wisdom DC 15;
Effect The target of this curse only receives half-healing from magical healing. A target that dies while affected by this curse rises 1 round later as a zombie, as described in the Monster Manual.
Treasury of Winter (5E)
Animate Dead, Zombie: Invader's Bugle magic item.
INVADER’S BUGLE
Wondrous item, legendary (requires attunement)
This antique military horn is tarnished from age and exposure to the harsh elements, like a relic left behind by once-glorious army defeated by the cruel winter of the endless steppe. An invader’s bugle appears to be of very fine quality beneath the wear and grime, but all attempts to polish or restore it only tarnish it further. The bugle has 5 charges, and you can use an action to create one of the following effects:
• You may expend 1 charge as part of a Bardic Inspiration performance in combat, granting the subject of your performance one extra Bardic Inspiration die.
• You can expend 1 charge to blast a note on the bugle and turn the ground in a 30-foot cone-shaped spread to become muddy and soft. Creatures passing through this mud must make Dexterity saves (DC 15) or become stuck, requiring an action to free themselves. This mud is bitter cold, and creatures starting their turn in it must make Constitution saves (DC 15, or DC 18 if prone) or take 1d4 points of cold damage and suffer a level of exhaustion. Additional failed saves inflict damage, but not additional levels of exhaustion. Terrain affected in this way returns to normal after 1 minute.
• You can expend 3 charges to sound a mournful note with the bugle to animate corpses within 60 feet of the horn and no more than two feet underground that come under your control, as animate dead, to a maximum of 12 creatures. These zombies fall into rank behind you and can only obey commands to attack, halt, or march, ignoring all other orders. They remain active until the end of your next long rest, at which time you may sound the horn again to keep them animated. These zombies are covered in frozen mud and have resistance to fire damage.
INVADER’S BUGLE
Wondrous item, legendary (requires attunement)
This antique military horn is tarnished from age and exposure to the harsh elements, like a relic left behind by once-glorious army defeated by the cruel winter of the endless steppe. An invader’s bugle appears to be of very fine quality beneath the wear and grime, but all attempts to polish or restore it only tarnish it further. The bugle has 5 charges, and you can use an action to create one of the following effects:
• You may expend 1 charge as part of a Bardic Inspiration performance in combat, granting the subject of your performance one extra Bardic Inspiration die.
• You can expend 1 charge to blast a note on the bugle and turn the ground in a 30-foot cone-shaped spread to become muddy and soft. Creatures passing through this mud must make Dexterity saves (DC 15) or become stuck, requiring an action to free themselves. This mud is bitter cold, and creatures starting their turn in it must make Constitution saves (DC 15, or DC 18 if prone) or take 1d4 points of cold damage and suffer a level of exhaustion. Additional failed saves inflict damage, but not additional levels of exhaustion. Terrain affected in this way returns to normal after 1 minute.
• You can expend 3 charges to sound a mournful note with the bugle to animate corpses within 60 feet of the horn and no more than two feet underground that come under your control, as animate dead, to a maximum of 12 creatures. These zombies fall into rank behind you and can only obey commands to attack, halt, or march, ignoring all other orders. They remain active until the end of your next long rest, at which time you may sound the horn again to keep them animated. These zombies are covered in frozen mud and have resistance to fire damage.
Trilemma Adventures Bestiary 5e
Bog Strangler: Bog stranglers haunt the swamps, bogs, and moorland pools between villages. They live out an illusion of their lives from long ago, poor gatherers, charcoal burners, and fishers. The great working of the Martoi let them live as they did thousands of years ago, but only as reflections in still water.
Crawling Ghost: The most terrifying of the Martoi are the crawling ghosts, victims of their most powerful curses.
Crawling Ghost, Most Terrifying of the Martoi: ?
Undead: ?
Crypt Servant: A crypt servant is a mummified husk, bound by magic to serve a monastic order in death.
Crypt Servant, Mummified Husk: ?
Hungry Spirit: The anxious, frantic spirits that never joined an ancestral host are too faint to manifest as wraiths individually, but collectively they can be very dangerous. They linger in cursed places, as the result of human sacrifices, battles, or at the sites of villages lost en masse to the strange weapons of the Martoi.
Hungry Spirit, Anxious Frantic Spirit: ?
Martoi Knight: ?
Martoi Knight, Spectral Horror: ?
Martoi Lady of Memory: ?
Martoi Lady of Memory, Wraith: ?
Martoi: Rather than go down into the earth with the dead when their time had come, the Martoi people chose to haunt the world, to live on in illusion.
Martoi, Incorporeal Wraith: ?
Martoi Serf, Martoi Villager: ?
Martoi Serf, Spectral Dead: ?
Vampire: Vampires are wraiths who have acquired a taste for the blood of the living.
Vampire, Wraith, Dead That Prey on the Living: ?
Most Desperate Vampire: ?
Wraith: When the fortunate die, they join with an ancestral host to solemnly watch over the living. Some are unwilling or unable to join, or are rejected by the ancestors—the very selfish or hateful, whose spirits are bent by self-interest. Others have minds filled with alien rituals or corrupted by wizard flowers, and cannot meld their whispering voices with the ancestors.
Most of these dissipate in grief or wander off to be caught by demons. The strongest willed, however, go on as wraiths.
Crawling Ghost: The most terrifying of the Martoi are the crawling ghosts, victims of their most powerful curses.
Crawling Ghost, Most Terrifying of the Martoi: ?
Undead: ?
Crypt Servant: A crypt servant is a mummified husk, bound by magic to serve a monastic order in death.
Crypt Servant, Mummified Husk: ?
Hungry Spirit: The anxious, frantic spirits that never joined an ancestral host are too faint to manifest as wraiths individually, but collectively they can be very dangerous. They linger in cursed places, as the result of human sacrifices, battles, or at the sites of villages lost en masse to the strange weapons of the Martoi.
Hungry Spirit, Anxious Frantic Spirit: ?
Martoi Knight: ?
Martoi Knight, Spectral Horror: ?
Martoi Lady of Memory: ?
Martoi Lady of Memory, Wraith: ?
Martoi: Rather than go down into the earth with the dead when their time had come, the Martoi people chose to haunt the world, to live on in illusion.
Martoi, Incorporeal Wraith: ?
Martoi Serf, Martoi Villager: ?
Martoi Serf, Spectral Dead: ?
Vampire: Vampires are wraiths who have acquired a taste for the blood of the living.
Vampire, Wraith, Dead That Prey on the Living: ?
Most Desperate Vampire: ?
Wraith: When the fortunate die, they join with an ancestral host to solemnly watch over the living. Some are unwilling or unable to join, or are rejected by the ancestors—the very selfish or hateful, whose spirits are bent by self-interest. Others have minds filled with alien rituals or corrupted by wizard flowers, and cannot meld their whispering voices with the ancestors.
Most of these dissipate in grief or wander off to be caught by demons. The strongest willed, however, go on as wraiths.
Trillium: City Of Enchantment
Undead: ?
Ghast, Horrible Ghast: The legate devil Slogmorph the Urbane (taking the form of Lord Remly Stafford) is the agent responsible for destroying the De Vesci family. Having stolen their fortune and driven the family from Trillium, Slogmorph decided to make their humiliation complete—and to make things complicated for the other families dividing up the De Vesci assets. He entered the crypt and used ritual magic to raise the De Vesci ancestors as undead.
Skeleton: The legate devil Slogmorph the Urbane (taking the form of Lord Remly Stafford) is the agent responsible for destroying the De Vesci family. Having stolen their fortune and driven the family from Trillium, Slogmorph decided to make their humiliation complete—and to make things complicated for the other families dividing up the De Vesci assets. He entered the crypt and used ritual magic to raise the De Vesci ancestors as undead.
Ghast, Horrible Ghast: The legate devil Slogmorph the Urbane (taking the form of Lord Remly Stafford) is the agent responsible for destroying the De Vesci family. Having stolen their fortune and driven the family from Trillium, Slogmorph decided to make their humiliation complete—and to make things complicated for the other families dividing up the De Vesci assets. He entered the crypt and used ritual magic to raise the De Vesci ancestors as undead.
Skeleton: The legate devil Slogmorph the Urbane (taking the form of Lord Remly Stafford) is the agent responsible for destroying the De Vesci family. Having stolen their fortune and driven the family from Trillium, Slogmorph decided to make their humiliation complete—and to make things complicated for the other families dividing up the De Vesci assets. He entered the crypt and used ritual magic to raise the De Vesci ancestors as undead.
TRUDVANG ADVENTURES 5E: Hero Companion
Undead, Undead Creature: ?
Powerful Undead: ?
Undead Servant: ?
Uncontrolled Undead: If your concentration [for the conjure wight spell] is broken, the undead doesn’t disappear. Instead, you lose control of the undead, it becomes hostile toward you and your companions, and it might attack.
Diser: ?
Draugr: ?
Ghost: ?
Salhele, Undead Slave: Animate Undead spell.
Salhele: ?
Barrow Wight: ?
Wight: ?
Animate Undead
3rd level Necromancy (ritual)
✦ Casting Time: 1 action
✦ Range: 10 feet
✦ Components: V, S, M (a drop of blood, a piece of flesh and a pinch of bone dust)
✦ Duration: Instantaneous
You create a bond between Dimhall and a dead body or a skeleton, which results in the conjuring of an undead slave from those remains. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a sálhele. (the GM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command for each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Powerful Undead: ?
Undead Servant: ?
Uncontrolled Undead: If your concentration [for the conjure wight spell] is broken, the undead doesn’t disappear. Instead, you lose control of the undead, it becomes hostile toward you and your companions, and it might attack.
Diser: ?
Draugr: ?
Ghost: ?
Salhele, Undead Slave: Animate Undead spell.
Salhele: ?
Barrow Wight: ?
Wight: ?
Animate Undead
3rd level Necromancy (ritual)
✦ Casting Time: 1 action
✦ Range: 10 feet
✦ Components: V, S, M (a drop of blood, a piece of flesh and a pinch of bone dust)
✦ Duration: Instantaneous
You create a bond between Dimhall and a dead body or a skeleton, which results in the conjuring of an undead slave from those remains. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a sálhele. (the GM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command for each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
TRUDVANG ADVENTURES 5E: Setting Companion
Barrow Wight: There are many beings of the mist in Trudvang and perhaps there are few as terrible as the barrow wights. Each such undead have their own barrow and are awakened to unlife because of its longing for something or someone that is in the dead one’s tomb. In some barrow there can be more than one barrow wight.
Only Humans and Elves can become barrow wights. Most barrow wights come alive shortly after the burial and maintain much of their appearance from life. However, their black eyeholes glow with eerie and strange bonewhite light when the sun has set.
Barrow Wight, Being of the Mist: ?
Dark Dweller: The dark dweller is a horrid undead creature that is awakened through sacrifice. From the blood that pours down into the ground, a beast is created that consists of everything that lies in the earth. Normally this includes branches, earth, bone parts, and other things that have ended up in the ground beneath a sacrificial place, but there are also dark dwellers made from half-rotting corpses and sacrificial logs. It is easier to awaken new dark dwellers in places where one has been awakened previously. The more blood that has been spilled in the ground, the greater the dark dweller will be. It is not unusual for several dark dwellers to be awakened if the blood has flowed in great amounts and the ground is rich with components.
Dark Dweller, Horrid Undead Creature: ?
Draugr: The draugr is an undead creature that is driven by vengeance and hatred. Because of this great hatred, it has managed to tame the bonds of death and thus remain in the place where it died.
If you die while in this state [becoming insubstantial from consuming a gatebloom potion], you return as a draugr.
Salhele: Why or how these undead come to being is hard to tell, perhaps these are creatures created by dark vitner or beings that are trapped in Dimhall.
Salhele, Skeleton: ?
Undead, Undead Creature: Beings of the mist or undead were once living creatures, but by some darkhwitalja they have been brought to unlife.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not an honorable act, and only ill-willed casters use such spells frequently.
Skeleton: ?
Diser: ?
Ghost: ?
Spirit: ?
Only Humans and Elves can become barrow wights. Most barrow wights come alive shortly after the burial and maintain much of their appearance from life. However, their black eyeholes glow with eerie and strange bonewhite light when the sun has set.
Barrow Wight, Being of the Mist: ?
Dark Dweller: The dark dweller is a horrid undead creature that is awakened through sacrifice. From the blood that pours down into the ground, a beast is created that consists of everything that lies in the earth. Normally this includes branches, earth, bone parts, and other things that have ended up in the ground beneath a sacrificial place, but there are also dark dwellers made from half-rotting corpses and sacrificial logs. It is easier to awaken new dark dwellers in places where one has been awakened previously. The more blood that has been spilled in the ground, the greater the dark dweller will be. It is not unusual for several dark dwellers to be awakened if the blood has flowed in great amounts and the ground is rich with components.
Dark Dweller, Horrid Undead Creature: ?
Draugr: The draugr is an undead creature that is driven by vengeance and hatred. Because of this great hatred, it has managed to tame the bonds of death and thus remain in the place where it died.
If you die while in this state [becoming insubstantial from consuming a gatebloom potion], you return as a draugr.
Salhele: Why or how these undead come to being is hard to tell, perhaps these are creatures created by dark vitner or beings that are trapped in Dimhall.
Salhele, Skeleton: ?
Undead, Undead Creature: Beings of the mist or undead were once living creatures, but by some darkhwitalja they have been brought to unlife.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not an honorable act, and only ill-willed casters use such spells frequently.
Skeleton: ?
Diser: ?
Ghost: ?
Spirit: ?
TRUDVANG ADVENTURES 5E: The Great Shadow
Undead: ?
Salhele: ?
Elven Barrow Wight: ?
Barrow Wight, Extremely Dangerous Opponent: ?
Salhele: ?
Elven Barrow Wight: ?
Barrow Wight, Extremely Dangerous Opponent: ?
TRUDVANG ADVENTURES 5E: Wildheart
Undead: ?
Bloodwurm, Terrible Undead Monster: ?
Dragon Cultist Wraith, Incorporeal Creature, Ghastly Large Shape: ?
Eyleeg, Diser, Ghost, Little Girl: ?
Skeleton Warrior: ?
Salhele, Skeleton-Like Cadaver: ?
Wight: ?
The Farm Wight, Benevolent Draugr, Ghost: Here lives the farm wight. A hundred years ago, he came to the forest as an herbalist and collector of plants and animals. Soon he discovered that the forest had devoured his soul, but he settled into the situation. The forest had all that he wanted.
In the glade at the end of the stairs, the farm wight made a formidable but small garden that keeps him here to this day, in spite of his death years ago.
Barrow Wight: ?
Drej Blackfire, The Warrior of Death, Barrow Wight, Guardian: ?
Dark Dweller: ?
Giant Dark Dweller: ?
Draugr: ?
Wildheart Personified, Man, Ghost Effect: ?
Bloodwurm, Terrible Undead Monster: ?
Dragon Cultist Wraith, Incorporeal Creature, Ghastly Large Shape: ?
Eyleeg, Diser, Ghost, Little Girl: ?
Skeleton Warrior: ?
Salhele, Skeleton-Like Cadaver: ?
Wight: ?
The Farm Wight, Benevolent Draugr, Ghost: Here lives the farm wight. A hundred years ago, he came to the forest as an herbalist and collector of plants and animals. Soon he discovered that the forest had devoured his soul, but he settled into the situation. The forest had all that he wanted.
In the glade at the end of the stairs, the farm wight made a formidable but small garden that keeps him here to this day, in spite of his death years ago.
Barrow Wight: ?
Drej Blackfire, The Warrior of Death, Barrow Wight, Guardian: ?
Dark Dweller: ?
Giant Dark Dweller: ?
Draugr: ?
Wildheart Personified, Man, Ghost Effect: ?
TRUDVANG ADVENTURES 5E WURMTONGUE
Diser, Skjutdiser: ?
Twilight Fables
Abhartach, Vampire: Abhartach was a dwarven magician who lived more than a hundred years prior. While greedy, selfish, and just a bit sociopathic, he was largely ignored until he began to gain power. No one knew exactly where his power originated or the secret pact he made with a lich to achieve said power. Shortly after gaining this power, he began to bully local officials and neighbors alike for no reason other than his sadistic desires.
Eventually, he gained enough power to subjugate those around him, waylaying travelers, hoarding their valuables, and drinking their blood, menacing the region to the point where he could no longer be ignored by neighboring clans. Unbeknown to all, his undead patron had bestowed upon him the curse of vampirism.
Banshee, Typical Banshee: Many banshees are the spirits of a woman who died tragically and have become ghosts to act as harbingers of death to the living.
Bluecap: Bluecaps are ghosts of past fey miners.
Cyoeraeth: ?
Draugr: Any creature that dies who has been bitten [by a draugr] will rise as a draugr the next nightfall.
If a creature slain and bitten by a draugr is buried horizontally with a pair of scissors on its chest and its toes tied together, it cannot rise as a draugr.
Refusing to bury a slain person horizontally causes it to rise as a draugr (false).
A draugr’s bite is infectious, and anyone who dies from it rises the next night as a draugr.
Dullahan: A powerful necromancer has created a dullahan to enact revenge on previous slights to them from a local town.
Gaishon: ?
Gaueko: ?
Gytrash: ?
Helhest: ?
Herne the Hunter, Odin, Wotan, Guro Rysserova, Theodoric the Great, Valdemar Atterdag, Gwyn ap Nudd, Spirit, Muscular Man Clad in a White Elk Hide With Two Enormous Horns or Antlers Protruding From His Head: Herne died long ago, hung from a great oak tree, and his spirit hunts the wood every full moon.
Kergrim: ?
Myling: The lore behind the myling is exceptionally dark. These are ghosts and spirits of unwanted children, killed by their parents and lacking a proper burial. In certain regions throughout history, parents have committed infanticide for many reasons, not all necessarily rooted in evil as how many societies define it.
While many were indeed for evil reasons, the parents were often desperate, with no other options before them, and had to either choose to kill their own children or starve the entire family. Or someone in a position of power forced the mother was forced to kill the child against her will. It sounds horrific today, and it certainly is, but there were no alternatives or preventive measures available to mothers during these parts of history.
A ghost of a child is a myling, a poor creature who was killed by their mother.
Shug Monkey: ?
Yeth Hound: ?
Undead Marool: ?
Banshee, Ghostly Apparition of an Elderly Woman: ?
Banshee, Ghostly Apparition of a Very Young Woman: ?
Banshee, Ghost, Harbinger of Death: ?
Wailing Banshee: ?
Bluecap, Spirit, Small Blue Flame, Ghost of a Past Fey Miner, Dancing Blue Light: ?
Excited Bluecap: ?
Cyoeraeth, Large Hag-Like Humanoid Surrounded by the Pall of Death, Harbinger of Death: ?
Draugr, Undead Humanoid, Mindless Undead: ?
Draugr Glamr, The First Draugr: ?
Dullahan, Fearsome Creature, Headless Humanoid, Evil Undead: ?
Gaishon, Skeleton With a Thin Layer of Skin Pulled Taut Over The Bones, Lesser Undead, Solitary Undead, Insane Babbling Creature: ?
Gaueko, Epitome of Darkness, Jet-Black Wolfhound, Spirit: ?
Gytrash, Large Black Dog Jet Black With Glowing Orange Eyes Like Burning Coals or Embers: ?
Gytrash, Horse Jet Black With Glowing Orange Eyes Like Burning Coals or Embers: ?
Gytrash, Crane Jet Black With Glowing Orange Eyes Like Burning Coals or Embers: ?
Gytrash, Mule Jet Black With Glowing Orange Eyes Like Burning Coals or Embers: ?
Gytrash, Ghostly Creature: ?
Helhest, Three-Legged Horse: ?
Helhest, Mount of Hel: ?
Helhest, Mount: ?
Myling, Ghost of an Unwanted Child Killed By Their Parents and Lacking a Proper Burial: ?
Myling, Spirit of an Unwanted Child Killed By Their Parents and Lacking a Proper Burial: ?
Myling, Ghostly Image of a Child in Great Anguish, Ghost, Spirit, Ghost of a Child, Poor Creature Who Was Killed By Their Mother: ?
Yeth Hound, Great Headless Dog With Shaggy Black Fur Standing as Tall as a Man at the Shoulders, Spirit Creature, Tactical Thinking Creature, Monstrous Dog: ?
Yeth Hound, Hunting Hound: ?
Undead, Undead Creature, Undead Monster: ?
Powerful Undead: ?
Ghost: ?
Evil Ghost: ?
Ghostly Soul of a Fallen Warrior: ?
Ghost of the King's Dead Wife: ?
Ghost, Translucent Form: ?
Normal Ghoul: ?
Lich, Undead Patron: ?
Skeleton: ?
Emile, Vampire: All the creatures here, especially Emile, avoid this room as this is where he made his pact with a devil to grant him immense power in return for his soul. The devil tricked him and granted him great power (his vampirism) but slew him on the spot to harvest his soul.
Vampire, Blood-Drinking Creature: ?
Vampire Spawn: A humanoid slain in this way [from Emile's bite attack] and then buried in the ground rises the following night as a vampire spawn under Emile’s control.
A humanoid slain in this way [by Abhartach's bite attack] and then buried in the ground rises the following night as a vampire spawn under Abhartach’s control.
Zombie, Normal Zombie: Gaishon are known to slay townsfolk, raise them as zombies, and then sending these newly created undead creatures into combat ahead of it.
If a gaishon slays a creature, it returns as a zombie.
A humanoid slain by [a gaishon's life drain] attack rises 24 hours later as a zombie under the gaishon’s control, unless the humanoid is restored to life or its body is destroyed.
Greater Zombie, Servant: ?
Greater Zombie: ?
Eventually, he gained enough power to subjugate those around him, waylaying travelers, hoarding their valuables, and drinking their blood, menacing the region to the point where he could no longer be ignored by neighboring clans. Unbeknown to all, his undead patron had bestowed upon him the curse of vampirism.
Banshee, Typical Banshee: Many banshees are the spirits of a woman who died tragically and have become ghosts to act as harbingers of death to the living.
Bluecap: Bluecaps are ghosts of past fey miners.
Cyoeraeth: ?
Draugr: Any creature that dies who has been bitten [by a draugr] will rise as a draugr the next nightfall.
If a creature slain and bitten by a draugr is buried horizontally with a pair of scissors on its chest and its toes tied together, it cannot rise as a draugr.
Refusing to bury a slain person horizontally causes it to rise as a draugr (false).
A draugr’s bite is infectious, and anyone who dies from it rises the next night as a draugr.
Dullahan: A powerful necromancer has created a dullahan to enact revenge on previous slights to them from a local town.
Gaishon: ?
Gaueko: ?
Gytrash: ?
Helhest: ?
Herne the Hunter, Odin, Wotan, Guro Rysserova, Theodoric the Great, Valdemar Atterdag, Gwyn ap Nudd, Spirit, Muscular Man Clad in a White Elk Hide With Two Enormous Horns or Antlers Protruding From His Head: Herne died long ago, hung from a great oak tree, and his spirit hunts the wood every full moon.
Kergrim: ?
Myling: The lore behind the myling is exceptionally dark. These are ghosts and spirits of unwanted children, killed by their parents and lacking a proper burial. In certain regions throughout history, parents have committed infanticide for many reasons, not all necessarily rooted in evil as how many societies define it.
While many were indeed for evil reasons, the parents were often desperate, with no other options before them, and had to either choose to kill their own children or starve the entire family. Or someone in a position of power forced the mother was forced to kill the child against her will. It sounds horrific today, and it certainly is, but there were no alternatives or preventive measures available to mothers during these parts of history.
A ghost of a child is a myling, a poor creature who was killed by their mother.
Shug Monkey: ?
Yeth Hound: ?
Undead Marool: ?
Banshee, Ghostly Apparition of an Elderly Woman: ?
Banshee, Ghostly Apparition of a Very Young Woman: ?
Banshee, Ghost, Harbinger of Death: ?
Wailing Banshee: ?
Bluecap, Spirit, Small Blue Flame, Ghost of a Past Fey Miner, Dancing Blue Light: ?
Excited Bluecap: ?
Cyoeraeth, Large Hag-Like Humanoid Surrounded by the Pall of Death, Harbinger of Death: ?
Draugr, Undead Humanoid, Mindless Undead: ?
Draugr Glamr, The First Draugr: ?
Dullahan, Fearsome Creature, Headless Humanoid, Evil Undead: ?
Gaishon, Skeleton With a Thin Layer of Skin Pulled Taut Over The Bones, Lesser Undead, Solitary Undead, Insane Babbling Creature: ?
Gaueko, Epitome of Darkness, Jet-Black Wolfhound, Spirit: ?
Gytrash, Large Black Dog Jet Black With Glowing Orange Eyes Like Burning Coals or Embers: ?
Gytrash, Horse Jet Black With Glowing Orange Eyes Like Burning Coals or Embers: ?
Gytrash, Crane Jet Black With Glowing Orange Eyes Like Burning Coals or Embers: ?
Gytrash, Mule Jet Black With Glowing Orange Eyes Like Burning Coals or Embers: ?
Gytrash, Ghostly Creature: ?
Helhest, Three-Legged Horse: ?
Helhest, Mount of Hel: ?
Helhest, Mount: ?
Myling, Ghost of an Unwanted Child Killed By Their Parents and Lacking a Proper Burial: ?
Myling, Spirit of an Unwanted Child Killed By Their Parents and Lacking a Proper Burial: ?
Myling, Ghostly Image of a Child in Great Anguish, Ghost, Spirit, Ghost of a Child, Poor Creature Who Was Killed By Their Mother: ?
Yeth Hound, Great Headless Dog With Shaggy Black Fur Standing as Tall as a Man at the Shoulders, Spirit Creature, Tactical Thinking Creature, Monstrous Dog: ?
Yeth Hound, Hunting Hound: ?
Undead, Undead Creature, Undead Monster: ?
Powerful Undead: ?
Ghost: ?
Evil Ghost: ?
Ghostly Soul of a Fallen Warrior: ?
Ghost of the King's Dead Wife: ?
Ghost, Translucent Form: ?
Normal Ghoul: ?
Lich, Undead Patron: ?
Skeleton: ?
Emile, Vampire: All the creatures here, especially Emile, avoid this room as this is where he made his pact with a devil to grant him immense power in return for his soul. The devil tricked him and granted him great power (his vampirism) but slew him on the spot to harvest his soul.
Vampire, Blood-Drinking Creature: ?
Vampire Spawn: A humanoid slain in this way [from Emile's bite attack] and then buried in the ground rises the following night as a vampire spawn under Emile’s control.
A humanoid slain in this way [by Abhartach's bite attack] and then buried in the ground rises the following night as a vampire spawn under Abhartach’s control.
Zombie, Normal Zombie: Gaishon are known to slay townsfolk, raise them as zombies, and then sending these newly created undead creatures into combat ahead of it.
If a gaishon slays a creature, it returns as a zombie.
A humanoid slain by [a gaishon's life drain] attack rises 24 hours later as a zombie under the gaishon’s control, unless the humanoid is restored to life or its body is destroyed.
Greater Zombie, Servant: ?
Greater Zombie: ?
Two Page Mini Delve - Cave of Crystals
Undead: ?
Evil Spirit: ?
Evil Ghostly Spirit: ?
Evil Spirit: ?
Evil Ghostly Spirit: ?
Two Page Mini Delve - Deepwood Memorial
King Sylvanius, Ghostly Form: ?
Two Page Mini Delve - Hornhold Crypts
Undead Body: ?
Two Page Mini Delve - The Pale Reaver
Ghost Ship: Very near the beginning of time, long before man or even dwarves were created, the elves tried to create a god in their own image. The attempt backfired horrifically; the result of their experimentation was a malformed mass of evil and chaos and darkness that threatened to devour the universe. Just in time, however, a group of elven wizards managed to permanently imprison the god-thing's essence in a statuette. This was the best the elves could do – they could not destroy the god-ish being they had created, so they settled on imprisoning it.
25 millennia passed, and rumor of the powerful statuette made its way to the ears of a warlord, who aimed to harness the statue’s power for his own ends. He sent five ships in search of this idol - four were unsuccessful, but one never returned.
The fifth ship, The Pale Reaver, did indeed find the statuette, but its influence corrupted the crew and drove them insane before it could be delivered to the warlord. Such was the horror aboard that ship and such is the power of the statue that the ship and its crew are now doomed to sail for eternity as a ghost ship.
25 millennia passed, and rumor of the powerful statuette made its way to the ears of a warlord, who aimed to harness the statue’s power for his own ends. He sent five ships in search of this idol - four were unsuccessful, but one never returned.
The fifth ship, The Pale Reaver, did indeed find the statuette, but its influence corrupted the crew and drove them insane before it could be delivered to the warlord. Such was the horror aboard that ship and such is the power of the statue that the ship and its crew are now doomed to sail for eternity as a ghost ship.
Ultimate Battle (5E)
Undead: ?
Wight: ?
Wraith: ?
Specter: Wraith’s create specter ability.
Wight: ?
Wraith: ?
Specter: Wraith’s create specter ability.
Ultimate Bestiary: The Dreaded Accursed
Spirit, Ghost of Nord Past: ?
Spirit, Ghost, Ghost of Nord Present: ?
Undead, The Dead: The unstable necrotic energy inherent in a wraith’s very existence seeps into the environment around it and grows in intensity, if allowed to remain. Unconsecrated dead spontaneously rise, holy magic dims, and a sense of dread and despair pervades wherever they settle, leaching the positive emotions out of any living things nearby.
Corporeal Undead: ?
Mindless Undead: ?
Undead Thrall: ?
Undead Scarab: ?
Free-Willed Undead: ?
Wandering Undead: ?
Undead Dragon: ?
Undead Spirit: ?
Most Powerful Undead: ?
Undead Ally: ?
Common Undead: ?
Lesser Undead: ?
Spirit of the Dead: ?
Burning Dead: Surrounded by the dead. Thought we could hold them off with fire. Now surrounded by burning dead and no oil for the lamps. -last entry in the logbook of Whitehall garrison.
Spirit: ?
Ghost, Spirit: ?
Specter, Spirit: ?
Spirit: The unstable necrotic energy inherent in a wraith’s very existence seeps into the environment around it and grows in intensity, if allowed to remain. Unconsecrated dead spontaneously rise, holy magic dims, and a sense of dread and despair pervades wherever they settle, leaching the positive emotions out of any living things nearby. Those living within a wraith’s influence will feel lethargic, remembering past happiness dimly, and with great effort, as if it happened only in a distant story. Those who die in such an area (through unrelated means, driven to suicide, or simply weakening and fading away) are likely to rise as spirits themselves; specters under the wraith’s control, or ghosts fueled by their own deep unhappiness.
Restless Spirit: ?
Ghost: Where does the soul travel after death? To the depths of damnation? To sit by the side of the gods and feast eternally? This may be so for the truly wicked, or the exemplary heroes; the majority of mortals must however, at least for a time it would seem, wander. Most ghosts are simply the echoes of these wandering souls, drifting through the world, seldom visible, until…what? Some claim that such a ghost will pass on only when all who knew of it in life have died, others say that it must find its way through the twisting snarls of the ethereal to find its way to the afterlife. Dwarves say that when all the mountains have been ground to dust, all dwarven souls shall pass on to paradise together. Whatever the truth, the ghosts do not tell, if ever they knew it themselves.
Those who died with unfinished business, were struck down in a terrible passion, or whose deaths were accompanied by a particularly resonant emotion (anger, betrayal, fear, or pain being the most common); any of these may break the natural order of things. Such traumatic instances leave an imprint on the material plane, a portion of the deceased soul’s personality with all but the most prevalent emotions at the time of death dampened. The rest of the soul passes on but, tethered by the lingering fragment, is unable to rest.
Formed of soul essence and sheer force of will, ghosts have the ability to overpower the soul of a living creature and exist within their body.
The wight returns for fear of death,
The lich for lore thereof,
The rev’nant to revenge itself,
The ghost, alone, for love.
Specters differ from ghosts in that the latter are true spirits of the dead, imprints of once-living souls and reflective, at least in part, of those individuals.
Will-o'-wisps are formed where beings die miserably in areas suffused with magic, which interferes with the spirit passing on or becoming a ghost.
The unstable necrotic energy inherent in a wraith’s very existence seeps into the environment around it and grows in intensity, if allowed to remain. Unconsecrated dead spontaneously rise, holy magic dims, and a sense of dread and despair pervades wherever they settle, leaching the positive emotions out of any living things nearby. Those living within a wraith’s influence will feel lethargic, remembering past happiness dimly, and with great effort, as if it happened only in a distant story. Those who die in such an area (through unrelated means, driven to suicide, or simply weakening and fading away) are likely to rise as spirits themselves; specters under the wraith’s control, or ghosts fueled by their own deep unhappiness.
If a player character dies with unfinished business, and the GM and player agree, the character may return as a ghost.
Tormented Shade: ?
Riled Ghost: ?
Ghost of an Old Man Whose One Regret Was Never Confessing Their Love to a Childhood Sweetheart: ?
Benign Ghost: ?
Malign Ghost: ?
Violent Irrational Ghost: ?
Particularly Willful Ghost: ?
Friendliest Ghost: ?
Rational Ghost: ?
Ghost Phantom Servant: Some ghosts are able to split away parts of their spirit to act independently, though still under the ghost’s control. These fragments, known as phantom servants, should really be thought of a way for the ghost to spread its influence and accomplish multiple tasks simultaneously, rather than beings in their own right.
Arteus, Ghost: ?
Ghost Horrific Countenance: ?
Ghost Phantom Hound: ?
Spectral Form Animal: Animals, on the whole, lack the awareness necessary to remain in spectral form after death, though there is nothing to prevent them doing so otherwise.
Spectral Hound: Spectral hounds are well-established, and there is reason to believe that at least some of them are the genuine impressions of once-living creatures (as opposed to the extensions of a lingering humanoid spirit given canine form), perhaps driven by those same loyal instincts which will compel a still-living dog to pine at his dead master’s grave until the day they themselves perish.
Spectral Cat: Spectral cats, on the other hand, are practically unheard of. It is thought that, as even the meanest street-cat comports itself with such a sense of royal self-importance, no cat feels there is anything in the mortal realm worth remaining for.
Ghost Possessive Consciousness: ?
Ghost Phantom Steed: ?
Ghost Lingering Waif, Soul of One Who Died From Neglect or Abandonment: The souls of those who died from neglect or abandonment.
A waif 's tether to the world of the living typically revolves around its guardians, whether it be avenging itself upon its abusers, or seeking to reunite with absent parents.
Ghost Dreadful Spirit: ?
Ghost Tortured Soul: Necromancers typically favor corporeal undead, trusting to the brawn of a zombie, or the obedience of a skeleton, to do their bidding. However, sometimes the spirits of the dead are enthralled, either as servants, bridges to the ethereal, or as sources of power to tap for ongoing rituals. The chains of these tortured souls bind them to service, preventing them from possessing living beings, but enabling them to ensnare the spirits of their enemies.
Ghost Relentless Haunt: ?
Dorothea, Ghost, Spirit: ?
Runfolo Gastarne, Ghost: ?
Ghost, Echo of a Wandering Soul: ?
Ghost, True Spirit of the Dead, Imprint of a Once-Living Soul, Incorporeal Creature, Classic Undead: ?
Ghoul, Average Ghoul: Though ghouls are undoubtedly undead, they are not the raised forms of corpses. Instead, they might be more accurately described as an entirely different form of life. It has been suggested that ghouls originate from another plane entirely, one where such life is common, and they have been drawn to ours through the cracks between worlds by the promise of food. Regardless of their origins, upon arrival, they spread quickly and can overrun an area in little time, if an infestation is not checked.
Ghouls reproduce by implanting a larva into a host body. While rotting corpses are preferred, ghouls are not fussy about the exact nature of the host, and some have even been known to make use of their paralyzing abilities to keep a living victim sedate in their lair (such forethought on the ghoul’s part is, thankfully, rare). The larval ghoul absorbs their nutrients passively, at first, but soon develops jaws and begins feeding in earnest. The feasting ghoul matures quickly and so, when a lot of easy prey becomes available at the same time (for instance, after a battle), the ghoul population can explode almost overnight.
A common myth is that a creature who indulges in cannibalism will, over time, become a ghoul themself. While mostly apocryphal, it is possible that a creature consuming the flesh of its own kind, where a ghoul has also fed, could ingest an amount of the ghoul’s saliva (and, thus, their mutagenic properties) in a sufficient enough amount to trigger a physiological change over time.
Ghouls gather in the low places, where the foulest humors pool. In their stinking lairs, they vomit up their spawn to hatch in corpses or in living folk; it matters not so long as they be unmoving. The spawn burrow deep and, loathsome foetuses they are, devour as they grow until, surfeited, they burst from these wombs of flesh to breed anew.
Feasting Ghoul: Though ghouls are undoubtedly undead, they are not the raised forms of corpses. Instead, they might be more accurately described as an entirely different form of life. It has been suggested that ghouls originate from another plane entirely, one where such life is common, and they have been drawn to ours through the cracks between worlds by the promise of food. Regardless of their origins, upon arrival, they spread quickly and can overrun an area in little time, if an infestation is not checked.
Ghouls reproduce by implanting a larva into a host body. While rotting corpses are preferred, ghouls are not fussy about the exact nature of the host, and some have even been known to make use of their paralyzing abilities to keep a living victim sedate in their lair (such forethought on the ghoul’s part is, thankfully, rare). The larval ghoul absorbs their nutrients passively, at first, but soon develops jaws and begins feeding in earnest. The feasting ghoul matures quickly and so, when a lot of easy prey becomes available at the same time (for instance, after a battle), the ghoul population can explode almost overnight.
Ghoul, Hunched Shape: ?
Rare Ghoul That is Active During the Day: ?
Larval Ghoul: Given a modest food source, a ghoul can be relatively benign, content to eat until the supply is exhausted before moving on to search for more. Being undead, they do not digest their meals in the usual sense, but the fermenting flesh aids in the development of larval ghouls.
Ghast: Ghouls have a marked preference for humanoid flesh, explaining their overall humanoid forms, but some differ from the norm, having gestated within significantly larger corpses, or those with unusual features, such as wings. After many generations of intelligent hosts, ghoul behavior can become more complex (these more cunning ghouls are sometimes distinguished as ‘ghasts’), and some achieve near-human levels of intelligence.
Some ghasts are the result of cannibalistic humanoids coming into contact with mutagenetic ghoul saliva, while others are the result of generations of ghouls devouring intelligent prey.
Ghasts do not grow, age, or die of old age. They reach adulthood as living creatures, before becoming ghasts, or emerge fully formed from a larval state.
Some ghasts are the result of cannibalistic humanoids coming into contact with mutagenetic ghoul saliva, while others are the result of generations of ghouls devouring intelligent prey.
Ghast, More Cunning Ghoul, More Intelligent Ghoul: ?
Wandering Ghoul: ?
Intelligent Ghoul: ?
Recently-Fed Ghast: ?
More Intelligent Form of Ghoul: ?
Stunted Ghoul: Generations of poor feeding can lead to weedy and stunted ghouls; less of a physical threat, perhaps, but often starving and desperate.
Ghoul Gnawer: ?
Ghoul Garghoul, Winged Garghoul: ?
Ghoul Eyeless Stalker, Blind Ghoul: Blind ghouls are relatively common in deep cave networks, where constant darkness and rapid proliferation quickly make eyes useless.
Dread Ghoul: ?
Bilemaw Ghoul: ?
Nighthulk: While nighthulks can arise spontaneously where ghouls feast on the flesh of oxen, apes, or other muscular beasts, they are most common where a more intelligent ghoul, or ghast, guides their development to aid their own dominance.
Ghoul Sophisticate: ?
Lesser Ghoul: ?
Ghoul Ravenous Creeper: ?
Bitter Ghast: ?
Ferocious Ghast: ?
Ghoul Infectious Ravener: ?
Ghoul Noxious Devourer: ?
Ghast Warlord: ?
Ghast Warlord, Particularly Intelligent Ghast: ?
Ghoul, Hunched Figure: ?
Ghoul King, Figure, Beast: ?
Ghoul, Classic Undead: ?
Lich: Eternal life. It is a lofty goal, one sought by many. Few, however, possess the ability to achieve it, and fewer still are willing, desperate, or mad enough to pay the price. Those few who do may, through various roads, attain lichdom.
Liches are, invariably, powerful magic users who, through foul craft, have prevented their souls from passing to the afterlife by use of phylacteries. Most liches were learned and studious in life, coming upon the necessary rituals through decades of study and experimentation, but this is not the only path. Other liches may have been influential cultists, wielding the power of evil gods or even demon lords. Though it is more common for such people to be consumed, or at least controlled, by their master in death, some are able to strike bargains or twist their allotted power to lichdom.
The rituals themselves vary in detail, much as the different practitioners of magic differ in the details of their craft. Most commonly, the would-be lich spends years on preparatory rites, gradually embalming their own body in a similar manner to mummification, while also regularly performing rituals (or continually performing one enormous ritual of many stages - reports differ), binding a portion of their soul to the mortal realm within a phylactery, an object used as a vessel to store and protect the soul fragment. The preparations culminate in the imbibing of a magical poison while also sacrificing a living soul. It is believed that the lich’s partial soul and that of the sacrifice, passing on at the same moment, allows the portion the lich has tethered to remain unnoticed by the higher powers.
The nature of the sacrifice seems almost a matter of personal taste. For some, it is a simple means to an end, using whatever being can be procured most expediently. Others view the sacrifice as an integral part of the ritual, forever tying the two souls together, and will only bestow this dubious honor on a person of importance, whether it be a faithful servant, or a hated rival.
A phylactery commonly takes the form of a large locket or small chest, though any container will serve the purpose if properly prepared along with the lich’s preparation of its own body. At the very least, the phylactery must contain some of the lich’s blood, though small scrolls of binding and warding (sometimes written in said blood) are common as well. This preparation makes a phylactery more durable than appearances might suggest, and it takes powerful magic to truly destroy one.
I look back now on the path down which I may have embarked, and I feel sickened. Some of you reading this, I know, will have idly wondered at the idea of lichdom, as I did. But stop to think of the cost. Not the cost to oneself, for I know many who would be willing to pay any price for knowledge, myself included. No, a lich does not come into being simply through force of will and manipulation of the higher magics; each lich sits upon a throne of death. Not only must they kill in order to attain lichdom, but they must do so regularly to maintain it.
It is of those who attain lichdom through their own study that we know the most. By their very nature, such individuals are those of a diligent, scholarly bent, and their rituals often contain a written component, to say nothing of personal writings and research. Hard facts are still scant, though, for they are also a suspicious breed, and fearful of pretenders.
A character may choose to pursue the lich class once they meet the prerequisites.
Prerequisites: 5th level in any class with the spellcasting class feature, and a spell list that includes 9th level spells (this does not include subclasses that use another class’s spell list), completed ritual to create a phylactery.
When you become a Lich at 1st level, you create a phylactery: any Medium, or smaller, object assembled from multiple parts, such as an amulet, a music box, or a hand mirror.
The wight returns for fear of death,
The lich for lore thereof,
The rev’nant to revenge itself,
The ghost, alone, for love.
Master Lich: ?
Lich, Corpse: ?
Lich, Powerful Magic User Who Through Foul Craft Have Prevented Their Soul From Passing to the Afterlife Through Use of Their Phylactery: ?
Lich, Insane Undead: ?
Most Confident Lich: ?
Most Foolhardy Lich: ?
Older Lich: ?
Clever Ruthless Lich: ?
Demilich: As a lich's body deteriorates, its remains bristle with unchecked magical potency. As this process ravages the lich's body, it gradually turns into what is known as a demilich.
Lesser Demilich: The template can be applied to any lich.
Once only the lich's torso, head, and arms remain, it is known as a lesser demilich.
Greater Demilich: The template can be applied to any lich.
A greater demilich's body is all but annihilated and only the skull remains, flaring with magical currents.
Transcendant Demilich: The template can be applied to any lich.
The lich's body has been consumed by its magic and turned into an inferno of pure magical force, shaped into a deathly visage of hatred, and commanded by the soul still trapped within its phylactery.
Apocryphal Lich: ?
Apocryphal Lich Neophyte: ?
Apocryphal Lich Initiate: ?
The Eternal Queen, Lich: ?
Apocryphal Lich Adept: ?
Apocryphal Lich Magus: ?
Apocryphal Lich Master: ?
Teb Tzaano, Lich: I had been so sure. Decades of study, years of preparation, months of work, and I had been sure. The phylactery was ready, the potion brewed, and I was sure.
A lifetime condensed into one moment.
That moment, when the concoction first touched my lips, the sweetness of the belladonna, the muskiness of the venom, and the copper of the still-warm blood, for the first time in the process, I felt doubt.
Then came the pain. That terrible, rending pain. I fell to my knees. I wept like a child.
I gasped, and sobbed, and collapsed upon the chest of my sacrifice, whimpering as the substance did its work. Her faltering, fading breaths soothed me, like a mother’s embrace.
Blight Lich: Rarer still are blight liches, who manage to pervert the magic of nature itself into fuelling their unlife. The multifaceted deities of nature seem united in their hatred for undeath, and it takes a singularly powerful individual to so confound them.
The patron of a profane lich might require their sacrifice be a loved one, as a test of faith, while blight liches might ensure their sacrifice’s blood is drunk by the thirsting roots of a twisted tree.
Records of the blight liches are near to nonexistent. The druidic rituals, of which their magic appears to be a corruption, are kept hidden from outsiders, as a rule, and their twisting by the undead is a subject of particular shame and secrecy.
Blight Lich Neophyte: ?
Blight Lich Initiate: ?
Blight Lich Adept: ?
Blight Lich Magus: ?
Blight Lich Master: ?
Profane Lich: The patron of a profane lich might require their sacrifice be a loved one, as a test of faith, while blight liches might ensure their sacrifice’s blood is drunk by the thirsting roots of a twisted tree.
Of the profane liches, some little is known, from that which we can piece together about the darker practices of death cults. Notably, they must prove themselves of such unique worth in life that they are granted complete freedom as an agent after death, rather than remaining answerable to their patron. To this end, a would-be lich will commit heinous atrocities in the name of their deity. History runs red with the deeds of such individuals, and the presumably low rate of success does little to deter these attempts. Such liches, it would seem, often ascend accompanied by a mass sacrifice of their disciples; a number of these unfortunates’ souls are gifted to the deity as part of the bargain, and some are returned as mindless thralls to the newly-formed lich.
Profane Lich Neophyte: ?
Profane Lich Initiate: ?
The First, Lich: ?
Profane Lich Adept: ?
Profane Lich Magus: ?
Profane Lich Master: ?
The Maid of Sorrows, Particularly Troublesome Lich, Maniacal Lich: ?
Lich, Classic Undead: ?
Mummy, Undead Mummy: Preparation of the dead, even involved and intricate preparation, is fairly common practice. The lengths the creators of mummies go to are unusual, but fairly widespread, though the fruits of their labor are only truly successful and long-lasting in very dry environments conducive to their preservation; primarily deserts and arid mountains. Priests and underlings work for months to leech all moisture from the body, remove and preserve separately the important organs, cleanse the dried corpse with sacred oils and resins, and finally inter the mummy in its tomb. The intent is to ensure the deceased has a worthy vessel to inhabit in the next life, but many of the rituals are, knowingly or unknowingly, perverted to instead create monstrosities.
Undead mummies are created when the lengthy embalming and burial rites practised by mummy-creating cultures are subtly altered. In some cases, agents from demonic cults have a hand in warping individual rites, in others, the sacred instructional texts have unknown infernal origins which had been assumed divine. A few, however, undertake the dark rituals knowingly; cultures of demon-worshippers, and those who believe the souls of the dead must suffer in order to be cleansed. Whatever the reasons for the corruption of the process, the deceased’s spirit is condemned to a plane of torment and suffering, instead of passing on to the next world with all the grandeur it deserves.
The last stage of the rite of mummification is the interring of the body in its tomb and creating a magical seal. This seal protects the preserved body from any attempts to raise it by forces unintended by the ritual-casters. The seal may be a physical object, such as a tablet designed to break upon the opening of the tomb, or may be a curse triggered by the removal of objects from the tomb, speaking the mummy’s name, or approaching the sarcophagus without the proper ceremony. Whatever the case, as soon as the seal is broken, the mummy is possessed and animates. Often, the spirit which inhabits the body is the original soul, driven mad by what could have been millennia of suffering in a hellish death plane. Other times, the spirit is demonic in nature; that of whichever foul creature consumed the original. In either case, the mummy, now consumed with rage, will seek out those who desecrated its resting place and destroy them.
Part of the mummification process is the removal of several key organs for their separate preservation, often in ornately decorated jars. For the most powerful mummies, these fulfill a similar function to a lich’s phylactery, ensuring the mummy cannot be truly destroyed while the heart remains intact, although they do not require a phylactery’s regular sacrifice of mortal souls to maintain, nor any input or consent from the mummy to create – indeed, many mummies seem positively enraged at their inability to die.
Two main factors inform the details of a mummy’s tomb; the creation of a mummy is a lengthy, expensive process reserved for the very wealthy, and the desire to create a mummy is generally indicative of a culture which places great emphasis on the deceased’s experiences in the afterlife.
Mummy, Thing That Had Been a King Once: ?
Mummy, Monstrosity: ?
Richer Mummy: ?
Lesser Mummy: Richer mummies may be buried with those who served them in life, with their tomb filled with the mummified corpses of their servants, spouses, and favored pets. It is unclear how willing these individuals are to sacrifice themselves to serve another after death, yet they line the dusty halls regardless.
When a mummy animates, it has complete control of the contents of its tomb and, unwilling though they may have been, these lesser mummies will animate to serve it.
Lesser Mummy of a Pet: ?
Lesser Mummy of a Servant: ?
Mummy Soldier: ?
Mummy Praetorian: ?
Mummy Chosen Champion: Some underlings are of such fanatical loyalty that, at the point of their master’s death, they will gladly give their lives in order to continue their service and become a chosen champion. The death of a monarch or nobleman can be followed by a wave of death, as their household guard and soldiers give their lives to fill their tomb with protectors.
Mummy Mummified Murderer: ?
Mummy Royal Assassin: ?
Mummy Executioner Confidant: Criminals who dared to raise a hand to their rightful masters, would-be murderers, are often interred as punishment - having undergone at least the preliminary stages of mummification while still alive – and forced to serve more faithfully after death.
Mummy Acolyte: ?
Mummy Court Priest: ?
Mummy Exalted Hierophant: Court priests commonly owe their position to backstabbing their way into favor and, with their master gone, a quick ritual death and eternal preservation might be a kinder fate than what their rivals would have in store for them.
Mummy Anointed King: ?
Mummy Mummified Baboon: ?
Mummy Tomb Hound: ?
Mummy Swarm of Cursed Snakes: ?
False Mummy: Sometimes, in order to deter and punish would-be grave robbers, swarms of snakes are interred in a package of bandages made to look like a mummified body. These false mummies are still animated by the mummy's curse, and act much in the way mummies normally would, although their movements tend to be more staggered and erratic.
A false mummy can be any humanoid mummy of challenge rating 5 or lower.
Mummy Tarikhodile: ?
Mummy Bast Cat: ?
Mummy Mummified Bull: ?
Mummy Tarikhosphinx: The tarikhosphinx is one of the most powerful tomb guardians, and a rare one, a sphinx in life being no easy thing to overpower, subdue, and embalm. After death, its loyalties lie with the mummy lord whom it guards, rather than the gods.
Mummy Tarikhosphinx, Most Powerful Tomb Guardian: ?
Mummy Lord: ?
Implacable Mummy King: ?
Revenant: Revenants are engines of vengeance, potentially denying themselves their afterlife in order to avenge themselves upon those responsible for their own unjust deaths.
Revenants are birthed by betrayal and fueled by revenge. Unlike the many and varied goals a ghost might need to see completed, or the self-serving ambitions of a wight, a revenant has only one clear and simple goal; the deaths of all those involved in their unjust murder.
Divine powers do not especially affect them, as their resurrection is not due to the meddling of gods, but a result of the greater powers of balance and justice in the cosmos, to which even they must bend. Some personal choice must also be involved, somewhat similar to the creation of a wight, for not every victim of betrayal becomes a revenant.
Death doesn’t have to be the end! The following templates can be applied to an existing player character upon their death, at the GM’s discretion, to turn them into a ghost or revenant.
If a player character is unjustly murdered, they may wish to seek vengeance against those who inflicted this injustice upon them. If the GM and player agree, the character may return as a revenant.
The wight returns for fear of death,
The lich for lore thereof,
The rev’nant to revenge itself,
The ghost, alone, for love.
Revenant, Corpse: ?
Revenant, Engine of Vengeance, Animated Corpse, Dead Body: ?
Particularly Bloodthirsty Revenant: ?
Wight-Like Failed Revenant: For some, those with a selfish streak, or who had a particularly personal relationship with their betrayer, their target’s death alone is not enough – they must be the one to strike the killing blow. Such a revenant might rail against this further injustice strongly enough to break their covenant, and take their anger out on the living in general. These wight-like failed revenants might even begin their vendetta by seeking out and destroying the killers of their original target.
Most Amiable Revenant: ?
Once Noble Revenant: ?
Once Good-Natured Revenant: ?
Adrestio, Revenant: THEMIO: You did startle me, so deathly quiet was your step. You know of Kane, my grave fellow?
ADRESTIO: He shall be a corpse ere long.
THEMIO: You look half a corpse yourself, what know’st thee?
ADRESTIO: This much alone: t’was him who murdered me.
Revenant Seeker: ?
Tenacious Revenant: ?
Revenant Relentless Harrier: ?
Kinrama Shathaan, Revenant: ?
Failed Revenant: ?
Bernil, Revenant: ?
Abner, Revenant: ?
Shadow: Consummate ambush predators, shadows are attracted to goodness, to those whose darkest desires are suppressed most deeply, for the brighter the light, the darker the shadow it creates. By killing a virtuous individual, a shadow is able to separate those parts of their character consigned to the darkness, unleashing them upon the world as a new shadow. Only the most depraved are truly safe from a shadow’s interest, though the more a person gives in to their darker side, the weaker a shadow they will create, and so the less likely they are to be attacked.
The theory goes that shadows came into being as the result of a botched experiment. Some well-meaning soul, through ritual, bargain, or alchemy, attempted to portion off those instincts, desires, and hungers which were most abhorrent to them. Rather than disappearing, as they no doubt hoped, this darker remnant of their soul lingered.
For a shadow, attacking the living is primarily a means of reproduction, for when a shadow kills, another shadow will arise from the victim’s corpse.
Shadows show marked preference to attacking those of greatest virtue, those good-hearted souls who will create the strongest shadows upon their deaths.
Shadow, Consumate Ambush Predator, Unleashed Darkness: ?
Tamed Shadow: ?
Clever Shadow: ?
Strongest Shadow: ?
Silhouette Shadow: If a non-evil humanoid dies from [a silhouette shadow's strength drain] attack, a new silhouette shadow rises from the corpse 1d4 hours later.
Treacherous Shadow: If a non-evil humanoid dies from [a treacherous shadow's strength drain] attack, a new treacherous shadow rises from the corpse 1d4 hours later.
Particularly clever shadows can overwhelm and possess the shadows of living creatures, without their notice.
Treacherous Shadow, Particularly Clever Shadow: ?
Shadow Consuming Darkness: If a non-evil humanoid dies from [a consuming darkness's stength drain] attack, a new consuming darkness rises from the corpse 1d4 hours later.
Skeleton, Skellingbones: Ensorcelled remains, animated beyond their time, stand to attend a new master, caring not whoever it may be, for they are legion, a mass of the mindless.
While a skeleton does not require flesh in order to move, being animated entirely magically, a lack of flesh is not a requirement. Though certainly not the norm, and requiring unorthodox magics, even the recently dead can have their skeletons animated, heaving their soft tissues along with them until they eventually rot and slough away, revealing the walking bones beneath. The tell-tale sign of a skeleton is the dim, glowing light within the eye sockets, betraying the magic which knits the bones together.
Skeletons are, in essence, specialised magical automata. The spells required to create them resemble those used to animate objects more than those that raise the dead. The difference lies in the fact that magically animated skeletons use the residual energies left in the bones to power the spell, putting their creation firmly in the camp of necromancy.
The spells animating the skeleton replace the tendons and muscles needed in order to move, so centuries-old bones have just as much mobility as those still knitted together with gristle. While perhaps more robust than living tissue, the effect is not indestructible and, should the skeleton sustain enough damage, the forces holding the bones together will cease doing so.
Though usually the case for simplicity’s sake, the bones do not strictly need to be from the same individual or species. ‘Bone memory’, while a somewhat muddy and esoteric field of magical theory, suggests that some imprint of reflexes and practised actions remains dormant in the bones after death, meaning the bones of a soldier will be marginally more suited to martial work, for example. This is another reason necromancers typically raise the skeleton of an individual, though the disparate bones of those with similar life experiences will create a cohesive whole as well.
Lastly, skeletons may also spontaneously arise in areas of necromantic energy and, having no master, will instinctively seek to destroy any living creature which comes into their vicinity. These skeletons are likely the ones found in ancient crypts and otherwise-uninhabited locales.
Like skeletons, zombies are corpses animated by magic.
The only essential commonality is that there must be some level of flesh covering the bones in order for the zombie to haul itself around for, while there is magic holding them together to a point, it is limited compared to that which knits together other types of undead, such as skeletons.
Skeleton, Ensorcelled Remains, The Mindless, Specialised Magical Automata: ?
Magically Animated Skeleton: ?
Skeletal Colossus: If the necromancer can imagine it, and coax the magic to animate them in a plausible way, skeletal colossi can be created from an amalgam of different parts. However, such creations are rare; the movements necessary to cause a humanoid form to walk and fight come without thought to the average spellcaster, but working out how to move a pile of mismatched bones without it tripping over its own feet requires an expert’s understanding of the craft.
Skeleton Warrior: ?
Skeleton Soldier: ?
Skeleton Veteran: ?
Skeleton Infantry: ?
Skeleton Pikeneer: ?
Skeleton Pikemaster: ?
Skeleton Archer: ?
Skeleton Marksman: ?
Skeleton Sharpshooter: ?
Skeletal Creature: ?
Skeleton Skeletal Hill Giant: ?
Skeleton Skeletal Minotaur Warrior: ?
Skeleton Skeletal Minotaur Warlord: ?
Skeleton Skeletal Dragon: ?
Skeleton Skeletal Riding Horse: ?
Skeleton Skeletal Dog: ?
Skeleton Skelephant: ?
Skeleton Bone Horror: A somewhat crude necromantic experiment, the bone horror is nonetheless effective, and an efficient use of incomplete remains, if a necromancer is sufficiently skilled to articulate and animate them. Consisting as they do of a multitude of disparate parts, no two bone horrors are exactly alike, though all excel at crude butchery.
Skeleton Bone Horror, Somewhat Crude Necromantic Experiment: ?
Skeleton Skeletal Wartitan: Only a true master of the necromantic arts has the power and vision to create a skeletal wartitan. A refinement of the cruder bone horror, a wartitan is massive enough that its weaponry itself is made of animated bone, reshaping and adapting to suit the situation.
Osseous Amalgam, Colossus, Skeletal Horror: ?
Skeleton, Mindless Undead: ?
Skeleton, Mindless Servant: ?
Skeleton, Undead Pack Animal: ?
Skeleton, Undead Automaton: ?
Specter, Common Specter: One must pity the specter: a writhing miasma of bitterness, confusion, dismay and hate that so unjustly exists, but exist it does. To be severed from the mortal ties of one’s life while still in the midst of living does not bear thought, for dwelling upon such can drive even the most stalwart to madness. The myriad flavors of life, the common things relied upon day after day, create an unseen cocoon of comforting familiarity. But, should this snug refuge be rent asunder, the soul within unceremoniously set adrift, pity that soul, and any who chance to meet it.
Specters differ from ghosts in that the latter are true spirits of the dead, imprints of once-living souls and reflective, at least in part, of those individuals. A specter, by contrast, is formed when a being’s soul is ripped from them while they still live. Without a natural death, there is no chance for the soul to pass on as it should, leaving only a hateful and malignant creature. Stripped of all personhood and character, desperately hungry for the life it can never return to, specters are murderously envious of any who still cling to it.
Specters are formed of unstable soul essence, and that instability is reflected in their appearance.
Almost universally, specters became so unwittingly and unwillingly.
Specters are created when powerful dark magic, or an evil entity, separates an unwilling living soul from their body. This act disrupts the natural order, warping the soul into an unstable and crude approximation of an undead spirit. Wraiths commonly create specters to serve them and demoralize their living enemies. Specters might also be created as byproducts of particularly foul rituals, such as one to summon an extraplanar entity into a living, but empty, ‘vessel’.
Souls wrenched from their bodies while they were still alive.
Those living within a wraith’s influence will feel lethargic, remembering past happiness dimly, and with great effort, as if it happened only in a distant story. Those who die in such an area (through unrelated means, driven to suicide, or simply weakening and fading away) are likely to rise as spirits themselves; specters under the wraith’s control, or ghosts fueled by their own deep unhappiness.
There can be no negotiating or reasoning with a wraith. They see themselves as commanders in a war against life itself. The only living being acceptable is one which submits itself, willing to turn against its fellows in order to survive, and even these shall have their souls ripped out to serve the wraith as specters at the smallest hint of displeasure.
Specter, Figure of Swirling Mist: ?
Specter, Writhing Miasma of Bitterness Confusion Dismay and Hate, Roughly Humanoid Shape Made up of Crackling Dancing Energy: ?
Traversing Specter: The baleful void’s Life Drain and Create Specter abilities can both create specters under the wraith's control.
If a creature is slain by [a baleful void's life drain] attack, its spirit rises on the next turn as a traversing specter in the space of its corpse, or in the nearest unoccupied space.
Baleful Void's Create Specter power.
Deadly Specter: The seething oblivion’s Life Drain and Create Specter abilities can both create specters under the seething oblivion’s control.
If a creature is slain by [a seething oblivion's life drain] attack, its spirit rises on the next turn as a deadly specter in the space of its corpse, or in the nearest unoccupied space.
Seething Oblivion's Create Specter power.
Specter Spectral Horror: ?
Specter Spectral Raven: The spectral raven is an enigma, as it is seemingly not the soul of a once-mortal creature. Its cry induces supernatural terror but, perhaps worse, the very presence of the raven is enough to drive living creatures to paroxysms of grief and apathy from which they may never recover. Scholars speculate that the phenomenon is formed of stray astral essence corrupted by the same magical disturbances which form more common specters, or else a collective of rent souls somewhat akin to a wraith.
Specter Spectral Raven, Enigma: ?
Specter Spectral Dragon: The sundered soul of a dragon is a horribly powerful force of chaos and woe, raised and set loose only by the most powerful undead, or the most insane necromancers.
Specter, Figure, Wrong Thing: ?
Walking Corpse: ?
Vampire, Fully-Fledged Independent Vampire, Full Vampire: In common parlance, one can be transformed into a vampire; this is incorrect, though the difference is subtle. A person is killed by a vampire, and their vampiric essence enters the now dead body. While the dead person’s memories and remnants of personality may be accessible, a vampire is not the person transformed – a vampire is a vampire, wearing their corpse.
A stake of sharpened wood through the chest will incapacitate a vampire, it is true (as, it must be said, it would incapacitate most creatures), but the practice of planting a yew tree above an evil-doer’s grave will do little to dissuade the dead from rising in any form (though, given the swiftness of a vampire’s revival, a slow-growing tree seems singularly unsuited to that task).
Both the lycanthrope and vampire class can only be accessed by those who have been bitten and infected; these are intended as alternatives to the character being taken over as an NPC under the GM’s control.
The vampire spawn can turn into a full vampire, if allowed to draw blood from its master.
Mihaelia Rhamonos, Vampire: ?
Vampire, Being Neither Living Nor Dead: ?
Lesser Vampire: ?
Lesser Vampire, Bloodsucker: ?
Bloodsucker: ?
Powerful Vampire: ?
Good Vampire: ?
Hungry Vampire: ?
Truly Ancient Vampire: ?
Elder Vampire: ?
Secure Vampire: ?
Young Vampire: ?
Vampire, Natural Ambusher: ?
Free-Willed Vampire Spawn: A humanoid slain this way [by a fledgling vampire's bite], and then buried in the ground, rises the following night as a free-willed vampire spawn.
Vampire Fledgling: ?
Vampire Fledgling, Lesser Vampire: ?
Vampire Dampyr: The origins of the dampyr remain something of a mystery. Possessing lessened versions of a vampire’s strengths, along with fewer of their weaknesses (most markedly, they are unharmed by sunlight), they are clearly a fusion of mortal and undead, and it is theorized that they are born of women bitten while pregnant, though they are rare enough that proper studies have yet to take place.
Vampire Dampyr, Fusion of Mortal and Undead: ?
Vampire Nightstalker: ?
Vampire Packrunner: ?
Higher Vampire: ?
Vampire Noble: ?
Vampire Noble, Most Powerful Undead: ?
Ilandrei, Vampire: “I remember it clearly, of course,” she relates. “Mortals do not remember their births, so it is difficult to relate the feeling of it. It hurt at first, the bite, but as the blood began to drain from me, it felt… I hesitate to say pleasurable, but there was a sense of acceptance, of inevitability. That I was being fed upon was simply a fact of my life. I was only dimly aware of him stopping to bite his hand and offer it to me but, when he did, the desire to feed was overwhelming. That was pleasurable. It was the taste of life itself.
Ancient Vampire: ?
Vampire Spawn: A humanoid slain this way [by a vampire nightstalker's bite attack], and then buried in the ground, rises the following night as a vampire spawn under the nightstalker’s control.
A humanoid slain this way [by a vampire packrunner's bite attack], and then buried in the ground, rises the following night as a vampire spawn under the packrunner’s control.
A humanoid slain this way [by a vampire noble's bite attack], and then buried in the ground, rises the following night as a vampire spawn under the noble’s control.
A humanoid slain this way [by an ancient vampire's bite attack], and then buried in the ground, rises the following night as a vampire spawn under the ancient’s control.
Any living humanoid can be turned into a vampire spawn by a full vampire's bite.
A humanoid slain this way [by a vampire's vampire bite attack], and then buried in the ground, rises the following night as a vampire spawn under the vampire's control.
Vampire, Undead Horror: ?
Vampire, Classic Undead: ?
Wight: The wight returns for fear of death,
The lich for lore thereof,
The rev’nant to revenge itself,
The ghost, alone, for love.
Divine powers do not especially affect them [revenants], as their resurrection is not due to the meddling of gods, but a result of the greater powers of balance and justice in the cosmos, to which even they must bend. Some personal choice must also be involved, somewhat similar to the creation of a wight, for not every victim of betrayal becomes a revenant.
“Wight,” whispered Thaddeus. “Free-willed undead with a bitter hatred of the living. Usually drag themselves back on account of some selfish obsession.”
Clawing their way back from the dead through dark pacts, wights are beings trapped between life and undeath, and truly of neither world.
The unhappy existence of a wight is often the fate of those in morality tales who do not correct their ways of vanity and greed, forced to linger on forever regretful of their past deeds.
A wight rises when a soul consumed with unfulfilled ambition, revenge, or greed calls out as it screams towards the afterlife and is heard by some dark entity. Of course, there are many who feel such emotions upon death, but only the truly wicked or desperate are willing to pay the price asked of them to return to some form of life. For most, this is vanity, ambition, greed, and superiority – these are people who think simple death is beneath them and the world owes them an extension on life. Warlocks who swear their pacts to more sinister forces may be risen as wights if their benefactor deems them to have outstanding tasks. Very rarely do folk plan in advance to become a wight, but those few carry curse tablets upon their person if they suspect their death is at hand; thin sheets of lead carved with a plea to whatever will hear it, promising their soul in exchange for a chance to carry on in wight form.
Some personal choice must also be involved, somewhat similar to the creation of a wight, for not every victim of betrayal becomes a revenant.
Wight, Corporeal Figure: ?
Wight, Free-Willed Undead With a Bitter Hatred of the Living: ?
Wight, Being Trapped Between Life and Undeath: ?
Wight Tracker: ?
Wight Hunter: ?
Wight Slayer of the Living: ?
Wight Warrior: ?
Urzkhan the Heartless, Wight: ?
Wight Champion: ?
Wight Insatiable Executioner: ?
Wight Malignant: ?
Wight Despoiler: ?
Wight Oathsworn Annihilator: ?
Frost Wight: ?
Ox, Wight, Undead Killing Machine: ?
Beldam, Wight, Undead Killing Machine: ?
Coxcomb, Wight, Undead Killing Machine: ?
Most Bitter Wight: ?
Will-o'-Wisp: Will-o'-wisps are formed where beings die miserably in areas suffused with magic, which interferes with the spirit passing on or becoming a ghost. Subtle variations of wisp exist, governed by the overriding emotion experienced by the dying soul, and each seeks to perpetuate that same emotion; fear, anguish, despair, or rage.
Will-o'-wisps linger in the magic-infused places that birthed them, areas upon which death and sadness lay thick and heavy as fog.
Will-o'-Wisp, Faint Light, Dancing Guide, Drifting Point of Light, Faint Beacon, Being of Pure Emotion: ?
Will of the Wisp, Jack of the Lantern, Will-o'-Wisp: Some additional details are likely apocryphal, however, namely that the first will-o’-wisp formed when ‘the wickedest man that e’er there was’ was found to be too evil, even for the devils of the deepest hell, and was cast back to the material with only a glowing ember to light his way in the darkness.
Ghostflame Will-o'-Wisp: Ghostflames form from the souls of those who died in intense fear.
Will-o'-Wisp Wisp of Yearning: They form from souls whose last thoughts were yearning for another.
Will-o'-Wisp Red Wisp: These enormous wisps are formed from souls who died consumed by frustration, fear, and rage.
Will-o'-Wisp Red Wisp, Enormous Wisp: ?
Wraith: The twisted remnants of anguished souls.
The most common variety of wraith forms when an individual who has pledged their soul to some dark pact dies. This may be a conscious choice on the part of the other entities involved, keeping the soul from death to act as an undead servant, or may be a simple by-product of the pact itself, if it is wicked enough that death itself spits back the soul in disgust, or as punishment. The existence of a wraith, while powerful, is clearly a miserable one.
Wraiths can also form in areas permeated by restless spirits. Where enough unhappy souls gather, they may be swept together, feeding off the growing negative energy, until they collapse in on themselves, concentrating their combined misery into a singular wraith. Similar wraiths can come into existence where multiple people died in a single, traumatic event, with wraiths of entire villages or armies coalescing after plague, slaughter or disaster.
“A dank pit of sorrow into which suffering has been packed tight until it spills over, inky black and hateful. Pressure and time turns peat into coal, and hate into wraiths.”
The obliteration of a failed revenant’s soul is a powerful act by the unknowable and pitiless forces of cosmic balance, forces above even the gods. This process can go awry, with the trauma and bitterness of revenge denied, twisting the shattered remnants to collapse into a wraith. This depends upon the character of the revenant, as well as the nature of its failure; should a particularly bloodthirsty revenant be on the verge of its revenge, only for it to be snatched away at the last moment, those powerful feelings of rage are more likely to disrupt and warp the soul’s destruction.
The Shrouded One, The Master, Wraith: ?
Wraith, Spirit, Incorporeal Undead, Twisted Remnants of an Anguished Soul, Swirling Maelstrom of Shadow, Embodiment of All the Misfortunes in the World, Relentless Spreading Evil: ?
Hateful Wraith: ?
Wraith Baleful Void: ?
Wraith Seething Oblivion: ?
Bright Wraith: Very rarely, if a particularly good individual’s soul went into the creation of a wraith, glimpses of this unparalleled goodness might, over time, build up like the abrasive grains of sand which eventually form a pearl (presumably, much to the consternation of the oyster). Eventually, these glimpses may build enough to force an epiphany, wherein the wraith’s very nature is changed into a powerful force for good. Such ‘bright wraiths’ are semi-legendary, assumed by many to be a flight of fancy, a device invented to comfort children during winter nights, but multiple sources suggest such beings exist, dedicated to putting to rest their darker, and far more numerous, brethren.
Wraith Bright Mote: If a wraith or specter is slain by radiant damage dealt by the bright wraith, it reconstitutes on its next turn as a Bright Mote under the bright wraith's control.
Bright Wraith, Undead Spirit: ?
Wraith, Undead Servant: ?
Zombie, Risen Dead, Common Zombie, Normal Zombie, Regular Zombie, Walking Corpse: A humanoid or beast slain by [a wight tracker's life drain] attack rises 24 hours later as a zombie under the tracker’s control, unless the creature is restored to life or its body is destroyed.
A humanoid or beast slain by [a wight hunter's life drain] attack rises 24 hours later as a zombie under the hunter’s control, unless the creature is restored to life or its body is destroyed.
A humanoid or beast slain by [a slayer of the living's life drain] attack rises 24 hours later as a zombie under the slayer’s control, unless the creature is restored to life or its body is destroyed.
A humanoid slain by [a wight warrior's life drain] attack rises 24 hours later as a zombie under the warrior’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a wight champion's life drain] attack rises 24 hours later as a zombie under the champion’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [an insatiable executioner's life drain] attack rises 24 hours later as a zombie under the executioner’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a malignant wight's life drain] attack rises 24 hours later as a zombie under the executioner’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a despoiler wight's life drain] attack rises 24 hours later as a zombie under the despoiler’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [an oathsworn annihilator wight's life drain] attack rises 24 hours later as a zombie under the annihilator’s control, unless the humanoid is restored to life or its body is destroyed.
A creature, other than an undead or construct, slain by [a frost wight's life drain] attack rises 24 hours later as a zombie under the frost wight's control, unless the creature is restored to life or its body is destroyed.
A humanoid, or beast, slain by [a wight's life drain] attack rises 24 hours later as a zombie under your control, unless the creature is restored to life, or its body is destroyed.
Like skeletons, zombies are corpses animated by magic.
The only essential commonality is that there must be some level of flesh covering the bones in order for the zombie to haul itself around for, while there is magic holding them together to a point, it is limited compared to that which knits together other types of undead, such as skeletons.
Though certainly one of the most common forms of undead, zombies are potentially one of the least useful. Truly mindless, they will obey the will of the one who raised them to the best of their abilities but, given the extreme limits on their intelligence, options are limited. For this reason, zombies are generally only deliberately created by apprentice necromancers, or as fodder in the undead hordes of those more powerful. However, their creation is also a common side effect of powerful necromantic rituals bleeding into the surrounding area.
The magic used to raise a zombie reanimates the brain with limited functionality, allowing it to control the body’s motor functions. While they are no stronger than their living counterpart, their inability to feel pain, and therefore the stresses and strains of pushing themselves beyond reasonable limits, allows even the most unremarkable zombie to accomplish feats of strength and endurance on par with a highly-trained warrior.
While animated by magic, and able to shrug off blows which would kill or incapacitate a creature capable of feeling, zombies are still corpses and, as such, still rot.
Zombie, Corpse Animated By Magic: ?
Zombie, Corpse: ?
Plague-Born Zombie: A less common form of zombie, plague-born are the result of a virulent contagion animating the corpses of the infected, rather than necromantic ritual. Having been transformed into zombies at the point of death, they tend to be less advanced in their level of decay than other zombies.
Originating from a necromantic disease rather than being raised, plague-born have no master to serve and will attack any living being they come across.
Given their unique and difficult-to-replicate nature, it is theorised that all plague-born originate from a single source. Whether a botched attempt to raise a common zombie or a vindictive curse, we may never know and, given their frighteningly rapid proliferation, it is likely whoever was responsible is in no position to say.
The disease is transmitted through contact with infected blood. Bites are the most common - and most dangerous - form of exposure, though any form of contact with contaminated blood carries a risk. Those exposed contract a horrible disease which, upon their death, animates their corpse as a zombie. Should a plague-born remain animated for enough time (usually a few weeks to a few months), the disease ferments into a more virulent strain; those infected by one of these ‘plague-hosts’ reanimate with the ability to further spread the disease.
The disease acts quickly; depending on where a victim is bitten, death and subsequent transformation can take place in a matter of minutes, though the uncommonly resilient may last a day or longer. Fever and convulsions are rapidly followed by vomiting blood and an insatiable hunger and, finally, the afflicted slips into oblivion, reanimating within minutes.
Spreading as a contagion from host to host, plague-born zombies are more dangerous the more potential victims surround them.
Zombie Necrosis disease.
Human Zombie: ?
Plague-Born Human Zombie: ?
Human Plague-Host Zombie: ?
Elf Zombie: ?
Plague-Born Elf Zombie: ?
Elf Plague-Host Zombie: ?
Zombie, Walking Corpse: ?
Dwarf Zombie: ?
Plague-Born Dwarf Zombie: ?
Dwarf Plague-Host Zombie: ?
Goblin Zombie: ?
Plague-Born Goblin Zombie: ?
Goblin Plague-Host Zombie: ?
Hobgoblin Zombie: ?
Plague-Born Hobgoblin Zombie: ?
Hobgoblin Plague-Host Zombie: ?
Orc Zombie: ?
Plague-Born Orc Zombie: ?
Orc Plague-Host Zombie: ?
Ogre Zombie: ?
Plague-Born Ogre Zombie: ?
Ogre Plague-Host Zombie: ?
Troll Zombie: ?
Plague-Born Troll Zombie: ?
Troll Plague-Host Zombie: ?
Young Zombie Dragon: It takes uncommonly powerful magic (or a particularly virulent strain of the disease) to resurrect a dragon, so such creatures typically exist under the thrall of a megalomaniacal necromancer who will have gone to great pains to raise one. The rare zombie dragons to arise on their own are heralds of disease, rot and woe.
Adult Zombie Dragon: It takes uncommonly powerful magic (or a particularly virulent strain of the disease) to resurrect a dragon, so such creatures typically exist under the thrall of a megalomaniacal necromancer who will have gone to great pains to raise one. The rare zombie dragons to arise on their own are heralds of disease, rot and woe.
Ancient Zombie Dragon: It takes uncommonly powerful magic (or a particularly virulent strain of the disease) to resurrect a dragon, so such creatures typically exist under the thrall of a megalomaniacal necromancer who will have gone to great pains to raise one. The rare zombie dragons to arise on their own are heralds of disease, rot and woe.
Zombie Dog: ?
Zombie Ox: ?
Zombie Horse: ?
Zombie Bear: ?
Plague-Touched Zombie Rat: ?
Swarm of Plague-Touched Zombie Rats: ?
Plague-Touched Zombie Raven: ?
Swarm of Plague-Touched Zombie Ravens: ?
Swarm of Plague-Touched Zombie Roaches: ?
Zombie Infested by a Plague Swarm: Some zombies are created from corpses that were fed upon by plague-touched animals. Many of the creatures may still inhabit and slowly feed on the body as it rises to undeath.
Tiny Zombie: ?
Zombie Archetype: This template can be applied to any beast, dragon, humanoid, or monstrosity.
Plague-Born Zombie Archetype: Plague-born are created by zombies known as plague-hosts. They are generally more powerful than regular zombies, and capable of infecting creatures with a necromantic disease that slowly kills a victim and raises its corpse as another zombie.
Plague-Host Zombie: ?
Large Zombie: ?
Huge Zombie: ?
Gargantuan Zombie: ?
Zombie, Mindless Undead: ?
Zombie, Mindless Servant: ?
Awakened Dead: Necromancers raise volumes of zombies and skeletons as mindless servants however, sometimes, something goes awry, and the corpse awakens with all its memories of life intact.
Awakened dead are animated as either zombies or skeletons.
Awakened Dead Zombie: ?
Awakened Dead Skeleton: ?
Create Specter. The baleful void targets a corpse within 10 feet of it that has been dead for no longer than an hour, and died violently. The target's spirit rises as a traversing specter in the space of its corpse, or in the nearest unoccupied space. The specter is under the baleful void’s control.
Create Specter. The seething oblivion targets a corpse within 10 feet of it that has been dead for no longer than an hour, and died violently. The target's spirit rises as a deadly specter in the space of its corpse, or in the nearest unoccupied space. The specter is under the seething oblivion’s control.
Zombie Necrosis Disease
Zombie necrosis is a disease carried by plague-born zombies and scavengers that feed on infected bodies. These creatures inflict the disease with their bite attacks.
Those infected by the disease almost immediately suffer shaking and fever as the infection rapidly spreads through their system. If the infected is resilient enough to keep the disease at bay for a time, they might begin to exhibit an insatiable, maddening hunger (though most die before this stage can take hold). When the disease is in its final stages, the victim vomits blood, which also seeps from their eyes and nose.
Creatures immune to the poisoned condition are immune to this disease. For every hour that elapses, a diseased creature’s current and maximum hit points are reduced by 1d4. This reduction lasts until the disease is cured. If the creature's hit point maximum is reduced to 0, the creature dies. A creature that dies while afflicted with zombie necrosis reanimates 2d10 rounds later as a plague-born zombie.
Spirit, Ghost, Ghost of Nord Present: ?
Undead, The Dead: The unstable necrotic energy inherent in a wraith’s very existence seeps into the environment around it and grows in intensity, if allowed to remain. Unconsecrated dead spontaneously rise, holy magic dims, and a sense of dread and despair pervades wherever they settle, leaching the positive emotions out of any living things nearby.
Corporeal Undead: ?
Mindless Undead: ?
Undead Thrall: ?
Undead Scarab: ?
Free-Willed Undead: ?
Wandering Undead: ?
Undead Dragon: ?
Undead Spirit: ?
Most Powerful Undead: ?
Undead Ally: ?
Common Undead: ?
Lesser Undead: ?
Spirit of the Dead: ?
Burning Dead: Surrounded by the dead. Thought we could hold them off with fire. Now surrounded by burning dead and no oil for the lamps. -last entry in the logbook of Whitehall garrison.
Spirit: ?
Ghost, Spirit: ?
Specter, Spirit: ?
Spirit: The unstable necrotic energy inherent in a wraith’s very existence seeps into the environment around it and grows in intensity, if allowed to remain. Unconsecrated dead spontaneously rise, holy magic dims, and a sense of dread and despair pervades wherever they settle, leaching the positive emotions out of any living things nearby. Those living within a wraith’s influence will feel lethargic, remembering past happiness dimly, and with great effort, as if it happened only in a distant story. Those who die in such an area (through unrelated means, driven to suicide, or simply weakening and fading away) are likely to rise as spirits themselves; specters under the wraith’s control, or ghosts fueled by their own deep unhappiness.
Restless Spirit: ?
Ghost: Where does the soul travel after death? To the depths of damnation? To sit by the side of the gods and feast eternally? This may be so for the truly wicked, or the exemplary heroes; the majority of mortals must however, at least for a time it would seem, wander. Most ghosts are simply the echoes of these wandering souls, drifting through the world, seldom visible, until…what? Some claim that such a ghost will pass on only when all who knew of it in life have died, others say that it must find its way through the twisting snarls of the ethereal to find its way to the afterlife. Dwarves say that when all the mountains have been ground to dust, all dwarven souls shall pass on to paradise together. Whatever the truth, the ghosts do not tell, if ever they knew it themselves.
Those who died with unfinished business, were struck down in a terrible passion, or whose deaths were accompanied by a particularly resonant emotion (anger, betrayal, fear, or pain being the most common); any of these may break the natural order of things. Such traumatic instances leave an imprint on the material plane, a portion of the deceased soul’s personality with all but the most prevalent emotions at the time of death dampened. The rest of the soul passes on but, tethered by the lingering fragment, is unable to rest.
Formed of soul essence and sheer force of will, ghosts have the ability to overpower the soul of a living creature and exist within their body.
The wight returns for fear of death,
The lich for lore thereof,
The rev’nant to revenge itself,
The ghost, alone, for love.
Specters differ from ghosts in that the latter are true spirits of the dead, imprints of once-living souls and reflective, at least in part, of those individuals.
Will-o'-wisps are formed where beings die miserably in areas suffused with magic, which interferes with the spirit passing on or becoming a ghost.
The unstable necrotic energy inherent in a wraith’s very existence seeps into the environment around it and grows in intensity, if allowed to remain. Unconsecrated dead spontaneously rise, holy magic dims, and a sense of dread and despair pervades wherever they settle, leaching the positive emotions out of any living things nearby. Those living within a wraith’s influence will feel lethargic, remembering past happiness dimly, and with great effort, as if it happened only in a distant story. Those who die in such an area (through unrelated means, driven to suicide, or simply weakening and fading away) are likely to rise as spirits themselves; specters under the wraith’s control, or ghosts fueled by their own deep unhappiness.
If a player character dies with unfinished business, and the GM and player agree, the character may return as a ghost.
Tormented Shade: ?
Riled Ghost: ?
Ghost of an Old Man Whose One Regret Was Never Confessing Their Love to a Childhood Sweetheart: ?
Benign Ghost: ?
Malign Ghost: ?
Violent Irrational Ghost: ?
Particularly Willful Ghost: ?
Friendliest Ghost: ?
Rational Ghost: ?
Ghost Phantom Servant: Some ghosts are able to split away parts of their spirit to act independently, though still under the ghost’s control. These fragments, known as phantom servants, should really be thought of a way for the ghost to spread its influence and accomplish multiple tasks simultaneously, rather than beings in their own right.
Arteus, Ghost: ?
Ghost Horrific Countenance: ?
Ghost Phantom Hound: ?
Spectral Form Animal: Animals, on the whole, lack the awareness necessary to remain in spectral form after death, though there is nothing to prevent them doing so otherwise.
Spectral Hound: Spectral hounds are well-established, and there is reason to believe that at least some of them are the genuine impressions of once-living creatures (as opposed to the extensions of a lingering humanoid spirit given canine form), perhaps driven by those same loyal instincts which will compel a still-living dog to pine at his dead master’s grave until the day they themselves perish.
Spectral Cat: Spectral cats, on the other hand, are practically unheard of. It is thought that, as even the meanest street-cat comports itself with such a sense of royal self-importance, no cat feels there is anything in the mortal realm worth remaining for.
Ghost Possessive Consciousness: ?
Ghost Phantom Steed: ?
Ghost Lingering Waif, Soul of One Who Died From Neglect or Abandonment: The souls of those who died from neglect or abandonment.
A waif 's tether to the world of the living typically revolves around its guardians, whether it be avenging itself upon its abusers, or seeking to reunite with absent parents.
Ghost Dreadful Spirit: ?
Ghost Tortured Soul: Necromancers typically favor corporeal undead, trusting to the brawn of a zombie, or the obedience of a skeleton, to do their bidding. However, sometimes the spirits of the dead are enthralled, either as servants, bridges to the ethereal, or as sources of power to tap for ongoing rituals. The chains of these tortured souls bind them to service, preventing them from possessing living beings, but enabling them to ensnare the spirits of their enemies.
Ghost Relentless Haunt: ?
Dorothea, Ghost, Spirit: ?
Runfolo Gastarne, Ghost: ?
Ghost, Echo of a Wandering Soul: ?
Ghost, True Spirit of the Dead, Imprint of a Once-Living Soul, Incorporeal Creature, Classic Undead: ?
Ghoul, Average Ghoul: Though ghouls are undoubtedly undead, they are not the raised forms of corpses. Instead, they might be more accurately described as an entirely different form of life. It has been suggested that ghouls originate from another plane entirely, one where such life is common, and they have been drawn to ours through the cracks between worlds by the promise of food. Regardless of their origins, upon arrival, they spread quickly and can overrun an area in little time, if an infestation is not checked.
Ghouls reproduce by implanting a larva into a host body. While rotting corpses are preferred, ghouls are not fussy about the exact nature of the host, and some have even been known to make use of their paralyzing abilities to keep a living victim sedate in their lair (such forethought on the ghoul’s part is, thankfully, rare). The larval ghoul absorbs their nutrients passively, at first, but soon develops jaws and begins feeding in earnest. The feasting ghoul matures quickly and so, when a lot of easy prey becomes available at the same time (for instance, after a battle), the ghoul population can explode almost overnight.
A common myth is that a creature who indulges in cannibalism will, over time, become a ghoul themself. While mostly apocryphal, it is possible that a creature consuming the flesh of its own kind, where a ghoul has also fed, could ingest an amount of the ghoul’s saliva (and, thus, their mutagenic properties) in a sufficient enough amount to trigger a physiological change over time.
Ghouls gather in the low places, where the foulest humors pool. In their stinking lairs, they vomit up their spawn to hatch in corpses or in living folk; it matters not so long as they be unmoving. The spawn burrow deep and, loathsome foetuses they are, devour as they grow until, surfeited, they burst from these wombs of flesh to breed anew.
Feasting Ghoul: Though ghouls are undoubtedly undead, they are not the raised forms of corpses. Instead, they might be more accurately described as an entirely different form of life. It has been suggested that ghouls originate from another plane entirely, one where such life is common, and they have been drawn to ours through the cracks between worlds by the promise of food. Regardless of their origins, upon arrival, they spread quickly and can overrun an area in little time, if an infestation is not checked.
Ghouls reproduce by implanting a larva into a host body. While rotting corpses are preferred, ghouls are not fussy about the exact nature of the host, and some have even been known to make use of their paralyzing abilities to keep a living victim sedate in their lair (such forethought on the ghoul’s part is, thankfully, rare). The larval ghoul absorbs their nutrients passively, at first, but soon develops jaws and begins feeding in earnest. The feasting ghoul matures quickly and so, when a lot of easy prey becomes available at the same time (for instance, after a battle), the ghoul population can explode almost overnight.
Ghoul, Hunched Shape: ?
Rare Ghoul That is Active During the Day: ?
Larval Ghoul: Given a modest food source, a ghoul can be relatively benign, content to eat until the supply is exhausted before moving on to search for more. Being undead, they do not digest their meals in the usual sense, but the fermenting flesh aids in the development of larval ghouls.
Ghast: Ghouls have a marked preference for humanoid flesh, explaining their overall humanoid forms, but some differ from the norm, having gestated within significantly larger corpses, or those with unusual features, such as wings. After many generations of intelligent hosts, ghoul behavior can become more complex (these more cunning ghouls are sometimes distinguished as ‘ghasts’), and some achieve near-human levels of intelligence.
Some ghasts are the result of cannibalistic humanoids coming into contact with mutagenetic ghoul saliva, while others are the result of generations of ghouls devouring intelligent prey.
Ghasts do not grow, age, or die of old age. They reach adulthood as living creatures, before becoming ghasts, or emerge fully formed from a larval state.
Some ghasts are the result of cannibalistic humanoids coming into contact with mutagenetic ghoul saliva, while others are the result of generations of ghouls devouring intelligent prey.
Ghast, More Cunning Ghoul, More Intelligent Ghoul: ?
Wandering Ghoul: ?
Intelligent Ghoul: ?
Recently-Fed Ghast: ?
More Intelligent Form of Ghoul: ?
Stunted Ghoul: Generations of poor feeding can lead to weedy and stunted ghouls; less of a physical threat, perhaps, but often starving and desperate.
Ghoul Gnawer: ?
Ghoul Garghoul, Winged Garghoul: ?
Ghoul Eyeless Stalker, Blind Ghoul: Blind ghouls are relatively common in deep cave networks, where constant darkness and rapid proliferation quickly make eyes useless.
Dread Ghoul: ?
Bilemaw Ghoul: ?
Nighthulk: While nighthulks can arise spontaneously where ghouls feast on the flesh of oxen, apes, or other muscular beasts, they are most common where a more intelligent ghoul, or ghast, guides their development to aid their own dominance.
Ghoul Sophisticate: ?
Lesser Ghoul: ?
Ghoul Ravenous Creeper: ?
Bitter Ghast: ?
Ferocious Ghast: ?
Ghoul Infectious Ravener: ?
Ghoul Noxious Devourer: ?
Ghast Warlord: ?
Ghast Warlord, Particularly Intelligent Ghast: ?
Ghoul, Hunched Figure: ?
Ghoul King, Figure, Beast: ?
Ghoul, Classic Undead: ?
Lich: Eternal life. It is a lofty goal, one sought by many. Few, however, possess the ability to achieve it, and fewer still are willing, desperate, or mad enough to pay the price. Those few who do may, through various roads, attain lichdom.
Liches are, invariably, powerful magic users who, through foul craft, have prevented their souls from passing to the afterlife by use of phylacteries. Most liches were learned and studious in life, coming upon the necessary rituals through decades of study and experimentation, but this is not the only path. Other liches may have been influential cultists, wielding the power of evil gods or even demon lords. Though it is more common for such people to be consumed, or at least controlled, by their master in death, some are able to strike bargains or twist their allotted power to lichdom.
The rituals themselves vary in detail, much as the different practitioners of magic differ in the details of their craft. Most commonly, the would-be lich spends years on preparatory rites, gradually embalming their own body in a similar manner to mummification, while also regularly performing rituals (or continually performing one enormous ritual of many stages - reports differ), binding a portion of their soul to the mortal realm within a phylactery, an object used as a vessel to store and protect the soul fragment. The preparations culminate in the imbibing of a magical poison while also sacrificing a living soul. It is believed that the lich’s partial soul and that of the sacrifice, passing on at the same moment, allows the portion the lich has tethered to remain unnoticed by the higher powers.
The nature of the sacrifice seems almost a matter of personal taste. For some, it is a simple means to an end, using whatever being can be procured most expediently. Others view the sacrifice as an integral part of the ritual, forever tying the two souls together, and will only bestow this dubious honor on a person of importance, whether it be a faithful servant, or a hated rival.
A phylactery commonly takes the form of a large locket or small chest, though any container will serve the purpose if properly prepared along with the lich’s preparation of its own body. At the very least, the phylactery must contain some of the lich’s blood, though small scrolls of binding and warding (sometimes written in said blood) are common as well. This preparation makes a phylactery more durable than appearances might suggest, and it takes powerful magic to truly destroy one.
I look back now on the path down which I may have embarked, and I feel sickened. Some of you reading this, I know, will have idly wondered at the idea of lichdom, as I did. But stop to think of the cost. Not the cost to oneself, for I know many who would be willing to pay any price for knowledge, myself included. No, a lich does not come into being simply through force of will and manipulation of the higher magics; each lich sits upon a throne of death. Not only must they kill in order to attain lichdom, but they must do so regularly to maintain it.
It is of those who attain lichdom through their own study that we know the most. By their very nature, such individuals are those of a diligent, scholarly bent, and their rituals often contain a written component, to say nothing of personal writings and research. Hard facts are still scant, though, for they are also a suspicious breed, and fearful of pretenders.
A character may choose to pursue the lich class once they meet the prerequisites.
Prerequisites: 5th level in any class with the spellcasting class feature, and a spell list that includes 9th level spells (this does not include subclasses that use another class’s spell list), completed ritual to create a phylactery.
When you become a Lich at 1st level, you create a phylactery: any Medium, or smaller, object assembled from multiple parts, such as an amulet, a music box, or a hand mirror.
The wight returns for fear of death,
The lich for lore thereof,
The rev’nant to revenge itself,
The ghost, alone, for love.
Master Lich: ?
Lich, Corpse: ?
Lich, Powerful Magic User Who Through Foul Craft Have Prevented Their Soul From Passing to the Afterlife Through Use of Their Phylactery: ?
Lich, Insane Undead: ?
Most Confident Lich: ?
Most Foolhardy Lich: ?
Older Lich: ?
Clever Ruthless Lich: ?
Demilich: As a lich's body deteriorates, its remains bristle with unchecked magical potency. As this process ravages the lich's body, it gradually turns into what is known as a demilich.
Lesser Demilich: The template can be applied to any lich.
Once only the lich's torso, head, and arms remain, it is known as a lesser demilich.
Greater Demilich: The template can be applied to any lich.
A greater demilich's body is all but annihilated and only the skull remains, flaring with magical currents.
Transcendant Demilich: The template can be applied to any lich.
The lich's body has been consumed by its magic and turned into an inferno of pure magical force, shaped into a deathly visage of hatred, and commanded by the soul still trapped within its phylactery.
Apocryphal Lich: ?
Apocryphal Lich Neophyte: ?
Apocryphal Lich Initiate: ?
The Eternal Queen, Lich: ?
Apocryphal Lich Adept: ?
Apocryphal Lich Magus: ?
Apocryphal Lich Master: ?
Teb Tzaano, Lich: I had been so sure. Decades of study, years of preparation, months of work, and I had been sure. The phylactery was ready, the potion brewed, and I was sure.
A lifetime condensed into one moment.
That moment, when the concoction first touched my lips, the sweetness of the belladonna, the muskiness of the venom, and the copper of the still-warm blood, for the first time in the process, I felt doubt.
Then came the pain. That terrible, rending pain. I fell to my knees. I wept like a child.
I gasped, and sobbed, and collapsed upon the chest of my sacrifice, whimpering as the substance did its work. Her faltering, fading breaths soothed me, like a mother’s embrace.
Blight Lich: Rarer still are blight liches, who manage to pervert the magic of nature itself into fuelling their unlife. The multifaceted deities of nature seem united in their hatred for undeath, and it takes a singularly powerful individual to so confound them.
The patron of a profane lich might require their sacrifice be a loved one, as a test of faith, while blight liches might ensure their sacrifice’s blood is drunk by the thirsting roots of a twisted tree.
Records of the blight liches are near to nonexistent. The druidic rituals, of which their magic appears to be a corruption, are kept hidden from outsiders, as a rule, and their twisting by the undead is a subject of particular shame and secrecy.
Blight Lich Neophyte: ?
Blight Lich Initiate: ?
Blight Lich Adept: ?
Blight Lich Magus: ?
Blight Lich Master: ?
Profane Lich: The patron of a profane lich might require their sacrifice be a loved one, as a test of faith, while blight liches might ensure their sacrifice’s blood is drunk by the thirsting roots of a twisted tree.
Of the profane liches, some little is known, from that which we can piece together about the darker practices of death cults. Notably, they must prove themselves of such unique worth in life that they are granted complete freedom as an agent after death, rather than remaining answerable to their patron. To this end, a would-be lich will commit heinous atrocities in the name of their deity. History runs red with the deeds of such individuals, and the presumably low rate of success does little to deter these attempts. Such liches, it would seem, often ascend accompanied by a mass sacrifice of their disciples; a number of these unfortunates’ souls are gifted to the deity as part of the bargain, and some are returned as mindless thralls to the newly-formed lich.
Profane Lich Neophyte: ?
Profane Lich Initiate: ?
The First, Lich: ?
Profane Lich Adept: ?
Profane Lich Magus: ?
Profane Lich Master: ?
The Maid of Sorrows, Particularly Troublesome Lich, Maniacal Lich: ?
Lich, Classic Undead: ?
Mummy, Undead Mummy: Preparation of the dead, even involved and intricate preparation, is fairly common practice. The lengths the creators of mummies go to are unusual, but fairly widespread, though the fruits of their labor are only truly successful and long-lasting in very dry environments conducive to their preservation; primarily deserts and arid mountains. Priests and underlings work for months to leech all moisture from the body, remove and preserve separately the important organs, cleanse the dried corpse with sacred oils and resins, and finally inter the mummy in its tomb. The intent is to ensure the deceased has a worthy vessel to inhabit in the next life, but many of the rituals are, knowingly or unknowingly, perverted to instead create monstrosities.
Undead mummies are created when the lengthy embalming and burial rites practised by mummy-creating cultures are subtly altered. In some cases, agents from demonic cults have a hand in warping individual rites, in others, the sacred instructional texts have unknown infernal origins which had been assumed divine. A few, however, undertake the dark rituals knowingly; cultures of demon-worshippers, and those who believe the souls of the dead must suffer in order to be cleansed. Whatever the reasons for the corruption of the process, the deceased’s spirit is condemned to a plane of torment and suffering, instead of passing on to the next world with all the grandeur it deserves.
The last stage of the rite of mummification is the interring of the body in its tomb and creating a magical seal. This seal protects the preserved body from any attempts to raise it by forces unintended by the ritual-casters. The seal may be a physical object, such as a tablet designed to break upon the opening of the tomb, or may be a curse triggered by the removal of objects from the tomb, speaking the mummy’s name, or approaching the sarcophagus without the proper ceremony. Whatever the case, as soon as the seal is broken, the mummy is possessed and animates. Often, the spirit which inhabits the body is the original soul, driven mad by what could have been millennia of suffering in a hellish death plane. Other times, the spirit is demonic in nature; that of whichever foul creature consumed the original. In either case, the mummy, now consumed with rage, will seek out those who desecrated its resting place and destroy them.
Part of the mummification process is the removal of several key organs for their separate preservation, often in ornately decorated jars. For the most powerful mummies, these fulfill a similar function to a lich’s phylactery, ensuring the mummy cannot be truly destroyed while the heart remains intact, although they do not require a phylactery’s regular sacrifice of mortal souls to maintain, nor any input or consent from the mummy to create – indeed, many mummies seem positively enraged at their inability to die.
Two main factors inform the details of a mummy’s tomb; the creation of a mummy is a lengthy, expensive process reserved for the very wealthy, and the desire to create a mummy is generally indicative of a culture which places great emphasis on the deceased’s experiences in the afterlife.
Mummy, Thing That Had Been a King Once: ?
Mummy, Monstrosity: ?
Richer Mummy: ?
Lesser Mummy: Richer mummies may be buried with those who served them in life, with their tomb filled with the mummified corpses of their servants, spouses, and favored pets. It is unclear how willing these individuals are to sacrifice themselves to serve another after death, yet they line the dusty halls regardless.
When a mummy animates, it has complete control of the contents of its tomb and, unwilling though they may have been, these lesser mummies will animate to serve it.
Lesser Mummy of a Pet: ?
Lesser Mummy of a Servant: ?
Mummy Soldier: ?
Mummy Praetorian: ?
Mummy Chosen Champion: Some underlings are of such fanatical loyalty that, at the point of their master’s death, they will gladly give their lives in order to continue their service and become a chosen champion. The death of a monarch or nobleman can be followed by a wave of death, as their household guard and soldiers give their lives to fill their tomb with protectors.
Mummy Mummified Murderer: ?
Mummy Royal Assassin: ?
Mummy Executioner Confidant: Criminals who dared to raise a hand to their rightful masters, would-be murderers, are often interred as punishment - having undergone at least the preliminary stages of mummification while still alive – and forced to serve more faithfully after death.
Mummy Acolyte: ?
Mummy Court Priest: ?
Mummy Exalted Hierophant: Court priests commonly owe their position to backstabbing their way into favor and, with their master gone, a quick ritual death and eternal preservation might be a kinder fate than what their rivals would have in store for them.
Mummy Anointed King: ?
Mummy Mummified Baboon: ?
Mummy Tomb Hound: ?
Mummy Swarm of Cursed Snakes: ?
False Mummy: Sometimes, in order to deter and punish would-be grave robbers, swarms of snakes are interred in a package of bandages made to look like a mummified body. These false mummies are still animated by the mummy's curse, and act much in the way mummies normally would, although their movements tend to be more staggered and erratic.
A false mummy can be any humanoid mummy of challenge rating 5 or lower.
Mummy Tarikhodile: ?
Mummy Bast Cat: ?
Mummy Mummified Bull: ?
Mummy Tarikhosphinx: The tarikhosphinx is one of the most powerful tomb guardians, and a rare one, a sphinx in life being no easy thing to overpower, subdue, and embalm. After death, its loyalties lie with the mummy lord whom it guards, rather than the gods.
Mummy Tarikhosphinx, Most Powerful Tomb Guardian: ?
Mummy Lord: ?
Implacable Mummy King: ?
Revenant: Revenants are engines of vengeance, potentially denying themselves their afterlife in order to avenge themselves upon those responsible for their own unjust deaths.
Revenants are birthed by betrayal and fueled by revenge. Unlike the many and varied goals a ghost might need to see completed, or the self-serving ambitions of a wight, a revenant has only one clear and simple goal; the deaths of all those involved in their unjust murder.
Divine powers do not especially affect them, as their resurrection is not due to the meddling of gods, but a result of the greater powers of balance and justice in the cosmos, to which even they must bend. Some personal choice must also be involved, somewhat similar to the creation of a wight, for not every victim of betrayal becomes a revenant.
Death doesn’t have to be the end! The following templates can be applied to an existing player character upon their death, at the GM’s discretion, to turn them into a ghost or revenant.
If a player character is unjustly murdered, they may wish to seek vengeance against those who inflicted this injustice upon them. If the GM and player agree, the character may return as a revenant.
The wight returns for fear of death,
The lich for lore thereof,
The rev’nant to revenge itself,
The ghost, alone, for love.
Revenant, Corpse: ?
Revenant, Engine of Vengeance, Animated Corpse, Dead Body: ?
Particularly Bloodthirsty Revenant: ?
Wight-Like Failed Revenant: For some, those with a selfish streak, or who had a particularly personal relationship with their betrayer, their target’s death alone is not enough – they must be the one to strike the killing blow. Such a revenant might rail against this further injustice strongly enough to break their covenant, and take their anger out on the living in general. These wight-like failed revenants might even begin their vendetta by seeking out and destroying the killers of their original target.
Most Amiable Revenant: ?
Once Noble Revenant: ?
Once Good-Natured Revenant: ?
Adrestio, Revenant: THEMIO: You did startle me, so deathly quiet was your step. You know of Kane, my grave fellow?
ADRESTIO: He shall be a corpse ere long.
THEMIO: You look half a corpse yourself, what know’st thee?
ADRESTIO: This much alone: t’was him who murdered me.
Revenant Seeker: ?
Tenacious Revenant: ?
Revenant Relentless Harrier: ?
Kinrama Shathaan, Revenant: ?
Failed Revenant: ?
Bernil, Revenant: ?
Abner, Revenant: ?
Shadow: Consummate ambush predators, shadows are attracted to goodness, to those whose darkest desires are suppressed most deeply, for the brighter the light, the darker the shadow it creates. By killing a virtuous individual, a shadow is able to separate those parts of their character consigned to the darkness, unleashing them upon the world as a new shadow. Only the most depraved are truly safe from a shadow’s interest, though the more a person gives in to their darker side, the weaker a shadow they will create, and so the less likely they are to be attacked.
The theory goes that shadows came into being as the result of a botched experiment. Some well-meaning soul, through ritual, bargain, or alchemy, attempted to portion off those instincts, desires, and hungers which were most abhorrent to them. Rather than disappearing, as they no doubt hoped, this darker remnant of their soul lingered.
For a shadow, attacking the living is primarily a means of reproduction, for when a shadow kills, another shadow will arise from the victim’s corpse.
Shadows show marked preference to attacking those of greatest virtue, those good-hearted souls who will create the strongest shadows upon their deaths.
Shadow, Consumate Ambush Predator, Unleashed Darkness: ?
Tamed Shadow: ?
Clever Shadow: ?
Strongest Shadow: ?
Silhouette Shadow: If a non-evil humanoid dies from [a silhouette shadow's strength drain] attack, a new silhouette shadow rises from the corpse 1d4 hours later.
Treacherous Shadow: If a non-evil humanoid dies from [a treacherous shadow's strength drain] attack, a new treacherous shadow rises from the corpse 1d4 hours later.
Particularly clever shadows can overwhelm and possess the shadows of living creatures, without their notice.
Treacherous Shadow, Particularly Clever Shadow: ?
Shadow Consuming Darkness: If a non-evil humanoid dies from [a consuming darkness's stength drain] attack, a new consuming darkness rises from the corpse 1d4 hours later.
Skeleton, Skellingbones: Ensorcelled remains, animated beyond their time, stand to attend a new master, caring not whoever it may be, for they are legion, a mass of the mindless.
While a skeleton does not require flesh in order to move, being animated entirely magically, a lack of flesh is not a requirement. Though certainly not the norm, and requiring unorthodox magics, even the recently dead can have their skeletons animated, heaving their soft tissues along with them until they eventually rot and slough away, revealing the walking bones beneath. The tell-tale sign of a skeleton is the dim, glowing light within the eye sockets, betraying the magic which knits the bones together.
Skeletons are, in essence, specialised magical automata. The spells required to create them resemble those used to animate objects more than those that raise the dead. The difference lies in the fact that magically animated skeletons use the residual energies left in the bones to power the spell, putting their creation firmly in the camp of necromancy.
The spells animating the skeleton replace the tendons and muscles needed in order to move, so centuries-old bones have just as much mobility as those still knitted together with gristle. While perhaps more robust than living tissue, the effect is not indestructible and, should the skeleton sustain enough damage, the forces holding the bones together will cease doing so.
Though usually the case for simplicity’s sake, the bones do not strictly need to be from the same individual or species. ‘Bone memory’, while a somewhat muddy and esoteric field of magical theory, suggests that some imprint of reflexes and practised actions remains dormant in the bones after death, meaning the bones of a soldier will be marginally more suited to martial work, for example. This is another reason necromancers typically raise the skeleton of an individual, though the disparate bones of those with similar life experiences will create a cohesive whole as well.
Lastly, skeletons may also spontaneously arise in areas of necromantic energy and, having no master, will instinctively seek to destroy any living creature which comes into their vicinity. These skeletons are likely the ones found in ancient crypts and otherwise-uninhabited locales.
Like skeletons, zombies are corpses animated by magic.
The only essential commonality is that there must be some level of flesh covering the bones in order for the zombie to haul itself around for, while there is magic holding them together to a point, it is limited compared to that which knits together other types of undead, such as skeletons.
Skeleton, Ensorcelled Remains, The Mindless, Specialised Magical Automata: ?
Magically Animated Skeleton: ?
Skeletal Colossus: If the necromancer can imagine it, and coax the magic to animate them in a plausible way, skeletal colossi can be created from an amalgam of different parts. However, such creations are rare; the movements necessary to cause a humanoid form to walk and fight come without thought to the average spellcaster, but working out how to move a pile of mismatched bones without it tripping over its own feet requires an expert’s understanding of the craft.
Skeleton Warrior: ?
Skeleton Soldier: ?
Skeleton Veteran: ?
Skeleton Infantry: ?
Skeleton Pikeneer: ?
Skeleton Pikemaster: ?
Skeleton Archer: ?
Skeleton Marksman: ?
Skeleton Sharpshooter: ?
Skeletal Creature: ?
Skeleton Skeletal Hill Giant: ?
Skeleton Skeletal Minotaur Warrior: ?
Skeleton Skeletal Minotaur Warlord: ?
Skeleton Skeletal Dragon: ?
Skeleton Skeletal Riding Horse: ?
Skeleton Skeletal Dog: ?
Skeleton Skelephant: ?
Skeleton Bone Horror: A somewhat crude necromantic experiment, the bone horror is nonetheless effective, and an efficient use of incomplete remains, if a necromancer is sufficiently skilled to articulate and animate them. Consisting as they do of a multitude of disparate parts, no two bone horrors are exactly alike, though all excel at crude butchery.
Skeleton Bone Horror, Somewhat Crude Necromantic Experiment: ?
Skeleton Skeletal Wartitan: Only a true master of the necromantic arts has the power and vision to create a skeletal wartitan. A refinement of the cruder bone horror, a wartitan is massive enough that its weaponry itself is made of animated bone, reshaping and adapting to suit the situation.
Osseous Amalgam, Colossus, Skeletal Horror: ?
Skeleton, Mindless Undead: ?
Skeleton, Mindless Servant: ?
Skeleton, Undead Pack Animal: ?
Skeleton, Undead Automaton: ?
Specter, Common Specter: One must pity the specter: a writhing miasma of bitterness, confusion, dismay and hate that so unjustly exists, but exist it does. To be severed from the mortal ties of one’s life while still in the midst of living does not bear thought, for dwelling upon such can drive even the most stalwart to madness. The myriad flavors of life, the common things relied upon day after day, create an unseen cocoon of comforting familiarity. But, should this snug refuge be rent asunder, the soul within unceremoniously set adrift, pity that soul, and any who chance to meet it.
Specters differ from ghosts in that the latter are true spirits of the dead, imprints of once-living souls and reflective, at least in part, of those individuals. A specter, by contrast, is formed when a being’s soul is ripped from them while they still live. Without a natural death, there is no chance for the soul to pass on as it should, leaving only a hateful and malignant creature. Stripped of all personhood and character, desperately hungry for the life it can never return to, specters are murderously envious of any who still cling to it.
Specters are formed of unstable soul essence, and that instability is reflected in their appearance.
Almost universally, specters became so unwittingly and unwillingly.
Specters are created when powerful dark magic, or an evil entity, separates an unwilling living soul from their body. This act disrupts the natural order, warping the soul into an unstable and crude approximation of an undead spirit. Wraiths commonly create specters to serve them and demoralize their living enemies. Specters might also be created as byproducts of particularly foul rituals, such as one to summon an extraplanar entity into a living, but empty, ‘vessel’.
Souls wrenched from their bodies while they were still alive.
Those living within a wraith’s influence will feel lethargic, remembering past happiness dimly, and with great effort, as if it happened only in a distant story. Those who die in such an area (through unrelated means, driven to suicide, or simply weakening and fading away) are likely to rise as spirits themselves; specters under the wraith’s control, or ghosts fueled by their own deep unhappiness.
There can be no negotiating or reasoning with a wraith. They see themselves as commanders in a war against life itself. The only living being acceptable is one which submits itself, willing to turn against its fellows in order to survive, and even these shall have their souls ripped out to serve the wraith as specters at the smallest hint of displeasure.
Specter, Figure of Swirling Mist: ?
Specter, Writhing Miasma of Bitterness Confusion Dismay and Hate, Roughly Humanoid Shape Made up of Crackling Dancing Energy: ?
Traversing Specter: The baleful void’s Life Drain and Create Specter abilities can both create specters under the wraith's control.
If a creature is slain by [a baleful void's life drain] attack, its spirit rises on the next turn as a traversing specter in the space of its corpse, or in the nearest unoccupied space.
Baleful Void's Create Specter power.
Deadly Specter: The seething oblivion’s Life Drain and Create Specter abilities can both create specters under the seething oblivion’s control.
If a creature is slain by [a seething oblivion's life drain] attack, its spirit rises on the next turn as a deadly specter in the space of its corpse, or in the nearest unoccupied space.
Seething Oblivion's Create Specter power.
Specter Spectral Horror: ?
Specter Spectral Raven: The spectral raven is an enigma, as it is seemingly not the soul of a once-mortal creature. Its cry induces supernatural terror but, perhaps worse, the very presence of the raven is enough to drive living creatures to paroxysms of grief and apathy from which they may never recover. Scholars speculate that the phenomenon is formed of stray astral essence corrupted by the same magical disturbances which form more common specters, or else a collective of rent souls somewhat akin to a wraith.
Specter Spectral Raven, Enigma: ?
Specter Spectral Dragon: The sundered soul of a dragon is a horribly powerful force of chaos and woe, raised and set loose only by the most powerful undead, or the most insane necromancers.
Specter, Figure, Wrong Thing: ?
Walking Corpse: ?
Vampire, Fully-Fledged Independent Vampire, Full Vampire: In common parlance, one can be transformed into a vampire; this is incorrect, though the difference is subtle. A person is killed by a vampire, and their vampiric essence enters the now dead body. While the dead person’s memories and remnants of personality may be accessible, a vampire is not the person transformed – a vampire is a vampire, wearing their corpse.
A stake of sharpened wood through the chest will incapacitate a vampire, it is true (as, it must be said, it would incapacitate most creatures), but the practice of planting a yew tree above an evil-doer’s grave will do little to dissuade the dead from rising in any form (though, given the swiftness of a vampire’s revival, a slow-growing tree seems singularly unsuited to that task).
Both the lycanthrope and vampire class can only be accessed by those who have been bitten and infected; these are intended as alternatives to the character being taken over as an NPC under the GM’s control.
The vampire spawn can turn into a full vampire, if allowed to draw blood from its master.
Mihaelia Rhamonos, Vampire: ?
Vampire, Being Neither Living Nor Dead: ?
Lesser Vampire: ?
Lesser Vampire, Bloodsucker: ?
Bloodsucker: ?
Powerful Vampire: ?
Good Vampire: ?
Hungry Vampire: ?
Truly Ancient Vampire: ?
Elder Vampire: ?
Secure Vampire: ?
Young Vampire: ?
Vampire, Natural Ambusher: ?
Free-Willed Vampire Spawn: A humanoid slain this way [by a fledgling vampire's bite], and then buried in the ground, rises the following night as a free-willed vampire spawn.
Vampire Fledgling: ?
Vampire Fledgling, Lesser Vampire: ?
Vampire Dampyr: The origins of the dampyr remain something of a mystery. Possessing lessened versions of a vampire’s strengths, along with fewer of their weaknesses (most markedly, they are unharmed by sunlight), they are clearly a fusion of mortal and undead, and it is theorized that they are born of women bitten while pregnant, though they are rare enough that proper studies have yet to take place.
Vampire Dampyr, Fusion of Mortal and Undead: ?
Vampire Nightstalker: ?
Vampire Packrunner: ?
Higher Vampire: ?
Vampire Noble: ?
Vampire Noble, Most Powerful Undead: ?
Ilandrei, Vampire: “I remember it clearly, of course,” she relates. “Mortals do not remember their births, so it is difficult to relate the feeling of it. It hurt at first, the bite, but as the blood began to drain from me, it felt… I hesitate to say pleasurable, but there was a sense of acceptance, of inevitability. That I was being fed upon was simply a fact of my life. I was only dimly aware of him stopping to bite his hand and offer it to me but, when he did, the desire to feed was overwhelming. That was pleasurable. It was the taste of life itself.
Ancient Vampire: ?
Vampire Spawn: A humanoid slain this way [by a vampire nightstalker's bite attack], and then buried in the ground, rises the following night as a vampire spawn under the nightstalker’s control.
A humanoid slain this way [by a vampire packrunner's bite attack], and then buried in the ground, rises the following night as a vampire spawn under the packrunner’s control.
A humanoid slain this way [by a vampire noble's bite attack], and then buried in the ground, rises the following night as a vampire spawn under the noble’s control.
A humanoid slain this way [by an ancient vampire's bite attack], and then buried in the ground, rises the following night as a vampire spawn under the ancient’s control.
Any living humanoid can be turned into a vampire spawn by a full vampire's bite.
A humanoid slain this way [by a vampire's vampire bite attack], and then buried in the ground, rises the following night as a vampire spawn under the vampire's control.
Vampire, Undead Horror: ?
Vampire, Classic Undead: ?
Wight: The wight returns for fear of death,
The lich for lore thereof,
The rev’nant to revenge itself,
The ghost, alone, for love.
Divine powers do not especially affect them [revenants], as their resurrection is not due to the meddling of gods, but a result of the greater powers of balance and justice in the cosmos, to which even they must bend. Some personal choice must also be involved, somewhat similar to the creation of a wight, for not every victim of betrayal becomes a revenant.
“Wight,” whispered Thaddeus. “Free-willed undead with a bitter hatred of the living. Usually drag themselves back on account of some selfish obsession.”
Clawing their way back from the dead through dark pacts, wights are beings trapped between life and undeath, and truly of neither world.
The unhappy existence of a wight is often the fate of those in morality tales who do not correct their ways of vanity and greed, forced to linger on forever regretful of their past deeds.
A wight rises when a soul consumed with unfulfilled ambition, revenge, or greed calls out as it screams towards the afterlife and is heard by some dark entity. Of course, there are many who feel such emotions upon death, but only the truly wicked or desperate are willing to pay the price asked of them to return to some form of life. For most, this is vanity, ambition, greed, and superiority – these are people who think simple death is beneath them and the world owes them an extension on life. Warlocks who swear their pacts to more sinister forces may be risen as wights if their benefactor deems them to have outstanding tasks. Very rarely do folk plan in advance to become a wight, but those few carry curse tablets upon their person if they suspect their death is at hand; thin sheets of lead carved with a plea to whatever will hear it, promising their soul in exchange for a chance to carry on in wight form.
Some personal choice must also be involved, somewhat similar to the creation of a wight, for not every victim of betrayal becomes a revenant.
Wight, Corporeal Figure: ?
Wight, Free-Willed Undead With a Bitter Hatred of the Living: ?
Wight, Being Trapped Between Life and Undeath: ?
Wight Tracker: ?
Wight Hunter: ?
Wight Slayer of the Living: ?
Wight Warrior: ?
Urzkhan the Heartless, Wight: ?
Wight Champion: ?
Wight Insatiable Executioner: ?
Wight Malignant: ?
Wight Despoiler: ?
Wight Oathsworn Annihilator: ?
Frost Wight: ?
Ox, Wight, Undead Killing Machine: ?
Beldam, Wight, Undead Killing Machine: ?
Coxcomb, Wight, Undead Killing Machine: ?
Most Bitter Wight: ?
Will-o'-Wisp: Will-o'-wisps are formed where beings die miserably in areas suffused with magic, which interferes with the spirit passing on or becoming a ghost. Subtle variations of wisp exist, governed by the overriding emotion experienced by the dying soul, and each seeks to perpetuate that same emotion; fear, anguish, despair, or rage.
Will-o'-wisps linger in the magic-infused places that birthed them, areas upon which death and sadness lay thick and heavy as fog.
Will-o'-Wisp, Faint Light, Dancing Guide, Drifting Point of Light, Faint Beacon, Being of Pure Emotion: ?
Will of the Wisp, Jack of the Lantern, Will-o'-Wisp: Some additional details are likely apocryphal, however, namely that the first will-o’-wisp formed when ‘the wickedest man that e’er there was’ was found to be too evil, even for the devils of the deepest hell, and was cast back to the material with only a glowing ember to light his way in the darkness.
Ghostflame Will-o'-Wisp: Ghostflames form from the souls of those who died in intense fear.
Will-o'-Wisp Wisp of Yearning: They form from souls whose last thoughts were yearning for another.
Will-o'-Wisp Red Wisp: These enormous wisps are formed from souls who died consumed by frustration, fear, and rage.
Will-o'-Wisp Red Wisp, Enormous Wisp: ?
Wraith: The twisted remnants of anguished souls.
The most common variety of wraith forms when an individual who has pledged their soul to some dark pact dies. This may be a conscious choice on the part of the other entities involved, keeping the soul from death to act as an undead servant, or may be a simple by-product of the pact itself, if it is wicked enough that death itself spits back the soul in disgust, or as punishment. The existence of a wraith, while powerful, is clearly a miserable one.
Wraiths can also form in areas permeated by restless spirits. Where enough unhappy souls gather, they may be swept together, feeding off the growing negative energy, until they collapse in on themselves, concentrating their combined misery into a singular wraith. Similar wraiths can come into existence where multiple people died in a single, traumatic event, with wraiths of entire villages or armies coalescing after plague, slaughter or disaster.
“A dank pit of sorrow into which suffering has been packed tight until it spills over, inky black and hateful. Pressure and time turns peat into coal, and hate into wraiths.”
The obliteration of a failed revenant’s soul is a powerful act by the unknowable and pitiless forces of cosmic balance, forces above even the gods. This process can go awry, with the trauma and bitterness of revenge denied, twisting the shattered remnants to collapse into a wraith. This depends upon the character of the revenant, as well as the nature of its failure; should a particularly bloodthirsty revenant be on the verge of its revenge, only for it to be snatched away at the last moment, those powerful feelings of rage are more likely to disrupt and warp the soul’s destruction.
The Shrouded One, The Master, Wraith: ?
Wraith, Spirit, Incorporeal Undead, Twisted Remnants of an Anguished Soul, Swirling Maelstrom of Shadow, Embodiment of All the Misfortunes in the World, Relentless Spreading Evil: ?
Hateful Wraith: ?
Wraith Baleful Void: ?
Wraith Seething Oblivion: ?
Bright Wraith: Very rarely, if a particularly good individual’s soul went into the creation of a wraith, glimpses of this unparalleled goodness might, over time, build up like the abrasive grains of sand which eventually form a pearl (presumably, much to the consternation of the oyster). Eventually, these glimpses may build enough to force an epiphany, wherein the wraith’s very nature is changed into a powerful force for good. Such ‘bright wraiths’ are semi-legendary, assumed by many to be a flight of fancy, a device invented to comfort children during winter nights, but multiple sources suggest such beings exist, dedicated to putting to rest their darker, and far more numerous, brethren.
Wraith Bright Mote: If a wraith or specter is slain by radiant damage dealt by the bright wraith, it reconstitutes on its next turn as a Bright Mote under the bright wraith's control.
Bright Wraith, Undead Spirit: ?
Wraith, Undead Servant: ?
Zombie, Risen Dead, Common Zombie, Normal Zombie, Regular Zombie, Walking Corpse: A humanoid or beast slain by [a wight tracker's life drain] attack rises 24 hours later as a zombie under the tracker’s control, unless the creature is restored to life or its body is destroyed.
A humanoid or beast slain by [a wight hunter's life drain] attack rises 24 hours later as a zombie under the hunter’s control, unless the creature is restored to life or its body is destroyed.
A humanoid or beast slain by [a slayer of the living's life drain] attack rises 24 hours later as a zombie under the slayer’s control, unless the creature is restored to life or its body is destroyed.
A humanoid slain by [a wight warrior's life drain] attack rises 24 hours later as a zombie under the warrior’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a wight champion's life drain] attack rises 24 hours later as a zombie under the champion’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [an insatiable executioner's life drain] attack rises 24 hours later as a zombie under the executioner’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a malignant wight's life drain] attack rises 24 hours later as a zombie under the executioner’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a despoiler wight's life drain] attack rises 24 hours later as a zombie under the despoiler’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [an oathsworn annihilator wight's life drain] attack rises 24 hours later as a zombie under the annihilator’s control, unless the humanoid is restored to life or its body is destroyed.
A creature, other than an undead or construct, slain by [a frost wight's life drain] attack rises 24 hours later as a zombie under the frost wight's control, unless the creature is restored to life or its body is destroyed.
A humanoid, or beast, slain by [a wight's life drain] attack rises 24 hours later as a zombie under your control, unless the creature is restored to life, or its body is destroyed.
Like skeletons, zombies are corpses animated by magic.
The only essential commonality is that there must be some level of flesh covering the bones in order for the zombie to haul itself around for, while there is magic holding them together to a point, it is limited compared to that which knits together other types of undead, such as skeletons.
Though certainly one of the most common forms of undead, zombies are potentially one of the least useful. Truly mindless, they will obey the will of the one who raised them to the best of their abilities but, given the extreme limits on their intelligence, options are limited. For this reason, zombies are generally only deliberately created by apprentice necromancers, or as fodder in the undead hordes of those more powerful. However, their creation is also a common side effect of powerful necromantic rituals bleeding into the surrounding area.
The magic used to raise a zombie reanimates the brain with limited functionality, allowing it to control the body’s motor functions. While they are no stronger than their living counterpart, their inability to feel pain, and therefore the stresses and strains of pushing themselves beyond reasonable limits, allows even the most unremarkable zombie to accomplish feats of strength and endurance on par with a highly-trained warrior.
While animated by magic, and able to shrug off blows which would kill or incapacitate a creature capable of feeling, zombies are still corpses and, as such, still rot.
Zombie, Corpse Animated By Magic: ?
Zombie, Corpse: ?
Plague-Born Zombie: A less common form of zombie, plague-born are the result of a virulent contagion animating the corpses of the infected, rather than necromantic ritual. Having been transformed into zombies at the point of death, they tend to be less advanced in their level of decay than other zombies.
Originating from a necromantic disease rather than being raised, plague-born have no master to serve and will attack any living being they come across.
Given their unique and difficult-to-replicate nature, it is theorised that all plague-born originate from a single source. Whether a botched attempt to raise a common zombie or a vindictive curse, we may never know and, given their frighteningly rapid proliferation, it is likely whoever was responsible is in no position to say.
The disease is transmitted through contact with infected blood. Bites are the most common - and most dangerous - form of exposure, though any form of contact with contaminated blood carries a risk. Those exposed contract a horrible disease which, upon their death, animates their corpse as a zombie. Should a plague-born remain animated for enough time (usually a few weeks to a few months), the disease ferments into a more virulent strain; those infected by one of these ‘plague-hosts’ reanimate with the ability to further spread the disease.
The disease acts quickly; depending on where a victim is bitten, death and subsequent transformation can take place in a matter of minutes, though the uncommonly resilient may last a day or longer. Fever and convulsions are rapidly followed by vomiting blood and an insatiable hunger and, finally, the afflicted slips into oblivion, reanimating within minutes.
Spreading as a contagion from host to host, plague-born zombies are more dangerous the more potential victims surround them.
Zombie Necrosis disease.
Human Zombie: ?
Plague-Born Human Zombie: ?
Human Plague-Host Zombie: ?
Elf Zombie: ?
Plague-Born Elf Zombie: ?
Elf Plague-Host Zombie: ?
Zombie, Walking Corpse: ?
Dwarf Zombie: ?
Plague-Born Dwarf Zombie: ?
Dwarf Plague-Host Zombie: ?
Goblin Zombie: ?
Plague-Born Goblin Zombie: ?
Goblin Plague-Host Zombie: ?
Hobgoblin Zombie: ?
Plague-Born Hobgoblin Zombie: ?
Hobgoblin Plague-Host Zombie: ?
Orc Zombie: ?
Plague-Born Orc Zombie: ?
Orc Plague-Host Zombie: ?
Ogre Zombie: ?
Plague-Born Ogre Zombie: ?
Ogre Plague-Host Zombie: ?
Troll Zombie: ?
Plague-Born Troll Zombie: ?
Troll Plague-Host Zombie: ?
Young Zombie Dragon: It takes uncommonly powerful magic (or a particularly virulent strain of the disease) to resurrect a dragon, so such creatures typically exist under the thrall of a megalomaniacal necromancer who will have gone to great pains to raise one. The rare zombie dragons to arise on their own are heralds of disease, rot and woe.
Adult Zombie Dragon: It takes uncommonly powerful magic (or a particularly virulent strain of the disease) to resurrect a dragon, so such creatures typically exist under the thrall of a megalomaniacal necromancer who will have gone to great pains to raise one. The rare zombie dragons to arise on their own are heralds of disease, rot and woe.
Ancient Zombie Dragon: It takes uncommonly powerful magic (or a particularly virulent strain of the disease) to resurrect a dragon, so such creatures typically exist under the thrall of a megalomaniacal necromancer who will have gone to great pains to raise one. The rare zombie dragons to arise on their own are heralds of disease, rot and woe.
Zombie Dog: ?
Zombie Ox: ?
Zombie Horse: ?
Zombie Bear: ?
Plague-Touched Zombie Rat: ?
Swarm of Plague-Touched Zombie Rats: ?
Plague-Touched Zombie Raven: ?
Swarm of Plague-Touched Zombie Ravens: ?
Swarm of Plague-Touched Zombie Roaches: ?
Zombie Infested by a Plague Swarm: Some zombies are created from corpses that were fed upon by plague-touched animals. Many of the creatures may still inhabit and slowly feed on the body as it rises to undeath.
Tiny Zombie: ?
Zombie Archetype: This template can be applied to any beast, dragon, humanoid, or monstrosity.
Plague-Born Zombie Archetype: Plague-born are created by zombies known as plague-hosts. They are generally more powerful than regular zombies, and capable of infecting creatures with a necromantic disease that slowly kills a victim and raises its corpse as another zombie.
Plague-Host Zombie: ?
Large Zombie: ?
Huge Zombie: ?
Gargantuan Zombie: ?
Zombie, Mindless Undead: ?
Zombie, Mindless Servant: ?
Awakened Dead: Necromancers raise volumes of zombies and skeletons as mindless servants however, sometimes, something goes awry, and the corpse awakens with all its memories of life intact.
Awakened dead are animated as either zombies or skeletons.
Awakened Dead Zombie: ?
Awakened Dead Skeleton: ?
Create Specter. The baleful void targets a corpse within 10 feet of it that has been dead for no longer than an hour, and died violently. The target's spirit rises as a traversing specter in the space of its corpse, or in the nearest unoccupied space. The specter is under the baleful void’s control.
Create Specter. The seething oblivion targets a corpse within 10 feet of it that has been dead for no longer than an hour, and died violently. The target's spirit rises as a deadly specter in the space of its corpse, or in the nearest unoccupied space. The specter is under the seething oblivion’s control.
Zombie Necrosis Disease
Zombie necrosis is a disease carried by plague-born zombies and scavengers that feed on infected bodies. These creatures inflict the disease with their bite attacks.
Those infected by the disease almost immediately suffer shaking and fever as the infection rapidly spreads through their system. If the infected is resilient enough to keep the disease at bay for a time, they might begin to exhibit an insatiable, maddening hunger (though most die before this stage can take hold). When the disease is in its final stages, the victim vomits blood, which also seeps from their eyes and nose.
Creatures immune to the poisoned condition are immune to this disease. For every hour that elapses, a diseased creature’s current and maximum hit points are reduced by 1d4. This reduction lasts until the disease is cured. If the creature's hit point maximum is reduced to 0, the creature dies. A creature that dies while afflicted with zombie necrosis reanimates 2d10 rounds later as a plague-born zombie.
Ultimate Commander (5E)
Undead: ?
Zombie Horde: ?
Humanoid Zombie: The hordelord replenishes the zombies in her horde through a specialized ritual that is like animate dead. This ritual takes 1 minute to perform, and requires the body to be reanimated and an onyx gem worth 25 gp. Upon completion, the zombie rises and joins the horde as a member. Regardless of the size and shape of the original corpse, the zombie arises as a humanoid zombie. At GM’s discretion, larger sized corpses could arise as multiple zombies.
Zombie: Hordelord Arise power.
Zombie Horde: ?
Humanoid Zombie: The hordelord replenishes the zombies in her horde through a specialized ritual that is like animate dead. This ritual takes 1 minute to perform, and requires the body to be reanimated and an onyx gem worth 25 gp. Upon completion, the zombie rises and joins the horde as a member. Regardless of the size and shape of the original corpse, the zombie arises as a humanoid zombie. At GM’s discretion, larger sized corpses could arise as multiple zombies.
Zombie: Hordelord Arise power.
Ultimate Rulership (5E)
Undead: ?
Mindless Undead: While incapable of skilled labor, mindless undead created with animate dead are utterly tireless in performing simple, repetitive tasks.
Skeleton: ?
Zombie: ?
Mindless Undead: While incapable of skilled labor, mindless undead created with animate dead are utterly tireless in performing simple, repetitive tasks.
Skeleton: ?
Zombie: ?
Ultimate Strongholds (5E)
Ghostly Redoubt: The most sinister fiends and necromancers extract the immortal essence of their victims and knit their soul-stuff together into a tragic and terrifying tower of tattered ectoplasm.
Incorporeal Undead: ?
Undead: ?
Zombie: Deathless Defenders spell.
Skeleton: Deathless Defenders spell.
Skeletal Defender: ?
Zombie Defender: ?
DEATHLESS DEFENDERS
4th level necromancy
Casting Time 1 action
Range 30 ft.
Components V, S
Duration 1 round/level
Classes: cleric, paladin, sorcerer, wizard
This spell functions as animate dead except as noted above, but the undead you raise can take no actions other than attacking creatures you designate. Your deathless defenders have the same alignment you do, and when you cast this spell the spell gains alignment subtypes to match your alignment.
Deathless defenders gain advantage on any saving throw against an effect that would move them. Any skeletons or zombies that leave the area of your stronghold begin crumbling to dust, taking 2d6 points of damage per round until they return to the stronghold or are destroyed. A corpse that has been animated with deathless defenders and then destroyed cannot be reanimated by this spell or by animate dead.
Incorporeal Undead: ?
Undead: ?
Zombie: Deathless Defenders spell.
Skeleton: Deathless Defenders spell.
Skeletal Defender: ?
Zombie Defender: ?
DEATHLESS DEFENDERS
4th level necromancy
Casting Time 1 action
Range 30 ft.
Components V, S
Duration 1 round/level
Classes: cleric, paladin, sorcerer, wizard
This spell functions as animate dead except as noted above, but the undead you raise can take no actions other than attacking creatures you designate. Your deathless defenders have the same alignment you do, and when you cast this spell the spell gains alignment subtypes to match your alignment.
Deathless defenders gain advantage on any saving throw against an effect that would move them. Any skeletons or zombies that leave the area of your stronghold begin crumbling to dust, taking 2d6 points of damage per round until they return to the stronghold or are destroyed. A corpse that has been animated with deathless defenders and then destroyed cannot be reanimated by this spell or by animate dead.
Ultimate War (5E)
Undead: ?
Zombie: Siege Shot Zombie magic item.
Apocalypse Zombie: Siege Shot Zombie Apocalypse magic item.
Siege Shot, Zombie price 4,000 gp
Weapon (ammunition), rare
This mass of corpses is lashed together and imbued with dreadful necromantic power. When used to perform a plague bombardment during the Ranged Phase, during the Melee Phase the corpses animate as 20 zombies. These zombies are treated as a temporary squad (see Table 3: Army SizeUB) with ACR 1 that attacks for one Battle Phase and then is automatically destroyed. In addition, if the zombies damage an army with their melee attack, the kingdom’s Stability check to resist that army contracting disease takes a -2 penalty and the chance of a Plague event in the city is increased to 15%.
Siege Shot, Zombie Apocalypse price 8,000 gp
Weapon (ammunition), very rare
This mass of corpses is lashed together and imbued with dreadful necromantic power. When used to perform a plague bombardment during the Ranged Phase, during the Melee Phase the corpses animate as 20 zombies. These zombies are treated as a temporary platoon (see Table 3: Army SizeUB) with ACR 4 that attacks for one Battle Phase and then is automatically destroyed. In addition, if the apocalypse zombies damage an army with their melee attack, the kingdom’s Stability check to resist that army contracting disease takes a -4 penalty and the chance of a Plague event in the city is increased to 25%.
Zombie: Siege Shot Zombie magic item.
Apocalypse Zombie: Siege Shot Zombie Apocalypse magic item.
Siege Shot, Zombie price 4,000 gp
Weapon (ammunition), rare
This mass of corpses is lashed together and imbued with dreadful necromantic power. When used to perform a plague bombardment during the Ranged Phase, during the Melee Phase the corpses animate as 20 zombies. These zombies are treated as a temporary squad (see Table 3: Army SizeUB) with ACR 1 that attacks for one Battle Phase and then is automatically destroyed. In addition, if the zombies damage an army with their melee attack, the kingdom’s Stability check to resist that army contracting disease takes a -2 penalty and the chance of a Plague event in the city is increased to 15%.
Siege Shot, Zombie Apocalypse price 8,000 gp
Weapon (ammunition), very rare
This mass of corpses is lashed together and imbued with dreadful necromantic power. When used to perform a plague bombardment during the Ranged Phase, during the Melee Phase the corpses animate as 20 zombies. These zombies are treated as a temporary platoon (see Table 3: Army SizeUB) with ACR 4 that attacks for one Battle Phase and then is automatically destroyed. In addition, if the apocalypse zombies damage an army with their melee attack, the kingdom’s Stability check to resist that army contracting disease takes a -4 penalty and the chance of a Plague event in the city is increased to 25%.
Ultramodern5 (5th Edition)
Undead, Undead Creature: ?
Infected Zombie, The Infected: Despite the virus causing massive surface damage, the human body does fight it off on its own without the vaccine… but the combination of the vaccine and the virus caused the zombie outbreak.
The Infected came about because of a reaction of the virus and the vaccine that was administered. The infestation comes about as the virus creates lesions, warts, and boils on the skin as well as causing inflammation within the brain. When administered, the cure mutated the virus to cause sudden cancerous growth as well as speeding along the virus's neurological damage. This creates a rabid mutated abomination that only thinks of eating and destroying.
The virus is extremely infectious and can render the target violently ill for days or weeks, bringing them near the point of death, but 95% of those infected make a full recovery. However, if they are given the vaccine before or after being infected, they turn into a zombie within an hour.
Infected Zombie, The Infected: Despite the virus causing massive surface damage, the human body does fight it off on its own without the vaccine… but the combination of the vaccine and the virus caused the zombie outbreak.
The Infected came about because of a reaction of the virus and the vaccine that was administered. The infestation comes about as the virus creates lesions, warts, and boils on the skin as well as causing inflammation within the brain. When administered, the cure mutated the virus to cause sudden cancerous growth as well as speeding along the virus's neurological damage. This creates a rabid mutated abomination that only thinks of eating and destroying.
The virus is extremely infectious and can render the target violently ill for days or weeks, bringing them near the point of death, but 95% of those infected make a full recovery. However, if they are given the vaccine before or after being infected, they turn into a zombie within an hour.
Ultramodern5-SRD/OGL (5th Edition)
Undead Opponent: ?
Undead Creature: ?
Undead Creature: ?
Unearthing Steeproot
Skeleton Dwarf: ?
Skeleton Half-Giant: ?
Skeleton Half-Giant: ?
Under Frozen Stars (5E)
Undead: ?
Zombie: ?
Zombie: ?
Under the Scale (5E)
Remnant, Weeper, Ashen, Wormer: The Remnants are the product of an insidious magical act by Cluagaurakua. Seeing the Free Folk plan to retreat from the world in holdfasts, the Great Dragon crafted a virus-spell and infected a number of prisoners before releasing them. The released prisoners fled to their former communities and spread the virus. In many cases, this lead to the death of the infected, but in some cases the infected would not outright die but waste away and transition into an undead state. Thus were born the Remnants.
The virus painfully ravages and destroys the body of the host, eventually killing the host and magically animating it. Remnants retain much of their biological physiology, particularly in regards to the brain and nervous system. Their bodies go into a necrotic torpor. Blood ceases to flow and the Remnant’s body relies on magic to motivate it.
While rare, as more and more holdfasts are discovered and opened, the population of Remnants is undoubtedly increasing. Newer instances of Remnant-becoming also seem to be common near Razelands. It is believed that the magical nature of the blight somehow invigorates the virus-spell making it more likely that upon death the creature will raise as a Remnant.
Free Folk folklore suggests that every demi-human by now is infected with the virus-spell. However, the exact conditions for when the virus-spell take effect and animate the body are still a matter of considerable speculation within Free Folk communities, with little rhyme nor reason for each occurrence.
Who They Were: Refugees and the infected from many races. Cluagaurakua’s virus-spell was not choosy in those it infected and eventually raised.
Note: To play a Remnant, you must pick a race like normal and then take the Unbreathing Remnant feat (representing your death and rebirth as a Remnant).
There are also cults that are dedicated to preparing their members to become Remnants. Because the process of becoming a Remnant is still ill understood, particularly in regards to the specific conditions needed to activate the spell-virus to animate the body upon death, these cults tend to be very ritualistic and fatalistic. Leaders of Remnant cults attempt to ritually recreate conditions they believe are conducive to the virus-spell and then encouraging their members to take their own lives. Failure is seen as a misapplication of the ritual’s conditions, while the occasional success is widely regarded by the Cult as a validation of their process, even if subsequent attempts using the same process routinely fail.
Unbreathing Remnant feat.
Remnant, Free-Willed Undead: ?
Taragainyan Vampire: ?
Taragainyan Vampire, Magic Predator, Undead Vampire: ?
Undead, Undead Creature: Outbreaks of viral undeath (and lycanthropy) in holdfasts can be particularly devastating (the story of Illanthalas notwithstanding). In some cases, the disease can be contained and the source eliminated. But, unfortunately, this seems to be the exception to the rule. The cause for the outbreak matters in terms of if the source can be contained. Should the source of the outbreak come from a rogue spell or other arcane source, the infection may be self-sustaining, dooming the community to fight an inevitable tide that are only bolstered when their family and comrades die.
Orcish warrior cults are increasingly seeking to look beyond their mortal coil in their effort to excel and many willingly enter service into undeath. Thus, in the modern days Orcish warrior-cults are increasingly gravitating towards including rituals surrounding the dead and undeath, slowly transforming generations-old mystery cults focused on fraternity and honing martial skills into a syncratic meld of death scholarship, transformation rituals, and traditional martial practices.
Mindless Undead: ?
Chained Undead: ?
Subservient Fodder: Likewise, Goraskin favored necromancers for their ability to create subservient fodder for its armies.
Free-Willed Undead: ?
Warrior-Undead: Because it is seen as just barely acceptable by most Orcish scholars, the rites and rituals of creating warrior-undead are conducted secretly and exclusively within the already shrouded militant cults - secrets within secrets.
Intelligent Undead: ?
Lesser Undead: ?
Undead Despot: ?
Lich, Intelligent Undead: ?
Rillivan, Lich: ?
Skeleton: ?
Skeleton, Mindless Undead: ?
Spectre: ?
Spectre, Chained Undead: ?
Vampire: ?
Orc-Made-Vampire: ?
Vampire, Intelligent Undead: ?
Lady Tarshon, Powerful Vampire Lord: ?
Powerful Vampire: ?
Vampiric Leader: ?
Vampire-Lord: ?
Vampire Spawn: A humanoid slain in this way [by a taragainyan vampire's bite attack reducing its hit point maximum to zero] and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Zombie: ?
Zombie, Mindless Undead: ?
Restless Dead: ?
Unbreathing Remnant
You are a free-willed undead called a “Remnant,” the product of a virus-disease that reanimated you upon your death. Yes, you're (un)dead. Yes, you're hungry and uncomfortable around the living. Yes, you have dust instead of blood, but in most ways your biology still acts as if it were alive.
You do not breathe and are immune to suffocation. You do not sleep. You are immune to bleeding and poison effects. You will not waste away due to hunger or thirst -- but will get insanely hungry (see below). You do not age. When you are hit with a bladed weapon that does damage, you may roll a CON save for half damage.
On the down-side, you are unnaturally pale to the point that others outside of your community innately distrust you (-2 to all CHA rolls involving influencing people). Also, you do not heal normally. You only heal when you eat meat and as a result of a Long Rest. If you are unable to eat at least half a pound of meat (even cured meat) in a 24 hour period you suffer -5 to all your actions as you descend into hunger-driven distraction.
Condition Immunities: Poisons, Exhaustion, Suffocation
Damage Immunity: Cold, Necrotic, Poison
Damage Vulnerability: Celestial, Holy, Fire
Darkvision 60ft
NOTE: Instead of selecting this at character creation, a player may select this Feat as an investment. In that case, the Feat stays dormant until the character dies, at which point they roll a D20 and add their current level to the result. If the total is 20 or more, the character awakens in 1d8 hours as a Remnant (let's hope they weren't buried or burned in the meantime).
The virus painfully ravages and destroys the body of the host, eventually killing the host and magically animating it. Remnants retain much of their biological physiology, particularly in regards to the brain and nervous system. Their bodies go into a necrotic torpor. Blood ceases to flow and the Remnant’s body relies on magic to motivate it.
While rare, as more and more holdfasts are discovered and opened, the population of Remnants is undoubtedly increasing. Newer instances of Remnant-becoming also seem to be common near Razelands. It is believed that the magical nature of the blight somehow invigorates the virus-spell making it more likely that upon death the creature will raise as a Remnant.
Free Folk folklore suggests that every demi-human by now is infected with the virus-spell. However, the exact conditions for when the virus-spell take effect and animate the body are still a matter of considerable speculation within Free Folk communities, with little rhyme nor reason for each occurrence.
Who They Were: Refugees and the infected from many races. Cluagaurakua’s virus-spell was not choosy in those it infected and eventually raised.
Note: To play a Remnant, you must pick a race like normal and then take the Unbreathing Remnant feat (representing your death and rebirth as a Remnant).
There are also cults that are dedicated to preparing their members to become Remnants. Because the process of becoming a Remnant is still ill understood, particularly in regards to the specific conditions needed to activate the spell-virus to animate the body upon death, these cults tend to be very ritualistic and fatalistic. Leaders of Remnant cults attempt to ritually recreate conditions they believe are conducive to the virus-spell and then encouraging their members to take their own lives. Failure is seen as a misapplication of the ritual’s conditions, while the occasional success is widely regarded by the Cult as a validation of their process, even if subsequent attempts using the same process routinely fail.
Unbreathing Remnant feat.
Remnant, Free-Willed Undead: ?
Taragainyan Vampire: ?
Taragainyan Vampire, Magic Predator, Undead Vampire: ?
Undead, Undead Creature: Outbreaks of viral undeath (and lycanthropy) in holdfasts can be particularly devastating (the story of Illanthalas notwithstanding). In some cases, the disease can be contained and the source eliminated. But, unfortunately, this seems to be the exception to the rule. The cause for the outbreak matters in terms of if the source can be contained. Should the source of the outbreak come from a rogue spell or other arcane source, the infection may be self-sustaining, dooming the community to fight an inevitable tide that are only bolstered when their family and comrades die.
Orcish warrior cults are increasingly seeking to look beyond their mortal coil in their effort to excel and many willingly enter service into undeath. Thus, in the modern days Orcish warrior-cults are increasingly gravitating towards including rituals surrounding the dead and undeath, slowly transforming generations-old mystery cults focused on fraternity and honing martial skills into a syncratic meld of death scholarship, transformation rituals, and traditional martial practices.
Mindless Undead: ?
Chained Undead: ?
Subservient Fodder: Likewise, Goraskin favored necromancers for their ability to create subservient fodder for its armies.
Free-Willed Undead: ?
Warrior-Undead: Because it is seen as just barely acceptable by most Orcish scholars, the rites and rituals of creating warrior-undead are conducted secretly and exclusively within the already shrouded militant cults - secrets within secrets.
Intelligent Undead: ?
Lesser Undead: ?
Undead Despot: ?
Lich, Intelligent Undead: ?
Rillivan, Lich: ?
Skeleton: ?
Skeleton, Mindless Undead: ?
Spectre: ?
Spectre, Chained Undead: ?
Vampire: ?
Orc-Made-Vampire: ?
Vampire, Intelligent Undead: ?
Lady Tarshon, Powerful Vampire Lord: ?
Powerful Vampire: ?
Vampiric Leader: ?
Vampire-Lord: ?
Vampire Spawn: A humanoid slain in this way [by a taragainyan vampire's bite attack reducing its hit point maximum to zero] and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Zombie: ?
Zombie, Mindless Undead: ?
Restless Dead: ?
Unbreathing Remnant
You are a free-willed undead called a “Remnant,” the product of a virus-disease that reanimated you upon your death. Yes, you're (un)dead. Yes, you're hungry and uncomfortable around the living. Yes, you have dust instead of blood, but in most ways your biology still acts as if it were alive.
You do not breathe and are immune to suffocation. You do not sleep. You are immune to bleeding and poison effects. You will not waste away due to hunger or thirst -- but will get insanely hungry (see below). You do not age. When you are hit with a bladed weapon that does damage, you may roll a CON save for half damage.
On the down-side, you are unnaturally pale to the point that others outside of your community innately distrust you (-2 to all CHA rolls involving influencing people). Also, you do not heal normally. You only heal when you eat meat and as a result of a Long Rest. If you are unable to eat at least half a pound of meat (even cured meat) in a 24 hour period you suffer -5 to all your actions as you descend into hunger-driven distraction.
Condition Immunities: Poisons, Exhaustion, Suffocation
Damage Immunity: Cold, Necrotic, Poison
Damage Vulnerability: Celestial, Holy, Fire
Darkvision 60ft
NOTE: Instead of selecting this at character creation, a player may select this Feat as an investment. In that case, the Feat stays dormant until the character dies, at which point they roll a D20 and add their current level to the result. If the total is 20 or more, the character awakens in 1d8 hours as a Remnant (let's hope they weren't buried or burned in the meantime).
Underworld Player's Guide for 5th Edition
Undead, Undead Creature: ?
Undead Master: ?
Undead Lord: ?
Undead Servitor: ?
Undead Follower: ?
Brave Undead: ?
Undead Prince: ?
Undead Deserter: ?
Hostile Undead Creature: ?
Undead Beast: ?
Undead Companion: To aid them in their tasks and to stave off a bit of the loneliness their role can bring, imperial hunters often create and train undead companions to fight and hunt beside them.
Imperial Hunter Ranger Archetype Undead Companion power.
Undead Beast Companion: Imperial Hunters are most often found with ghoul bat companions, but some prefer the company of other undead beasts. As an Imperial Hunter, you can infuse the body of a deceased Medium or smaller beast that has a challenge rating of 1/4 or lower with some of your necrotic essence. This procedure makes that creature your undead companion in place of the ghoul bat that is common to Imperial Hunters.
Hungering Undead: ?
Undead Mouse: ?
Incorporeal Undead Creature: ?
Animated Body: Not Dead Yet spell.
Ghost: ?
Ghoul, Ordinary Ghoul, True Ghoul: Both ordinary ghouls and darakhul arise from the infected corpses of other races.
Ghoul Defector: ?
Iron Ghoul: ?
Imperial Ghoul: ?
Sarastran Ghoul: ?
Ghoul Slaver: ?
Ghoul Bat, Undead Ghoul Bat: ?
Ghoul Bat, Undead Beast: ?
Ghoul Bat Companion: ?
Ghoul Imperium Deserter: ?
Ghoulish Citizen: ?
Ghoulish Master: ?
Ghoul Emperor: ?
Ghoul King: ?
Necrophage Ghast: ?
Shade: Life leaves echoes in its wake, whether crumbled remnants of a bygone civilization, tales of heroes and gods that spawn new beliefs, or even the echo of an individual soul left behind to haunt the living world. The world of Midgard is no stranger to ghosts and specters that linger beyond death, but sometimes a person’s passion, purpose, and will to live are so strong, their tie to the living world so unbreakable, that their memories create a vessel for their soul after their body dies. These people are called shades. Shades can arise from any living race.
There are rumors of darakhul or other undead leaving shades behind after destruction, but there are no reliable accounts of such a creature. It is more likely that an undead creature with strong enough will to become a shade becomes a shade of the race they were in true life.
Their bodies are a memory of who they once were, inhabited and quickened by the presence of their soul.
The strength of a shade’s memory of themselves and their place in life is the core of their being.
The largest known concentration of shades has arisen relatively recently in the conquered kingdom of Krakovar. The death that swept from the vampires to the south and their ghoulish allies that boiled up from the earth’s crevices created the perfect conditions for shades to arise.
Because they can arise from any people, shades come from all corners of Midgard and from all walks of life. Station and wealth are no guarantee to help one linger on after the body’s death either.
Newer Shade: ?
Siwali Shade: ?
Traveling Shade: ?
More Established Shade: ?
Krakovan Shade: ?
Ancient Shade: ?
Shade, Living Echo: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Vampire, Foul Beast: ?
Vampire, Undead Partner: ?
Hungry Vampire: ?
Vampire, Undead Abomination: ?
Vampire, Parasite, Thief: ?
Vampire Ruler: ?
Vampiric Parent, Beast: ?
Vampire, Undead Forebear, Evil Blood-Sucking Monster: ?
True Vampire Patron: ?
Powerful Vampire: ?
Vampire Progenitor: ?
Vampire Ally: ?
Vampire Spawn: Curse of the Grave spell.
Will-o'-Wisp: ?
Wraith, Incorporeal Undead Creature: ?
Zombie: ?
Darakhul, The People: Both ordinary ghouls and darakhul arise from the infected corpses of other races.
Before the terrible scourge of darakhul fever transformed you into an undead creature, you belonged to another race.
Hesstia Daarmirve, Darakhul, Smart Fierce Individual, Persuasive Dragonborn Darakhul: ?
Darakhul Mage: ?
Darakhul Shadowmancer: ?
Darakhul Knight: ?
Darakhul Blood Mage: ?
Darakhul Black Knight Commander: ?
Darakhul Defector: ?
Subservient Darakhul: ?
Tyrik Benion, Dwarf Darakhul Graveslayer: The most notable of these recruits is Tyrik Benion, a dwarf darakhul graveslayer who at a young age found his parents brutally murdered by a hungry vampire. Vowing vengeance, Tyrik devoted his life to the destruction of these undead abominations. After numerous foiled attempts to kill the vampire and with a wake of dead innocents behind him, Tyrik was approached by Hesstia herself. The persuasive dragonborn darakhul offered the dispirited dwarf a chance to continue his crusade against his hated vampire foes. Forever.
Darakhul, Undead Diplomat: ?
Adventuring Darakhul: ?
Darakhul, Ravenous Undead: ?
Derro Heritage Darakhul: ?
Dragonborn Heritage Darakhul: Your darakhul character was a dragonborn before transforming into a darakhul. The dark power of undeath overwhelmed your elemental nature, replacing it with the foul energy of death.
Drow Heritage Darakhul: ?
Dwarf Heritage Darakhul: Your darakhul character was a dwarf before transforming into a darakhul. The hum of the earth, the tranquility of the stone and the dust, drained from you as the darakhul fever overwhelmed your once-resilient body.
Elf Heritage Darakhul: ?
Shadow Fey Heritage Darakhul: ?
Gnome Heritage Darakhul: ?
Halfling Heritage Darakhul: ?
Human Heritage Darakhul: ?
Elfmarked Heritage Darakhul: ?
Kobold Heritage Darakhul: ?
Ravenfolk Heritage Darakhul: ?
Tiefling Heritage Darakhul: ?
Trollkin Heritage Darakhul: ?
Darakhul Spy: ?
Darakhul Ranger: ?
Deathwisp: ?
Shroud: ?
Spectral Guardian, Incorporeal Undead Creature: ?
Swarm of Wolf Spirits, Incorporeal Undead Creature: ?
Angry Spirit: ?
Spirit: ?
Restless Spirit: If no one steps forward to ensure the dead are interred, we will be awash in restless spirits.
NOT DEAD YET
4th-level necromancy (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a cloth doll filled with herbs and diamond dust worth 100 gp)
Duration: Concentration, up to 1 hour
You cast this spell while touching the cloth doll against the intact corpse of a Medium or smaller humanoid that died within the last hour. At the end of the casting, the body reanimates as an undead creature under your control. While the spell lasts, your consciousness resides in the animated body. You can use an action to manipulate the body’s limbs in order to make it move, and you can see and hear through the body’s eyes and ears, but your own body becomes unconscious. The animated body can neither attack nor defend itself. This spell doesn’t change the appearance of the corpse, so further measures might be needed if the body is to be used in a way that involves fooling observers into believing it’s still alive. The spell ends instantly, and your consciousness returns to your body, if either your real body or the animated body takes any damage.
You can’t use any of the target’s abilities except for nonmagical movement and darkvision. You don’t have access to its knowledge, proficiencies, or anything else that was held in its now dead mind, and you can’t make it speak.
CURSE OF THE GRAVE
7th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch of dirt from a freshly dug grave)
Duration: Until dispelled
You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature’s soul.
Choose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A remove curse spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects:
The target fails death saving throws on any roll but a 20.
If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed.
The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.
UNDEAD COMPANION
Starting at 3rd level, you gain a ghoul bat as an undead companion that accompanies you on your adventures and is trained to fight alongside you.
Alternatively, you can infuse the body of a deceased Medium or smaller beast that has a challenge rating of 1/4 or lower with some of your necrotic essence, making the beast your undead companion instead of the ghoul bat. This process takes 8 hours and can be done during a long rest. See the Undead Beast Companion sidebar for the beast’s adjusted statistics after you infuse it with your necrotic essence.
Undead Master: ?
Undead Lord: ?
Undead Servitor: ?
Undead Follower: ?
Brave Undead: ?
Undead Prince: ?
Undead Deserter: ?
Hostile Undead Creature: ?
Undead Beast: ?
Undead Companion: To aid them in their tasks and to stave off a bit of the loneliness their role can bring, imperial hunters often create and train undead companions to fight and hunt beside them.
Imperial Hunter Ranger Archetype Undead Companion power.
Undead Beast Companion: Imperial Hunters are most often found with ghoul bat companions, but some prefer the company of other undead beasts. As an Imperial Hunter, you can infuse the body of a deceased Medium or smaller beast that has a challenge rating of 1/4 or lower with some of your necrotic essence. This procedure makes that creature your undead companion in place of the ghoul bat that is common to Imperial Hunters.
Hungering Undead: ?
Undead Mouse: ?
Incorporeal Undead Creature: ?
Animated Body: Not Dead Yet spell.
Ghost: ?
Ghoul, Ordinary Ghoul, True Ghoul: Both ordinary ghouls and darakhul arise from the infected corpses of other races.
Ghoul Defector: ?
Iron Ghoul: ?
Imperial Ghoul: ?
Sarastran Ghoul: ?
Ghoul Slaver: ?
Ghoul Bat, Undead Ghoul Bat: ?
Ghoul Bat, Undead Beast: ?
Ghoul Bat Companion: ?
Ghoul Imperium Deserter: ?
Ghoulish Citizen: ?
Ghoulish Master: ?
Ghoul Emperor: ?
Ghoul King: ?
Necrophage Ghast: ?
Shade: Life leaves echoes in its wake, whether crumbled remnants of a bygone civilization, tales of heroes and gods that spawn new beliefs, or even the echo of an individual soul left behind to haunt the living world. The world of Midgard is no stranger to ghosts and specters that linger beyond death, but sometimes a person’s passion, purpose, and will to live are so strong, their tie to the living world so unbreakable, that their memories create a vessel for their soul after their body dies. These people are called shades. Shades can arise from any living race.
There are rumors of darakhul or other undead leaving shades behind after destruction, but there are no reliable accounts of such a creature. It is more likely that an undead creature with strong enough will to become a shade becomes a shade of the race they were in true life.
Their bodies are a memory of who they once were, inhabited and quickened by the presence of their soul.
The strength of a shade’s memory of themselves and their place in life is the core of their being.
The largest known concentration of shades has arisen relatively recently in the conquered kingdom of Krakovar. The death that swept from the vampires to the south and their ghoulish allies that boiled up from the earth’s crevices created the perfect conditions for shades to arise.
Because they can arise from any people, shades come from all corners of Midgard and from all walks of life. Station and wealth are no guarantee to help one linger on after the body’s death either.
Newer Shade: ?
Siwali Shade: ?
Traveling Shade: ?
More Established Shade: ?
Krakovan Shade: ?
Ancient Shade: ?
Shade, Living Echo: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Vampire, Foul Beast: ?
Vampire, Undead Partner: ?
Hungry Vampire: ?
Vampire, Undead Abomination: ?
Vampire, Parasite, Thief: ?
Vampire Ruler: ?
Vampiric Parent, Beast: ?
Vampire, Undead Forebear, Evil Blood-Sucking Monster: ?
True Vampire Patron: ?
Powerful Vampire: ?
Vampire Progenitor: ?
Vampire Ally: ?
Vampire Spawn: Curse of the Grave spell.
Will-o'-Wisp: ?
Wraith, Incorporeal Undead Creature: ?
Zombie: ?
Darakhul, The People: Both ordinary ghouls and darakhul arise from the infected corpses of other races.
Before the terrible scourge of darakhul fever transformed you into an undead creature, you belonged to another race.
Hesstia Daarmirve, Darakhul, Smart Fierce Individual, Persuasive Dragonborn Darakhul: ?
Darakhul Mage: ?
Darakhul Shadowmancer: ?
Darakhul Knight: ?
Darakhul Blood Mage: ?
Darakhul Black Knight Commander: ?
Darakhul Defector: ?
Subservient Darakhul: ?
Tyrik Benion, Dwarf Darakhul Graveslayer: The most notable of these recruits is Tyrik Benion, a dwarf darakhul graveslayer who at a young age found his parents brutally murdered by a hungry vampire. Vowing vengeance, Tyrik devoted his life to the destruction of these undead abominations. After numerous foiled attempts to kill the vampire and with a wake of dead innocents behind him, Tyrik was approached by Hesstia herself. The persuasive dragonborn darakhul offered the dispirited dwarf a chance to continue his crusade against his hated vampire foes. Forever.
Darakhul, Undead Diplomat: ?
Adventuring Darakhul: ?
Darakhul, Ravenous Undead: ?
Derro Heritage Darakhul: ?
Dragonborn Heritage Darakhul: Your darakhul character was a dragonborn before transforming into a darakhul. The dark power of undeath overwhelmed your elemental nature, replacing it with the foul energy of death.
Drow Heritage Darakhul: ?
Dwarf Heritage Darakhul: Your darakhul character was a dwarf before transforming into a darakhul. The hum of the earth, the tranquility of the stone and the dust, drained from you as the darakhul fever overwhelmed your once-resilient body.
Elf Heritage Darakhul: ?
Shadow Fey Heritage Darakhul: ?
Gnome Heritage Darakhul: ?
Halfling Heritage Darakhul: ?
Human Heritage Darakhul: ?
Elfmarked Heritage Darakhul: ?
Kobold Heritage Darakhul: ?
Ravenfolk Heritage Darakhul: ?
Tiefling Heritage Darakhul: ?
Trollkin Heritage Darakhul: ?
Darakhul Spy: ?
Darakhul Ranger: ?
Deathwisp: ?
Shroud: ?
Spectral Guardian, Incorporeal Undead Creature: ?
Swarm of Wolf Spirits, Incorporeal Undead Creature: ?
Angry Spirit: ?
Spirit: ?
Restless Spirit: If no one steps forward to ensure the dead are interred, we will be awash in restless spirits.
NOT DEAD YET
4th-level necromancy (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a cloth doll filled with herbs and diamond dust worth 100 gp)
Duration: Concentration, up to 1 hour
You cast this spell while touching the cloth doll against the intact corpse of a Medium or smaller humanoid that died within the last hour. At the end of the casting, the body reanimates as an undead creature under your control. While the spell lasts, your consciousness resides in the animated body. You can use an action to manipulate the body’s limbs in order to make it move, and you can see and hear through the body’s eyes and ears, but your own body becomes unconscious. The animated body can neither attack nor defend itself. This spell doesn’t change the appearance of the corpse, so further measures might be needed if the body is to be used in a way that involves fooling observers into believing it’s still alive. The spell ends instantly, and your consciousness returns to your body, if either your real body or the animated body takes any damage.
You can’t use any of the target’s abilities except for nonmagical movement and darkvision. You don’t have access to its knowledge, proficiencies, or anything else that was held in its now dead mind, and you can’t make it speak.
CURSE OF THE GRAVE
7th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch of dirt from a freshly dug grave)
Duration: Until dispelled
You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature’s soul.
Choose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A remove curse spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects:
The target fails death saving throws on any roll but a 20.
If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed.
The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.
UNDEAD COMPANION
Starting at 3rd level, you gain a ghoul bat as an undead companion that accompanies you on your adventures and is trained to fight alongside you.
Alternatively, you can infuse the body of a deceased Medium or smaller beast that has a challenge rating of 1/4 or lower with some of your necrotic essence, making the beast your undead companion instead of the ghoul bat. This process takes 8 hours and can be done during a long rest. See the Undead Beast Companion sidebar for the beast’s adjusted statistics after you infuse it with your necrotic essence.
Underworld Races & Classes
Udodelig, Lich, Obsessed Lich: ?
Dodelig: One lich, obsessed with finding a way to protect himself from the otherworldly hive-mind, instead created two new species that survive in the subterranean world to this day (even if he does not). Each is a reflection of their creator; one a reduced version of himself but forever tied to stone (the dødelig), and the other that which he hated most—crystalline beings borne from contact with the alien creature (the colliatur).
Dødelig are a race that were never intended by the gods of Aventyr—their creator was the lich Udødelig, a mad wizard intent on preserving the legacy of undeath. Their existence is still something of an anomaly to the Underworld; the truth is that their entire species’ animation owes as much to the Great Schism as it does The Confluence. When the body of the Dracoprime fell upon the islands of the halflings during the Great Schism, countless small folk were instantly crushed to death under its mountainous corpse. The very marrow of their bones was forced into the stones under the draconic idol, simultaneously immersed in the potent and arcane energies of its passing.
In the farthest reaches of the mad wizard’s undertower, Udødelig’s skeletal familiar made a surprising discovery: the skeletons of halflings were magically fossilized within the very bedrock. Without recourse, the lich played at a gambit that ultimately cost him his very existence, but forever changed subterranean Aventyr. Expending his own being in an arcane ritual of a potency unseen since the Progenitors, Udødelig spread his spark of undeath to each and every one of the halfling skeletons fossilized by the Great Schism, binding it to the very magics that infuse their calcified bodies.
Dødelig take after the essence of the soul that granted them a second chance at existence and are Chaotic in the main. The dødelig are not sure how they came to be or what they ought to worship, and pay tributes to deities determined by whim more than anything else.
Gogelid: Where the gøgelid originally come from remains unknown.
Soul Echo: Vidre's Soul Searing Ray power.
Skeletal Familiar: ?
Undead, Undead Creature: ?
Corporeal Undead: ?
Ghost, Incorporeal Being: ?
Ghost: ?
Lich: ?
Small Skeleton: ?
Medium Skeleton: ?
Vampire: ?
Soul Searing Ray (Recharge 5—6). The vidre emits a beam at one target within 60 feet. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. A portion of the soul of the creature stays in the space the target originally was in, and acts as an undead shadow under the command of the vidre. Unlike a regular shadow, this soul echo is a being of light. Exchange all reference to necrotic and radiant damage in the soul echo’s stats. The creature also does not suffer from sunlight weakness. If the creature hit with the soul searing ray flees the encounter, it feels hollow and gains 1 level of exhaustion that cannot be mitigated for 1d12 days before the soul echo fades. The soul echo steals the body of the creature of origin if that creature is killed during the encounter; in that case, the creature’s alignment shifts to neutral and it falls under the command of the vidre. The original creature immediately loses its level of exhaustion if the soul echo is slain. A creature can only have its soul seared by this ability once per day, even if hit by multiple rays of two different vidre, but the creature can be knocked back multiple times.
Dodelig: One lich, obsessed with finding a way to protect himself from the otherworldly hive-mind, instead created two new species that survive in the subterranean world to this day (even if he does not). Each is a reflection of their creator; one a reduced version of himself but forever tied to stone (the dødelig), and the other that which he hated most—crystalline beings borne from contact with the alien creature (the colliatur).
Dødelig are a race that were never intended by the gods of Aventyr—their creator was the lich Udødelig, a mad wizard intent on preserving the legacy of undeath. Their existence is still something of an anomaly to the Underworld; the truth is that their entire species’ animation owes as much to the Great Schism as it does The Confluence. When the body of the Dracoprime fell upon the islands of the halflings during the Great Schism, countless small folk were instantly crushed to death under its mountainous corpse. The very marrow of their bones was forced into the stones under the draconic idol, simultaneously immersed in the potent and arcane energies of its passing.
In the farthest reaches of the mad wizard’s undertower, Udødelig’s skeletal familiar made a surprising discovery: the skeletons of halflings were magically fossilized within the very bedrock. Without recourse, the lich played at a gambit that ultimately cost him his very existence, but forever changed subterranean Aventyr. Expending his own being in an arcane ritual of a potency unseen since the Progenitors, Udødelig spread his spark of undeath to each and every one of the halfling skeletons fossilized by the Great Schism, binding it to the very magics that infuse their calcified bodies.
Dødelig take after the essence of the soul that granted them a second chance at existence and are Chaotic in the main. The dødelig are not sure how they came to be or what they ought to worship, and pay tributes to deities determined by whim more than anything else.
Gogelid: Where the gøgelid originally come from remains unknown.
Soul Echo: Vidre's Soul Searing Ray power.
Skeletal Familiar: ?
Undead, Undead Creature: ?
Corporeal Undead: ?
Ghost, Incorporeal Being: ?
Ghost: ?
Lich: ?
Small Skeleton: ?
Medium Skeleton: ?
Vampire: ?
Soul Searing Ray (Recharge 5—6). The vidre emits a beam at one target within 60 feet. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. A portion of the soul of the creature stays in the space the target originally was in, and acts as an undead shadow under the command of the vidre. Unlike a regular shadow, this soul echo is a being of light. Exchange all reference to necrotic and radiant damage in the soul echo’s stats. The creature also does not suffer from sunlight weakness. If the creature hit with the soul searing ray flees the encounter, it feels hollow and gains 1 level of exhaustion that cannot be mitigated for 1d12 days before the soul echo fades. The soul echo steals the body of the creature of origin if that creature is killed during the encounter; in that case, the creature’s alignment shifts to neutral and it falls under the command of the vidre. The original creature immediately loses its level of exhaustion if the soul echo is slain. A creature can only have its soul seared by this ability once per day, even if hit by multiple rays of two different vidre, but the creature can be knocked back multiple times.
Unlikely Heroes for 5th Edition
Vampire: ?
Vampire, Undead Forebear, Evil Blood-Sucking Monster: ?
True Vampire Patron: ?
Vampire Patron: ?
Powerful Vampire: ?
Undead: ?
Vampire, Undead Forebear, Evil Blood-Sucking Monster: ?
True Vampire Patron: ?
Vampire Patron: ?
Powerful Vampire: ?
Undead: ?
Unpleasant Discoveries
Undead Inhabitant: ?
Undead: ?
Undead Phenomena: ?
Ghastly Undead Elf-Like Creature: ?
Walking Dead: ?
Banshee: ?
Ghast: ?
Ghost: For example, a city destroyed by a sudden natural disaster may be full of ghosts who were killed so quickly their souls were never able to transition to the afterlife.
Ghost, Inhabitant: ?
Ghost, Undead Phenomena: ?
Ghost, Transparent Form of a Barovian Villager, Figure: ?
Ghoul: ?
Attacking Ghoul, Gray-Skinned Humanoid Shape That Smells Like a Grave: ?
Demilich: ?
Dracolich: ?
Lich: ?
Mummy Lord: ?
Mummy: Mummy Lords — the presence of a mummy lord gives life to mummies, skeletons, and zombies.
Skeleton: Mummy Lords — the presence of a mummy lord gives life to mummies, skeletons, and zombies.
Skeleton, Inhabitant: ?
Skeletal Warhorse: ?
Specter: ?
Vampire: ?
Vampire Spawn: ?
b]Wight:[/b] ?
Wight, Mummified Body: ?
Wight, Withered Corpse of a Long-Dead Warrior: ?
Will-o'-Wisp: ?
Zombie: Mummy Lords — the presence of a mummy lord gives life to mummies, skeletons, and zombies.
Strahd Zombie: ?
Zombie, Inhabitant: ?
Undead: ?
Undead Phenomena: ?
Ghastly Undead Elf-Like Creature: ?
Walking Dead: ?
Banshee: ?
Ghast: ?
Ghost: For example, a city destroyed by a sudden natural disaster may be full of ghosts who were killed so quickly their souls were never able to transition to the afterlife.
Ghost, Inhabitant: ?
Ghost, Undead Phenomena: ?
Ghost, Transparent Form of a Barovian Villager, Figure: ?
Ghoul: ?
Attacking Ghoul, Gray-Skinned Humanoid Shape That Smells Like a Grave: ?
Demilich: ?
Dracolich: ?
Lich: ?
Mummy Lord: ?
Mummy: Mummy Lords — the presence of a mummy lord gives life to mummies, skeletons, and zombies.
Skeleton: Mummy Lords — the presence of a mummy lord gives life to mummies, skeletons, and zombies.
Skeleton, Inhabitant: ?
Skeletal Warhorse: ?
Specter: ?
Vampire: ?
Vampire Spawn: ?
b]Wight:[/b] ?
Wight, Mummified Body: ?
Wight, Withered Corpse of a Long-Dead Warrior: ?
Will-o'-Wisp: ?
Zombie: Mummy Lords — the presence of a mummy lord gives life to mummies, skeletons, and zombies.
Strahd Zombie: ?
Zombie, Inhabitant: ?
Untold Encounters of the Random Kind
Lesser Undead: ?
Undead, Undead Creature: ?
Monstrous Undead Figure: ?
Banshee: ?
Glowing Carrion Dragon: ?
Crawler: ?
Death Knight: ?
Shackled Ghost: ?
Ghost: ?
Drowned Man: ?
Drowned Howler, Angry Spirit of a Drowned Maid: ?
Drowned Dead: ?
Site Ghost: ?
Resident Ghost: ?
Banshee Like Ghost: ?
Ghost, Spirit, Resident: ?
Angry Ghostly Spirit: ?
Travon, Ghost: ?
Ghostly Figure, Spirit of an Adventurer: ?
Ghostly Grave Guardian, Spirit: ?
Ghost of the Grave's Resident: This poor unfortunate was a sorcerer that was murdered by a romantic rival [Elite Wizard NPC] who visits the grave regularly to replace the ritual flowers that both stop the ghost from finding rest and cloud its memory.
Ghostly Apparition: ?
Apparition, Ghostly Visage, Ghostly Vision of a Resident From the Old Days: ?
Scavenging Ghoul, Feral Near-Human Cannibal: ?
Resident Ghoul: ?
Ghoul: ?
Sand Ghoul: ?
Grave Guard: ?
Howling Dead: ?
Maggot Knight: ?
Miasmic Horror: ?
Enraged Mummy: ?
Revenant: ?
Rot Hulk: ?
Shadow: ?
Void Shadow: ?
Skeletal Juggernaut, Frozen Skeleton, Extraordinary Monster Skeleton: ?
Runic Guardian, Giant Skeleton, Skeleton of a Giant Humaoid, Forgotten Relic From an Ancient High Magic War: ?
Skeletal Warrior:?
Skeleton: ?
Specter: ?
Specter, Spectral Warrior: ?
Poltergeist: ?
Poltergeist, Angry Spirit: ?
Fearsome Tomb King: ?
Vampire: ?
Vampire, Pale Monster: ?
Striking Vampiric Noble: ?
Vampire, Supernatural Threat: ?
Very Pale Fanged Person, Young Vampire: ?
Vampire, Nefarious Creature: ?
Albern Cairl, Vampire Spawn, Pale Faced Young Nobleman: They were very much at home, and rightly so as the Vampire Spawn is actually Albern Cairl, a distant relative of the Hythes who had an unfortunate vampire encounter a few years back.
Dancing Will-o'-Wisp, Grave Light: ?
Wisp: ?
Wraith: ?
Aurora Wraith: ?
Nature Wraith, Spirit of a Heroic Druid: This is the final resting place of a heroic druid and this everliving tree sprouted where they fell.
There is still some potent magic here and any attempt to chop or burn the impressive tree will wake the spirit of the Druid in the form of a Nature Wraith [Elite Monster].
Zombie: ?
Zombie Like Creature: Something buried with a beloved pet is animating the dead here, with a [Large] number of zombie like creatures [Easy Monster] found around the district.
Slowly Twitching Zombie: ?
Zombie, Shambling Monster: There may, of course, be no connection whatsoever with this outbreak and the large open leather tome that rests on a nearby gravestone, its bloodstained pages turning in the breeze.
Restless Zombie: ?
Zombie of a Long Dead Priest: ?
Zombie Ogre: ?
Undead, Undead Creature: ?
Monstrous Undead Figure: ?
Banshee: ?
Glowing Carrion Dragon: ?
Crawler: ?
Death Knight: ?
Shackled Ghost: ?
Ghost: ?
Drowned Man: ?
Drowned Howler, Angry Spirit of a Drowned Maid: ?
Drowned Dead: ?
Site Ghost: ?
Resident Ghost: ?
Banshee Like Ghost: ?
Ghost, Spirit, Resident: ?
Angry Ghostly Spirit: ?
Travon, Ghost: ?
Ghostly Figure, Spirit of an Adventurer: ?
Ghostly Grave Guardian, Spirit: ?
Ghost of the Grave's Resident: This poor unfortunate was a sorcerer that was murdered by a romantic rival [Elite Wizard NPC] who visits the grave regularly to replace the ritual flowers that both stop the ghost from finding rest and cloud its memory.
Ghostly Apparition: ?
Apparition, Ghostly Visage, Ghostly Vision of a Resident From the Old Days: ?
Scavenging Ghoul, Feral Near-Human Cannibal: ?
Resident Ghoul: ?
Ghoul: ?
Sand Ghoul: ?
Grave Guard: ?
Howling Dead: ?
Maggot Knight: ?
Miasmic Horror: ?
Enraged Mummy: ?
Revenant: ?
Rot Hulk: ?
Shadow: ?
Void Shadow: ?
Skeletal Juggernaut, Frozen Skeleton, Extraordinary Monster Skeleton: ?
Runic Guardian, Giant Skeleton, Skeleton of a Giant Humaoid, Forgotten Relic From an Ancient High Magic War: ?
Skeletal Warrior:?
Skeleton: ?
Specter: ?
Specter, Spectral Warrior: ?
Poltergeist: ?
Poltergeist, Angry Spirit: ?
Fearsome Tomb King: ?
Vampire: ?
Vampire, Pale Monster: ?
Striking Vampiric Noble: ?
Vampire, Supernatural Threat: ?
Very Pale Fanged Person, Young Vampire: ?
Vampire, Nefarious Creature: ?
Albern Cairl, Vampire Spawn, Pale Faced Young Nobleman: They were very much at home, and rightly so as the Vampire Spawn is actually Albern Cairl, a distant relative of the Hythes who had an unfortunate vampire encounter a few years back.
Dancing Will-o'-Wisp, Grave Light: ?
Wisp: ?
Wraith: ?
Aurora Wraith: ?
Nature Wraith, Spirit of a Heroic Druid: This is the final resting place of a heroic druid and this everliving tree sprouted where they fell.
There is still some potent magic here and any attempt to chop or burn the impressive tree will wake the spirit of the Druid in the form of a Nature Wraith [Elite Monster].
Zombie: ?
Zombie Like Creature: Something buried with a beloved pet is animating the dead here, with a [Large] number of zombie like creatures [Easy Monster] found around the district.
Slowly Twitching Zombie: ?
Zombie, Shambling Monster: There may, of course, be no connection whatsoever with this outbreak and the large open leather tome that rests on a nearby gravestone, its bloodstained pages turning in the breeze.
Restless Zombie: ?
Zombie of a Long Dead Priest: ?
Zombie Ogre: ?
Unwelcome Guests
Zombie Pit Bull: ?
Urban Dressing: Port Town 2.0 (5e)
Animated Skeleton: ?
Urban Encounters & Quests
Undead: ?
Valley of the Gilded Tower (5E)
Elenore Rennet, Ghost, Human Ghost: Elenore Rennet recently died in a tragedy that resulted in her ghost remaining behind in the material world.
Vathak 5e Adventures - A Dark and Stormy Blight
Smog Throttle: Smog throttles, as they are called in Grigoria, are the evil spirits of those who die slow deaths in smog. Though they are seen outside of Grigoria, its many factories give rise to these undead menaces. At first thought to be the work of a serial murderer, the smog throttle tends to leave the same asphyxiated corpses behind. This has also led to some unfortunate copycat killers, further compounding the issue. It has become common practice at many factories to perform special rituals to prevent the creation of these murderous spirits. And yet, for every factory that takes these precautions, there are often one or two factories that indirectly cause the formation of these foul spirits.
Smog Throttle, Evil Spirit of One Who Dies a Slow Death in Smog, Murderous Spirit, Foul Spirit, Disgruntled Spirit: ?
Vampire Lord: ?
Rawls, Wight: If the group reads the letter, Rawls’s body comes to life as the letter glows green and is consumed by a strange eldritch flame. Rawls becomes a wight.
Regardless of the outcome, the investigation yields at least one clue that points to the nobility in the town being responsible, and reading the letter proves that they employed dark arts to preform this murder and subsequent reanimation.
Smog Throttle, Evil Spirit of One Who Dies a Slow Death in Smog, Murderous Spirit, Foul Spirit, Disgruntled Spirit: ?
Vampire Lord: ?
Rawls, Wight: If the group reads the letter, Rawls’s body comes to life as the letter glows green and is consumed by a strange eldritch flame. Rawls becomes a wight.
Regardless of the outcome, the investigation yields at least one clue that points to the nobility in the town being responsible, and reading the letter proves that they employed dark arts to preform this murder and subsequent reanimation.
Vathak 5e Adventures - Brides of the Black Earth
Shadow: This room contains four shadows, created by Svige from some of the bandits that once served Reeve.
The liquid is a concoction called Shadewine, an arcane poison that not only kills, but turns its victims into shadows like those in Area 2.
K'Gig, Ghast, Small Figure, Sleeping Figure: ?
The liquid is a concoction called Shadewine, an arcane poison that not only kills, but turns its victims into shadows like those in Area 2.
K'Gig, Ghast, Small Figure, Sleeping Figure: ?
Vathak 5e Adventures - Frozen Legacy
Undead: ?
Skeleton: ?
Specter: ?
Skeleton: ?
Specter: ?
Vathak 5e Adventures - Lair of the Spawn of Yeghniths
Undead: ?
Ghost: The ghosts are the spirits of those who came to the cave and were slain by the creature within.
Ghost, Ghost of Autum, Spirit: ?
Dancing Zombie, Animated Corpse: ?
Ghost: The ghosts are the spirits of those who came to the cave and were slain by the creature within.
Ghost, Ghost of Autum, Spirit: ?
Dancing Zombie, Animated Corpse: ?
Vathak 5e Adventures - Peculier Pets of Rosemarie Straub
Undead: ?
Vathak 5e Adventures - The Shrine of St. Mina of the Dust
Screaming Head: Screaming Heads are floating skulls or severed heads whose bodies have long since been lost. They are reanimated by a will to seek revenge on those who disturbed their rest. They can sometimes infest areas that are beset with misfortune and mass deaths.
Clarence Vilfaus, Starved Ghast: Herein lies the greatest of the warriors of the former Vilfaus family. Cursed in death to become that which they hunted in life, Clarence Vilfaus lives out an eternal existence as a starved ghast.
Screaming Head, Floating Skull: ?
Screaming Head, Severed Head: ?
Horrible Undead: ?
Ghoul: Herein lies the greatest of the warriors of the former Vilfaus family. Cursed in death to become that which they hunted in life, Clarence Vilfaus lives out an eternal existence as a starved ghast.
Ghoul, Guard: ?
Clarence Vilfaus, Starved Ghast: Herein lies the greatest of the warriors of the former Vilfaus family. Cursed in death to become that which they hunted in life, Clarence Vilfaus lives out an eternal existence as a starved ghast.
Screaming Head, Floating Skull: ?
Screaming Head, Severed Head: ?
Horrible Undead: ?
Ghoul: Herein lies the greatest of the warriors of the former Vilfaus family. Cursed in death to become that which they hunted in life, Clarence Vilfaus lives out an eternal existence as a starved ghast.
Ghoul, Guard: ?
Vathak 5e Adventures - What Price Salvation
Ghoul: ?
Zombie: ?
Zombie: ?
Vathak 5e Adventures - When the Forest Speaks Part 2
Ice Gaunt: Ice gaunts are undead created when someone freezes to death.
These creatures, once victims of the forest or loggers who ran afoul of other ice gaunts, are now under the sway of the Kandari Bog Hag, a powerful witch who claims this part of Kraklevak as her own.
Ice Gaunt, Mindless Undead Who Crave Heat and Light, Lifeless Form: ?
These creatures, once victims of the forest or loggers who ran afoul of other ice gaunts, are now under the sway of the Kandari Bog Hag, a powerful witch who claims this part of Kraklevak as her own.
Ice Gaunt, Mindless Undead Who Crave Heat and Light, Lifeless Form: ?
Vathak 5e Character Options - Feats of Devotion and Deliverance
Undead: ?
Vathak 5e Character Options - Ghastly Feats
Undead, Undead Creature: ?
Vampire: ?
Lich: ?
Undead Familiar: ?
Incorporeal Undead: ?
Buried Undead: ?
Vampire: ?
Lich: ?
Undead Familiar: ?
Incorporeal Undead: ?
Buried Undead: ?
Vathak 5e Character Options - Magic Items 1
Incorporeal Undead: ?
Undead: ?
Undead: ?
Vathak 5e Racial Ecologies - Hauntlings
Undead: ?
Ghost: ?
Ghost: ?
Vathak 5e Racial Ecologies - The Witchwolf
Vampire Lord: ?
Vampire: ?
Vampire: ?
Vathak 5e Racial Ecologies - The Wretched
Undead: ?
Vault of Magic for 5th Edition
Undead, Undead Creature: ?
Undead Dragon: ?
Incorporeal Undead: ?
Tireless Vengeful Undead: Retribution Armor magic armor.
Intelligent Undead: ?
Undead Spellcaster: ?
Undead Lord: ?
Undead Creature That is Sensitive to Sunlight: ?
Powerful Undead Being: ?
Evil Undead: ?
Ghast: ?
Ghostly Foe: ?
Fleshspurned, Toothy Ghost: ?
Ghoul: Flag of the Cursed Fleet magic item.
Lich: ?
Terrible Lich: ?
Shadow: ?
Skeleton: Necromantic Ink magic item.
Specter: Rod of Ghastly Might magic item.
Powerful Spectre: ?
Vampire: ?
Elder Vampire: ?
Vampire Spawn: ?
Vampiric Creature: ?
Vampire, Undead Creature That is Sensitive to Sunlight: ?
Vampire Lord: ?
Vampire Queen: ?
Zombie: Flag of the Cursed Fleet magic item.
Grave Reagent magic potion.
Staff of Master Lu Po magic item.
Unhatched: ?
Darakhul: ?
Flag of the Cursed Fleet
Wondrous item, legendary
This dreaded item is a black flag painted with an unsettlingly realistic skull. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of necromancy around the flag. Beasts with an Intelligence of 3 or lower don’t willingly board a vessel where this flag flies. A successful DC 17 Wisdom (Animal Handling) check convinces an unwilling beast to board the vessel, though it remains uneasy and skittish while aboard.
Cursed Crew. When this baleful flag flies atop the mast of a waterborne vehicle, it curses the vessel and all those that board it. When a creature that isn’t a humanoid dies aboard the vessel, it rises 1 minute later as a zombie under the ship captain’s control. When a humanoid dies aboard the vessel, it rises 1 minute later as a ghoul under the ship captain’s control. A ghoul retains any knowledge of sailing or maintaining a waterborne vehicle that it had in life.
Cursed Captain. If the ship flying this flag doesn’t have a captain, the undead crew seeks out a powerful humanoid or intelligent undead to bring aboard and coerce into becoming the captain. When an undead with an Intelligence of 10 or higher boards the captainless vehicle, it must succeed on a DC 17 Wisdom saving throw or become magically bound to the ship and the flag. If the creature exits the vessel and boards it again, the creature must repeat the saving throw. The flag fills the captain with the desire to attack other vessels to grow its crew and commandeer larger vessels when possible, bringing the flag with it. If the flag is destroyed or removed from a waterborne vehicle for at least 7 days, the zombie and ghoul crew crumbles to dust, and the captain is freed of the flag’s magic, if the captain was bound to it.
Grave Reagent
Potion, uncommon
This luminous green concoction creates an undead servant. If you spend 1 minute anointing the corpse of a Small or Medium humanoid, this arcane
solution imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a zombie under your control (the GM has the zombie’s statistics).
On each of your turns, you can use a bonus action to verbally command the zombie if it is within 60 feet of you. You decide what action the zombie 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 zombie only defends itself against hostile creatures. Once given an order, the zombie continues to follow it until its task is complete. The zombie is under your control for 24 hours, after which it stops obeying any command you've given it.
Necromantic Ink
Wondrous item, rare
The scent of death and decay hangs around this grey ink. It is typically found in 1d4 pots, and each pot contains 2 doses. If you spend 1 minute using one dose of the ink to draw symbols of death on a dead creature that has been dead no longer than 10 days, you can imbue the creature with the ink’s magic. The creature rises 24 hours later as a skeleton or zombie (your choice), unless the creature is restored to life or its body is destroyed. You have no control over the undead creature.
Retribution Armor
Armor (breastplate), very rare (requires attunement)
Etchings of flames adorn this breastplate, which is wrapped in chains of red gold, silver, and black iron. While wearing this armor, you gain a +1 bonus to AC. In addition, if a creature scores a critical hit against
you, you have advantage on any attacks against that creature until the end of your next turn or until you score a critical hit against that creature.
Retributive Resurrection. If you are killed by a creature while wearing this armor, you arise the following round as a tireless, vengeful undead. Your type changes to undead, and you gain the following benefits:
• You have resistance to necrotic damage, and you are immune to poison damage.
• You can’t be charmed or poisoned, and you don’t suffer from exhaustion.
• You have darkvision out to a range of 60 feet.
• You have advantage on saving throws against effects that turn undead.
• You can use an action to sense the direction of your killer. This works like the locate creature spell, except you can sense only the creature that killed you.
You rise as an undead only if your death was caused with intent; accidental deaths or deaths from unintended consequences (such as dying from a disease unintentionally passed to you) don’t activate this property of the armor. You exist in this deathly state for up to 1 week per Hit Die or until you exact revenge on your killer, at which time your body crumbles to ash and you finally die. You can be restored to life only by means of a true resurrection or wish spell.
Rod of Ghastly Might
Rod, legendary (requires attunement)
The knobbed head of this tarnished silver rod resembles the top half of a jawless, syphilitic skull, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. The rod has properties associated with five different buttons that are set erratically along the haft. It has three other properties as well, detailed below.
Five Buttons. You can press one of the rod’s five buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod’s head erupts in a fiery nimbus of abyssal energy that sheds dim light in a 5-foot radius. While the rod is ablaze, it deals an extra 1d6 fire damage and 1d6 necrotic damage to any target it hits.
If you press button 2, the rod’s head becomes enveloped in a black aura of enervating energy. When you hit a target with the rod while it is enveloped in this energy, the target must succeed on a DC 17 Constitution saving throw or deal only half damage with weapon attacks that use Strength until the end of its next turn.
If you press button 3, a 2-foot blade springs from the tip of the rod’s handle as the handle lengthens into a 5-foot haft, transforming the rod into a magic glaive that grants a +2 bonus to attack and damage rolls made with it.
If you press button 4, a 3-pronged, bladed grappling hook affixed to a long chain springs from the tip of the rod’s handle. The bladed grappling hook counts as a magic sickle with reach that grants a +2 bonus to attack and damage rolls made with it. When you hit a target with the bladed grappling hook, the target must succeed on an opposed Strength check or fall prone.
If you press button 5, the rod assumes or remains in its normal form and you can extinguish all nonmagical flames within 30 feet of you.
Turning Defiance. While holding the rod, you and any undead allies within 30 feet of you have advantage on saving throws against effects that turn undead.
Contagion. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target is afflicted with a disease. This works like the contagion spell. Once used, this property can’t be used again until the next dusk.
Create Specter. As an action, you can target a humanoid within 10 feet of you that was killed by the rod or one of its effects and has been dead for no longer than 1 minute. The target’s spirit rises as a specter under your control in the space of its corpse or in the nearest unoccupied space. You can have no more than one specter under your control at one time. Once used, this property can’t be used again until the next dusk.
Staff of Master Lu Po
Staff, legendary
(requires attunement by a fighter or monk)
This plain-looking, wooden staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it.
The staff has 12 charges and regains 1d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +1 bonus to attack and damage rolls, loses all other properties, and the next time you roll a 20 on an attack roll using the staff, it explodes, dealing an extra 6d6 force damage to the target then is destroyed. On a 20, the staff regains 1d10 + 2 charges.
Some of the staff ’s properties require the target to make a saving throw to resist or lessen the property’s effects. The saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
Bamboo in the Rainy Season. While holding the staff, you can use a bonus action to expend 1 charge to grant the staff the reach property until the start of your next turn.
Gate to the Hell of Being Roasted Alive. While holding the staff, you can use an action to expend 1 charge to cast the scorching ray spell from it. When you make the spell’s attacks, you use your Wisdom modifier as your spellcasting ability.
Iron Whirlwind. While holding the staff, you use an action to expend 2 charges, causing weighted chains to extend from the end of the staff and reducing your speed to 0 until the end of your next turn. As part of the same action, you can make one attack with the staff against each creature within your reach. If you roll a 1 on any attack, you must immediately make an attack roll against yourself as well before resolving any other attacks against opponents.
Monkey Steals the Peach. While holding the staff, you can use a bonus action to expend 1 charge to extend sharp, grabbing prongs from the end of the staff. Until the start of your next turn, each time you hit a creature with the staff, the target takes piercing damage instead of the bludgeoning damage normal for the staff, and the target must make a DC 15 Constitution saving throw. On a failure, the target is incapacitated until the end of its next turn as it suffers crippling pain. On a success, the target has disadvantage on its next attack roll.
Rebuke the Disobedient Child. When you are hit by a creature you can see within your reach while holding this staff, you can use a reaction to expend 1 charge to make an attack with the staff against the attacker.
Seven Vengeful Demons Death Strike. While holding the staff, you can use an action to expend 7 charges and make one attack against a target within 5 feet of you with the staff. If the attack hits, the target takes bludgeoning damage as normal, and it must make a Constitution saving throw, taking 7d8 necrotic damage on a failed save, or half as much damage on a successful one. If the target dies from this damage, the staff ceases to function as anything other than a magic quarterstaff until the next dawn, but it regains all expended charges when its powers return. A humanoid killed by this damage 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.
Swamp Hag's Deadly Breath. While holding the staff, you can use an action to expend 2 charges to expel a 15-foot cone of poisonous gas out of the end of the staff. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 4d6 poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn’t poisoned.
Vaulting Leap of the Clouds. If you are holding the staff and it has at least 1 charge, you can cast the jump spell from it as a bonus action at will without using any charges, but you can target only yourself when you do so.
Undead Dragon: ?
Incorporeal Undead: ?
Tireless Vengeful Undead: Retribution Armor magic armor.
Intelligent Undead: ?
Undead Spellcaster: ?
Undead Lord: ?
Undead Creature That is Sensitive to Sunlight: ?
Powerful Undead Being: ?
Evil Undead: ?
Ghast: ?
Ghostly Foe: ?
Fleshspurned, Toothy Ghost: ?
Ghoul: Flag of the Cursed Fleet magic item.
Lich: ?
Terrible Lich: ?
Shadow: ?
Skeleton: Necromantic Ink magic item.
Specter: Rod of Ghastly Might magic item.
Powerful Spectre: ?
Vampire: ?
Elder Vampire: ?
Vampire Spawn: ?
Vampiric Creature: ?
Vampire, Undead Creature That is Sensitive to Sunlight: ?
Vampire Lord: ?
Vampire Queen: ?
Zombie: Flag of the Cursed Fleet magic item.
Grave Reagent magic potion.
Staff of Master Lu Po magic item.
Unhatched: ?
Darakhul: ?
Flag of the Cursed Fleet
Wondrous item, legendary
This dreaded item is a black flag painted with an unsettlingly realistic skull. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of necromancy around the flag. Beasts with an Intelligence of 3 or lower don’t willingly board a vessel where this flag flies. A successful DC 17 Wisdom (Animal Handling) check convinces an unwilling beast to board the vessel, though it remains uneasy and skittish while aboard.
Cursed Crew. When this baleful flag flies atop the mast of a waterborne vehicle, it curses the vessel and all those that board it. When a creature that isn’t a humanoid dies aboard the vessel, it rises 1 minute later as a zombie under the ship captain’s control. When a humanoid dies aboard the vessel, it rises 1 minute later as a ghoul under the ship captain’s control. A ghoul retains any knowledge of sailing or maintaining a waterborne vehicle that it had in life.
Cursed Captain. If the ship flying this flag doesn’t have a captain, the undead crew seeks out a powerful humanoid or intelligent undead to bring aboard and coerce into becoming the captain. When an undead with an Intelligence of 10 or higher boards the captainless vehicle, it must succeed on a DC 17 Wisdom saving throw or become magically bound to the ship and the flag. If the creature exits the vessel and boards it again, the creature must repeat the saving throw. The flag fills the captain with the desire to attack other vessels to grow its crew and commandeer larger vessels when possible, bringing the flag with it. If the flag is destroyed or removed from a waterborne vehicle for at least 7 days, the zombie and ghoul crew crumbles to dust, and the captain is freed of the flag’s magic, if the captain was bound to it.
Grave Reagent
Potion, uncommon
This luminous green concoction creates an undead servant. If you spend 1 minute anointing the corpse of a Small or Medium humanoid, this arcane
solution imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a zombie under your control (the GM has the zombie’s statistics).
On each of your turns, you can use a bonus action to verbally command the zombie if it is within 60 feet of you. You decide what action the zombie 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 zombie only defends itself against hostile creatures. Once given an order, the zombie continues to follow it until its task is complete. The zombie is under your control for 24 hours, after which it stops obeying any command you've given it.
Necromantic Ink
Wondrous item, rare
The scent of death and decay hangs around this grey ink. It is typically found in 1d4 pots, and each pot contains 2 doses. If you spend 1 minute using one dose of the ink to draw symbols of death on a dead creature that has been dead no longer than 10 days, you can imbue the creature with the ink’s magic. The creature rises 24 hours later as a skeleton or zombie (your choice), unless the creature is restored to life or its body is destroyed. You have no control over the undead creature.
Retribution Armor
Armor (breastplate), very rare (requires attunement)
Etchings of flames adorn this breastplate, which is wrapped in chains of red gold, silver, and black iron. While wearing this armor, you gain a +1 bonus to AC. In addition, if a creature scores a critical hit against
you, you have advantage on any attacks against that creature until the end of your next turn or until you score a critical hit against that creature.
Retributive Resurrection. If you are killed by a creature while wearing this armor, you arise the following round as a tireless, vengeful undead. Your type changes to undead, and you gain the following benefits:
• You have resistance to necrotic damage, and you are immune to poison damage.
• You can’t be charmed or poisoned, and you don’t suffer from exhaustion.
• You have darkvision out to a range of 60 feet.
• You have advantage on saving throws against effects that turn undead.
• You can use an action to sense the direction of your killer. This works like the locate creature spell, except you can sense only the creature that killed you.
You rise as an undead only if your death was caused with intent; accidental deaths or deaths from unintended consequences (such as dying from a disease unintentionally passed to you) don’t activate this property of the armor. You exist in this deathly state for up to 1 week per Hit Die or until you exact revenge on your killer, at which time your body crumbles to ash and you finally die. You can be restored to life only by means of a true resurrection or wish spell.
Rod of Ghastly Might
Rod, legendary (requires attunement)
The knobbed head of this tarnished silver rod resembles the top half of a jawless, syphilitic skull, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. The rod has properties associated with five different buttons that are set erratically along the haft. It has three other properties as well, detailed below.
Five Buttons. You can press one of the rod’s five buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod’s head erupts in a fiery nimbus of abyssal energy that sheds dim light in a 5-foot radius. While the rod is ablaze, it deals an extra 1d6 fire damage and 1d6 necrotic damage to any target it hits.
If you press button 2, the rod’s head becomes enveloped in a black aura of enervating energy. When you hit a target with the rod while it is enveloped in this energy, the target must succeed on a DC 17 Constitution saving throw or deal only half damage with weapon attacks that use Strength until the end of its next turn.
If you press button 3, a 2-foot blade springs from the tip of the rod’s handle as the handle lengthens into a 5-foot haft, transforming the rod into a magic glaive that grants a +2 bonus to attack and damage rolls made with it.
If you press button 4, a 3-pronged, bladed grappling hook affixed to a long chain springs from the tip of the rod’s handle. The bladed grappling hook counts as a magic sickle with reach that grants a +2 bonus to attack and damage rolls made with it. When you hit a target with the bladed grappling hook, the target must succeed on an opposed Strength check or fall prone.
If you press button 5, the rod assumes or remains in its normal form and you can extinguish all nonmagical flames within 30 feet of you.
Turning Defiance. While holding the rod, you and any undead allies within 30 feet of you have advantage on saving throws against effects that turn undead.
Contagion. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target is afflicted with a disease. This works like the contagion spell. Once used, this property can’t be used again until the next dusk.
Create Specter. As an action, you can target a humanoid within 10 feet of you that was killed by the rod or one of its effects and has been dead for no longer than 1 minute. The target’s spirit rises as a specter under your control in the space of its corpse or in the nearest unoccupied space. You can have no more than one specter under your control at one time. Once used, this property can’t be used again until the next dusk.
Staff of Master Lu Po
Staff, legendary
(requires attunement by a fighter or monk)
This plain-looking, wooden staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it.
The staff has 12 charges and regains 1d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +1 bonus to attack and damage rolls, loses all other properties, and the next time you roll a 20 on an attack roll using the staff, it explodes, dealing an extra 6d6 force damage to the target then is destroyed. On a 20, the staff regains 1d10 + 2 charges.
Some of the staff ’s properties require the target to make a saving throw to resist or lessen the property’s effects. The saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
Bamboo in the Rainy Season. While holding the staff, you can use a bonus action to expend 1 charge to grant the staff the reach property until the start of your next turn.
Gate to the Hell of Being Roasted Alive. While holding the staff, you can use an action to expend 1 charge to cast the scorching ray spell from it. When you make the spell’s attacks, you use your Wisdom modifier as your spellcasting ability.
Iron Whirlwind. While holding the staff, you use an action to expend 2 charges, causing weighted chains to extend from the end of the staff and reducing your speed to 0 until the end of your next turn. As part of the same action, you can make one attack with the staff against each creature within your reach. If you roll a 1 on any attack, you must immediately make an attack roll against yourself as well before resolving any other attacks against opponents.
Monkey Steals the Peach. While holding the staff, you can use a bonus action to expend 1 charge to extend sharp, grabbing prongs from the end of the staff. Until the start of your next turn, each time you hit a creature with the staff, the target takes piercing damage instead of the bludgeoning damage normal for the staff, and the target must make a DC 15 Constitution saving throw. On a failure, the target is incapacitated until the end of its next turn as it suffers crippling pain. On a success, the target has disadvantage on its next attack roll.
Rebuke the Disobedient Child. When you are hit by a creature you can see within your reach while holding this staff, you can use a reaction to expend 1 charge to make an attack with the staff against the attacker.
Seven Vengeful Demons Death Strike. While holding the staff, you can use an action to expend 7 charges and make one attack against a target within 5 feet of you with the staff. If the attack hits, the target takes bludgeoning damage as normal, and it must make a Constitution saving throw, taking 7d8 necrotic damage on a failed save, or half as much damage on a successful one. If the target dies from this damage, the staff ceases to function as anything other than a magic quarterstaff until the next dawn, but it regains all expended charges when its powers return. A humanoid killed by this damage 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.
Swamp Hag's Deadly Breath. While holding the staff, you can use an action to expend 2 charges to expel a 15-foot cone of poisonous gas out of the end of the staff. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 4d6 poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn’t poisoned.
Vaulting Leap of the Clouds. If you are holding the staff and it has at least 1 charge, you can cast the jump spell from it as a bonus action at will without using any charges, but you can target only yourself when you do so.
Vault of Rogues #01: Annabel the Poppet Master
Ancient Lich: ?
Undead: ?
Zombie: Annabel's poppet projects a dark aura. At the start of each of Annabel's turns, each dead body within 10 feet of Annabel becomes a zombie as if it was the target of the animate dead spell.
Undead: ?
Zombie: Annabel's poppet projects a dark aura. At the start of each of Annabel's turns, each dead body within 10 feet of Annabel becomes a zombie as if it was the target of the animate dead spell.
Vengeance of the Shunned Peril Primer
Acid Shambler: Only one of innumerable horrors that rose up from the wild energies released by the death and downfall of the titans, acid shamblers have been encountered by adventurers and explorers since the end of the Divine War. Almost always, reports of these terrible undead note that when shamblers are seen, a bane cloud is nearby, leading to rumors that the two are connected somehow, perhaps a side effect of the elemental’s deadly and poisonous vapors that causes its victims to reanimate.
Since the Divine War, it can become apparent that the bane cloud has some connection to the undead commonly called acid shamblers. Many believe that the cloud’s energies reanimate its victims, causing them to rise, hideous and twisted, only to seek out victims of their own. Scholars cannot find the rhyme nor reason as to why this occurs, however.
Acid Shambler, Horror, Terrible Undead, Mindless Crazed Abomination: ?
Loathsome Undead: ?
Bottle Imp: Rumored to be the result of dark rituals that twisted and darken the ghosts of children, bottle imps are not fiends at all, but a form of created undead. Made of shadow and smoke, a bottle imp’s form is covered in strange markings, probably as a result of its creation, and each is bound to a small bottle, ink well, or other similar container.
Bottle Imp, Created Undead: ?
Ghost of a Child: ?
Tazua, Mummy Lord: Trapped, the cultists were not without power. Calling upon dark shadow magics, Tauza, the leader of the Eknethryn, veiled himself from death by becoming a mummy lord, while his magics similarly “blessed” his followers with undeath.
Buried Cultist: Trapped, the cultists were not without power. Calling upon dark shadow magics, Tauza, the leader of the Eknethryn, veiled himself from death by becoming a mummy lord, while his magics similarly “blessed” his followers with undeath.
Strange Undead: ?
Undead, Undead Creature: ?
Ghoul Hound: Relentless predators, ghoul hounds are created by dark rituals. While any canine can be corrupted by the foul necromancy, often the largest and strongest are chosen for conversion into cunning and sadistic hunters.
Ghoul Hound, Relentless Predator, Cunning Sadistic Hunter: ?
Ghoul Overghast: Twisted and mishapen during its transformation from a humanoid into its new, powerful form, the overghast’s innards spill forth and become grasping tentacles, spikes erupting from its skin, and its jaw extending hideously to make room for an engorged tongue that it can use to lash out with.
The origin of these creatures is a mystery, though many attribute their creation to bursts of necrotic energies that were released during the Divine War, the same energies which created the Isle of the Dead. Since then, however, overghasts have been created by powerful necromancers, transforming typical ghouls and ghasts, and even living humanoids. The dark rituals used in this corruption are often attributed to the nefarious wizards of Glivid-Autel.
Ghoul Overghast, Horrific Undead: ?
Inn Wight: A ghost of a child who does not realize it is dead, an inn wight appears as the child did in life, though it is now made up of semi-transluscent, ethereal flesh.
Inn Wight, Ghost of a Child Who Does Not Realize It is Dead, Spirit, Apparition of a Child, Ghost Child: ?
Necronduit: Created by powerful necromancers, necronduits are nothing more than useful tools for these dark mage, which are able to cast their spells through the undead.
A necronduit can be created from any dead humanoid, which slowly wastes away over the years, much like a zombie.
Necronduit, Useful Tool: ?
Pavlas Kyrillou, Horrid Unique Undead, Unique Creation: Pavlas Kyrillou was a windwalker that made a living guiding groups through the treacherous Canyon of Souls. Hired by the mad necromancer, Maghiel, Pavlas led the wizard and her group deep into the Canyon, where they found a previously unknown entrance into the underworld beneath the surface of Scarn. There, Maghiel had Pavlas murdered, and using a surge of strange, chaotic magic that the wizard had drawn from the corpse of a titan, she raised Pavlas as a horrid and unique undead.
Scorch Zombie: Elemental-empowered undead, scorch zombies are the creations of mad wizards and dark necromancers.
Scorch Zombie, Elemental-Empowered Undead: ?
Seeker's Bane: Malicious spirits that haunt forgotten ruins and darkened caves, the undead known as seeker’s bane were once hearty adventurers before meeting their untimely deaths. Slain by monsters or lethal traps, these spirits are twisted and embittered by their failures, the choices that led them to such a demise. Now they linger, seeking to trick other adventurers into the suffering the same fate.
Seeker's Bane, Malicious Spirit, Angered Spirit: ?
Skeleton Unitaur: Undead created from the corpses of the rhinocerosfolk, these skeletons are terrible to behold.
A unitaur who fought in the Titanswar, K’rgzuth has lived much longer than his comrades. After being trapped in a subterranean labyrinth during a retreat from the battlefield, the unitar and his fellows wandered the unending tunnels for many weeks before finding a magical stone that prolonged their lives. Decades passed, ultimately leading to the demise of all of the unitaurs save K’rgzuth, who raised his companions as undead to help him and keep him company within the labyrinth.
Skeleton Unitaur, Undead Unitaur: ?
Slarecian Ghoul: Some sages say that slarecian ghouls are all that remain of a once-great empire, the last of the slarecians who chose undeath over annihilation when the titans and gods set upon them. Others believe that the ghouls are simply undead creations of a mad people who were willing to corrupt their own kind. There is little debate, however, that these ghouls were once slarecians, now emaciated and rotting.
Slarecian Ghoul, Undead Creation: ?
Shambling Undead: A living creature that is damaged by the [slarecian] ghoul must succeed on a DC 14 Constitution saving throw. A target who succeeds on the saving throw is immune to the ghoul’s Fetid Touch for 24 hours. On a failed save, the target is stunned for 2d4 rounds, as its flesh acquires an ashen appearance, with spots of it rotting away. At the end of this time, the victim’s life force is whisked away, trapped in a limbo between life and death, and its body becomes a shambling undead with no awareness of its previous life, or understanding of who is friend or foe.
Specter Proud: ?
Specter Proud, Undead Proud, Minion: A proud who was slain while the Divine War raged on, Sinvar became a wraith and slew her own companions, who then rose as specters.
Sinvar, Wraith Proud, Undead Proud: ?
Typical Ghast: ?
Ghoul, Typical Ghoul: Ghoul Fever disease.
Skeleton, Strange Undead: ?
Lesser Skeleton: ?
Specter: Sinvar's Create Specter power.
Zombie, Strange Undead: ?
Zombie: ?
Create Specter. Sinvar 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 Sinvar’s control. Sinvar can have no more than seven specters under its control at one time.
Ghoul Fever
When a creature that isn’t undead is bitten by a creature that carries the disease, the target creature must succeed on a DC 13 Constitution saving throw or become infected.
One day after the infection, the target’s Dexterity and Constitution ability scores are reduced by 1d3. At the end of each long rest, the infected creature may make a DC 13 Constitution saving throw. On a successful save, it recovers 1 to both Dexterity and Constitution. A creature that fails three consecutive saving throws permanently loses 1 point of Dexterity and Constitution.
An afflicted humanoid that dies of ghoul fever rises as a ghoul at the next midnight. A creature that becomes a ghoul in this way does not retain any of its racial or class abilities.
Since the Divine War, it can become apparent that the bane cloud has some connection to the undead commonly called acid shamblers. Many believe that the cloud’s energies reanimate its victims, causing them to rise, hideous and twisted, only to seek out victims of their own. Scholars cannot find the rhyme nor reason as to why this occurs, however.
Acid Shambler, Horror, Terrible Undead, Mindless Crazed Abomination: ?
Loathsome Undead: ?
Bottle Imp: Rumored to be the result of dark rituals that twisted and darken the ghosts of children, bottle imps are not fiends at all, but a form of created undead. Made of shadow and smoke, a bottle imp’s form is covered in strange markings, probably as a result of its creation, and each is bound to a small bottle, ink well, or other similar container.
Bottle Imp, Created Undead: ?
Ghost of a Child: ?
Tazua, Mummy Lord: Trapped, the cultists were not without power. Calling upon dark shadow magics, Tauza, the leader of the Eknethryn, veiled himself from death by becoming a mummy lord, while his magics similarly “blessed” his followers with undeath.
Buried Cultist: Trapped, the cultists were not without power. Calling upon dark shadow magics, Tauza, the leader of the Eknethryn, veiled himself from death by becoming a mummy lord, while his magics similarly “blessed” his followers with undeath.
Strange Undead: ?
Undead, Undead Creature: ?
Ghoul Hound: Relentless predators, ghoul hounds are created by dark rituals. While any canine can be corrupted by the foul necromancy, often the largest and strongest are chosen for conversion into cunning and sadistic hunters.
Ghoul Hound, Relentless Predator, Cunning Sadistic Hunter: ?
Ghoul Overghast: Twisted and mishapen during its transformation from a humanoid into its new, powerful form, the overghast’s innards spill forth and become grasping tentacles, spikes erupting from its skin, and its jaw extending hideously to make room for an engorged tongue that it can use to lash out with.
The origin of these creatures is a mystery, though many attribute their creation to bursts of necrotic energies that were released during the Divine War, the same energies which created the Isle of the Dead. Since then, however, overghasts have been created by powerful necromancers, transforming typical ghouls and ghasts, and even living humanoids. The dark rituals used in this corruption are often attributed to the nefarious wizards of Glivid-Autel.
Ghoul Overghast, Horrific Undead: ?
Inn Wight: A ghost of a child who does not realize it is dead, an inn wight appears as the child did in life, though it is now made up of semi-transluscent, ethereal flesh.
Inn Wight, Ghost of a Child Who Does Not Realize It is Dead, Spirit, Apparition of a Child, Ghost Child: ?
Necronduit: Created by powerful necromancers, necronduits are nothing more than useful tools for these dark mage, which are able to cast their spells through the undead.
A necronduit can be created from any dead humanoid, which slowly wastes away over the years, much like a zombie.
Necronduit, Useful Tool: ?
Pavlas Kyrillou, Horrid Unique Undead, Unique Creation: Pavlas Kyrillou was a windwalker that made a living guiding groups through the treacherous Canyon of Souls. Hired by the mad necromancer, Maghiel, Pavlas led the wizard and her group deep into the Canyon, where they found a previously unknown entrance into the underworld beneath the surface of Scarn. There, Maghiel had Pavlas murdered, and using a surge of strange, chaotic magic that the wizard had drawn from the corpse of a titan, she raised Pavlas as a horrid and unique undead.
Scorch Zombie: Elemental-empowered undead, scorch zombies are the creations of mad wizards and dark necromancers.
Scorch Zombie, Elemental-Empowered Undead: ?
Seeker's Bane: Malicious spirits that haunt forgotten ruins and darkened caves, the undead known as seeker’s bane were once hearty adventurers before meeting their untimely deaths. Slain by monsters or lethal traps, these spirits are twisted and embittered by their failures, the choices that led them to such a demise. Now they linger, seeking to trick other adventurers into the suffering the same fate.
Seeker's Bane, Malicious Spirit, Angered Spirit: ?
Skeleton Unitaur: Undead created from the corpses of the rhinocerosfolk, these skeletons are terrible to behold.
A unitaur who fought in the Titanswar, K’rgzuth has lived much longer than his comrades. After being trapped in a subterranean labyrinth during a retreat from the battlefield, the unitar and his fellows wandered the unending tunnels for many weeks before finding a magical stone that prolonged their lives. Decades passed, ultimately leading to the demise of all of the unitaurs save K’rgzuth, who raised his companions as undead to help him and keep him company within the labyrinth.
Skeleton Unitaur, Undead Unitaur: ?
Slarecian Ghoul: Some sages say that slarecian ghouls are all that remain of a once-great empire, the last of the slarecians who chose undeath over annihilation when the titans and gods set upon them. Others believe that the ghouls are simply undead creations of a mad people who were willing to corrupt their own kind. There is little debate, however, that these ghouls were once slarecians, now emaciated and rotting.
Slarecian Ghoul, Undead Creation: ?
Shambling Undead: A living creature that is damaged by the [slarecian] ghoul must succeed on a DC 14 Constitution saving throw. A target who succeeds on the saving throw is immune to the ghoul’s Fetid Touch for 24 hours. On a failed save, the target is stunned for 2d4 rounds, as its flesh acquires an ashen appearance, with spots of it rotting away. At the end of this time, the victim’s life force is whisked away, trapped in a limbo between life and death, and its body becomes a shambling undead with no awareness of its previous life, or understanding of who is friend or foe.
Specter Proud: ?
Specter Proud, Undead Proud, Minion: A proud who was slain while the Divine War raged on, Sinvar became a wraith and slew her own companions, who then rose as specters.
Sinvar, Wraith Proud, Undead Proud: ?
Typical Ghast: ?
Ghoul, Typical Ghoul: Ghoul Fever disease.
Skeleton, Strange Undead: ?
Lesser Skeleton: ?
Specter: Sinvar's Create Specter power.
Zombie, Strange Undead: ?
Zombie: ?
Create Specter. Sinvar 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 Sinvar’s control. Sinvar can have no more than seven specters under its control at one time.
Ghoul Fever
When a creature that isn’t undead is bitten by a creature that carries the disease, the target creature must succeed on a DC 13 Constitution saving throw or become infected.
One day after the infection, the target’s Dexterity and Constitution ability scores are reduced by 1d3. At the end of each long rest, the infected creature may make a DC 13 Constitution saving throw. On a successful save, it recovers 1 to both Dexterity and Constitution. A creature that fails three consecutive saving throws permanently loses 1 point of Dexterity and Constitution.
An afflicted humanoid that dies of ghoul fever rises as a ghoul at the next midnight. A creature that becomes a ghoul in this way does not retain any of its racial or class abilities.
Vengeful Soul (D&D 5E Class)
Vengeful Soul: Death is not always the end - in many planes and in many worlds, life persists in the form of undeath. Mostly these are mindless entities raised by necromancers, or liches intent on living forever. Yet some, however, are driven by a purpose. This purpose can be noble and sad, base and bloody, or any combination thereof.
Vengeful souls are normally born from unjust or traumatic deaths, and have deadly powers that enable them to correct or repay those circumstances.
Vengeful souls come from all walks of life. While some may have been powerful mages or skilled warriors in life, some might have been simple farmers or merchants. Their undeath grants them powers, and when a single look or sound can cause death, sometimes weapons are unnecessary. While all originate from a place of meaning to their death or life, not all are bound to that place and can travel far.
Many different kinds of people can become vengeful souls. Some are warriors, soldiers who had traumatic deaths or who failed a great task, dying in shame and sorrow. Some are skilled mages, powerful arcanists who died in perhaps mysterious or harrowing ways. Still others may have been wardens or guardians, faith leaders whose faith was stolen from them or who lost their way in their final moments, unable to pass to the afterlife they thought waited for them. And still others are artisans, merchants, farmers – innocent souls who suffered tragedy or betrayal, and unlike in life now have the power to right those wrongs.
Vengeful Soul, Poor Creature, Spirit: ?
Vengeful Soul, Unnaturally Pale Young Woman, Woman in White: ?
Vengeful Soul, Gaunt-Looking Figure, Corpse-Like Creature: ?
Vengeful Soul, Pale Woman, Undead Knight: ?
Mindless Entity: Death is not always the end - in many planes and in many worlds, life persists in the form of undeath. Mostly these are mindless entities raised by necromancers, or liches intent on living forever.
Lich: ?
Vengeful Soul Innocent Soul: Innocent Souls are people who had skills and talents, but no physical or magical power in life.
Vengeful Soul Innocent Soul, Dark Angry Spirit: ?
Vengeful Soul Cursed Guardian: Cursed Guardians are warriors or protectors whose life ended unexpectedly or tragically. From a noble knight whose life was ended in a battlefield betrayal, to a young villager whose entire town was butchered while they fought to their last breath, the Cursed Guardian combines their new found spirit powers with their martial talents.
Vengeful Soul Undying Arcanist: Undying arcanists are mages, sorcerers, or other arcane magic users who have suffered a traumatic or sorrowful death. Perhaps their own experimentation was a factor in their death – but regardless, the catalyst or instigator was someone else.
Vengeful Soul Desecrated Acolyte: Desecrated Acolytes can come from any walks of life. A devout adventuring cleric who met betrayal is one example, but a simple village priest who's hamlet was slaughtered or a temple priestess whose home and people were murdered and destroyed by brigands are also examples of desecrated acolytes. These people, destined to join the plane of their gods, have been denied that destiny – either by their own force of will or lingering regret and pain.
Vengeful souls are normally born from unjust or traumatic deaths, and have deadly powers that enable them to correct or repay those circumstances.
Vengeful souls come from all walks of life. While some may have been powerful mages or skilled warriors in life, some might have been simple farmers or merchants. Their undeath grants them powers, and when a single look or sound can cause death, sometimes weapons are unnecessary. While all originate from a place of meaning to their death or life, not all are bound to that place and can travel far.
Many different kinds of people can become vengeful souls. Some are warriors, soldiers who had traumatic deaths or who failed a great task, dying in shame and sorrow. Some are skilled mages, powerful arcanists who died in perhaps mysterious or harrowing ways. Still others may have been wardens or guardians, faith leaders whose faith was stolen from them or who lost their way in their final moments, unable to pass to the afterlife they thought waited for them. And still others are artisans, merchants, farmers – innocent souls who suffered tragedy or betrayal, and unlike in life now have the power to right those wrongs.
Vengeful Soul, Poor Creature, Spirit: ?
Vengeful Soul, Unnaturally Pale Young Woman, Woman in White: ?
Vengeful Soul, Gaunt-Looking Figure, Corpse-Like Creature: ?
Vengeful Soul, Pale Woman, Undead Knight: ?
Mindless Entity: Death is not always the end - in many planes and in many worlds, life persists in the form of undeath. Mostly these are mindless entities raised by necromancers, or liches intent on living forever.
Lich: ?
Vengeful Soul Innocent Soul: Innocent Souls are people who had skills and talents, but no physical or magical power in life.
Vengeful Soul Innocent Soul, Dark Angry Spirit: ?
Vengeful Soul Cursed Guardian: Cursed Guardians are warriors or protectors whose life ended unexpectedly or tragically. From a noble knight whose life was ended in a battlefield betrayal, to a young villager whose entire town was butchered while they fought to their last breath, the Cursed Guardian combines their new found spirit powers with their martial talents.
Vengeful Soul Undying Arcanist: Undying arcanists are mages, sorcerers, or other arcane magic users who have suffered a traumatic or sorrowful death. Perhaps their own experimentation was a factor in their death – but regardless, the catalyst or instigator was someone else.
Vengeful Soul Desecrated Acolyte: Desecrated Acolytes can come from any walks of life. A devout adventuring cleric who met betrayal is one example, but a simple village priest who's hamlet was slaughtered or a temple priestess whose home and people were murdered and destroyed by brigands are also examples of desecrated acolytes. These people, destined to join the plane of their gods, have been denied that destiny – either by their own force of will or lingering regret and pain.
Vigil Watch Collected Volume (5e OGL)
Blood Fever Zombie: Blood Fever disease.
Giant Zombie: Giants were utilized as pawns in the Titanswar. Many died in the Festering Fields. Their remains are periodically reanimated by the necrotic energies there.
Pallidi: Though the night-touched were created by Hrinruuk, a fragment of that creative knowledge has found its way to Scarn. The Yaga’s influence in the Festering Fields can be seen by the presence of what have come to be known as pallidi. The pallidi are undead who have risen possessing a fraction of the power of the night-touched. Initially, only Yaga Mordi and her Yagara possess the ability to create pallidi with their spells but the Festering Fields are rife with dark and chaotic magics and pallidi now rise of their own volition. Pallidi can arise from skeletal remains or corpses.
If a humanoid dies from [a pallidi's strength drain] attack, a new pallidi rises from the corpse 1d4 hours later.
A humanoid slain by [Yaga Mordi's life drain] attack rises 24 hours later as a pallidi under Yaga Mordi’s control, unless the humanoid is restored to life or its body is destroyed.
Plague of the Yaga Mordi true ritual.
Giant Zombie, Massive Undead Giant: ?
Undead: ?
Undead Slave: Necromancers are specialist wizards who study the interaction of life, death, and undeath. Most like to dig up corpses to create undead slaves.
Burned One: ?
Chardun-Slain: ?
Night-Touched: [T]he night-touched were created by Hrinruuk.
Night-Touched Controller: ?
Night-Touched Hound: ?
Ghast: ?
Thirsty Ghost: ?
Tenara, Ghost Variant: ?
Ghoul: ?
Nyar-nyat, Asaatthi Lich, Preserved Cadaver of an Incorruptible Saint: ?
Deathless Asaatthi: ?
Deathless Leader: ?
Skeleton: ?
Warhorse Skeleton: ?
Minotaur Skeleton: ?
Wight: ?
Wraith: ?
Ogre Zombie, Murderous Threat: ?
Zombie, Regular Zombie: ?
Zombie Horde: ?
Blood Fever
Anyone consuming food or water contaminated by Kadum’s blood must make a DC 14 Constitution saving throw or suffer the effects of blood fever. Blood fever’s incubation period is 24 hours. When incubation is complete, the victim reduces their hit point maximum by 5 (1d10), becomes poisoned until the disease is cured, and begins to convulse, literally sweating blood. The victim also hallucinates disturbing visions of violence and death, images from the titan Kadum’s memories of the Titanswar. Every 24 hours that elapse, the infected must repeat the Constitution saving throw, reducing their hit point maximum by 5 (1d10) on a failure. This reduction to the creature’s hit point maximum lasts until the disease is cured. The disease is cured on a success. The victim dies if the disease reduces their hit point maximum to 0. A character that dies in this way rises as a blood fever zombie one day after death.
Anyone making physical contact with a victim of blood fever risks catching the disease, though the Constitution saving throw against contracting blood fever in this manner is DC 10. If a character makes a successful save, they are immune to contracting blood fever for 48 hours.
Blood fever can be cured by a lesser restoration spell and other similar effects.
Plague of the Yaga Mordi
This spell functions as Chardun’s Army (Scarred Lands Player’s Guide p. 148) with the following changes: 4th level necromancy (divine, true ritual)
Components: V, S, M (ensorcelled skull of a Night-Touched Controller, rare herbs)
Bones and corpses become pallidi.
Giant Zombie: Giants were utilized as pawns in the Titanswar. Many died in the Festering Fields. Their remains are periodically reanimated by the necrotic energies there.
Pallidi: Though the night-touched were created by Hrinruuk, a fragment of that creative knowledge has found its way to Scarn. The Yaga’s influence in the Festering Fields can be seen by the presence of what have come to be known as pallidi. The pallidi are undead who have risen possessing a fraction of the power of the night-touched. Initially, only Yaga Mordi and her Yagara possess the ability to create pallidi with their spells but the Festering Fields are rife with dark and chaotic magics and pallidi now rise of their own volition. Pallidi can arise from skeletal remains or corpses.
If a humanoid dies from [a pallidi's strength drain] attack, a new pallidi rises from the corpse 1d4 hours later.
A humanoid slain by [Yaga Mordi's life drain] attack rises 24 hours later as a pallidi under Yaga Mordi’s control, unless the humanoid is restored to life or its body is destroyed.
Plague of the Yaga Mordi true ritual.
Giant Zombie, Massive Undead Giant: ?
Undead: ?
Undead Slave: Necromancers are specialist wizards who study the interaction of life, death, and undeath. Most like to dig up corpses to create undead slaves.
Burned One: ?
Chardun-Slain: ?
Night-Touched: [T]he night-touched were created by Hrinruuk.
Night-Touched Controller: ?
Night-Touched Hound: ?
Ghast: ?
Thirsty Ghost: ?
Tenara, Ghost Variant: ?
Ghoul: ?
Nyar-nyat, Asaatthi Lich, Preserved Cadaver of an Incorruptible Saint: ?
Deathless Asaatthi: ?
Deathless Leader: ?
Skeleton: ?
Warhorse Skeleton: ?
Minotaur Skeleton: ?
Wight: ?
Wraith: ?
Ogre Zombie, Murderous Threat: ?
Zombie, Regular Zombie: ?
Zombie Horde: ?
Blood Fever
Anyone consuming food or water contaminated by Kadum’s blood must make a DC 14 Constitution saving throw or suffer the effects of blood fever. Blood fever’s incubation period is 24 hours. When incubation is complete, the victim reduces their hit point maximum by 5 (1d10), becomes poisoned until the disease is cured, and begins to convulse, literally sweating blood. The victim also hallucinates disturbing visions of violence and death, images from the titan Kadum’s memories of the Titanswar. Every 24 hours that elapse, the infected must repeat the Constitution saving throw, reducing their hit point maximum by 5 (1d10) on a failure. This reduction to the creature’s hit point maximum lasts until the disease is cured. The disease is cured on a success. The victim dies if the disease reduces their hit point maximum to 0. A character that dies in this way rises as a blood fever zombie one day after death.
Anyone making physical contact with a victim of blood fever risks catching the disease, though the Constitution saving throw against contracting blood fever in this manner is DC 10. If a character makes a successful save, they are immune to contracting blood fever for 48 hours.
Blood fever can be cured by a lesser restoration spell and other similar effects.
Plague of the Yaga Mordi
This spell functions as Chardun’s Army (Scarred Lands Player’s Guide p. 148) with the following changes: 4th level necromancy (divine, true ritual)
Components: V, S, M (ensorcelled skull of a Night-Touched Controller, rare herbs)
Bones and corpses become pallidi.
Viking Warriors (A Sourcebook for 5th Edition)
Undead: ?
Village Backdrop: Ashford (5e)
Dunn Frewin, The Hungry Man, Ghoul Cleric 2, Less Natural Predator, Something Unnatural: Once one of Ashford’s priests, Dunn has returned from the grave to revenge himself upon Waldere.
Before the plague, the church had two priests. One, Dunn Frewin, died of the plague. Ignoring his last request to be buried in the church, Waldere cast Dunn’s body into one of the plague pits. This betrayal will cost Waldere dearly; Dunn Frewin has returned as a ghoul.
One of Ashford’s priests, Dunn Frewin (now CE male ghoul cleric 2) died of the plague and was betrayed in death by his friend and colleague Waldere.
Vengeful Spirit: The old burnt-out Eanith home is haunted by the vengeful spirits of those that died within.
Necromancer Lich: ?
Spirit of the Dead: ?
Before the plague, the church had two priests. One, Dunn Frewin, died of the plague. Ignoring his last request to be buried in the church, Waldere cast Dunn’s body into one of the plague pits. This betrayal will cost Waldere dearly; Dunn Frewin has returned as a ghoul.
One of Ashford’s priests, Dunn Frewin (now CE male ghoul cleric 2) died of the plague and was betrayed in death by his friend and colleague Waldere.
Vengeful Spirit: The old burnt-out Eanith home is haunted by the vengeful spirits of those that died within.
Necromancer Lich: ?
Spirit of the Dead: ?
Village Backdrop: Beacon Promontory 2.0 (5e)
Lacedon: ?
Village Backdrop: Bleakflat (5e)
Aldrich Hellbrooke, Mayor of Bleakflat, Shepherd, Human Vampire, Citizen, Warm Just Mayor, Vampiric Overlord, Good-Natured Mayor of Bleakflat, Undead Dictator, Hellbrooke Vampire, Occult Vampire Lord, Caring Judge: ?
Undead Guest: ?
Violent Poltergeist: ?
Vampire: ?
Reanimated Corpse: ?
Most Powerful Undead: ?
Barbaneth Hellbrooke, Vampire: ?
Undead Guest: ?
Violent Poltergeist: ?
Vampire: ?
Reanimated Corpse: ?
Most Powerful Undead: ?
Barbaneth Hellbrooke, Vampire: ?
Village Backdrop: Bleakflat 2.0 (5e)
Aldrich Hellbrooke, Lord of the Village, Human Vampire Spellcaster, Citizen, Warm Just Lord, Vampire, Vampiric Overlord, Good-Natured Lord of Bleakflat, Occult Vampire Lord, Caring Judge, Tall Ruddy Man, Vampire Lord, Hellbrooke Vampire: ?
Undead Guest: ?
Violent Poltergeist, Spirit: ?
Vampire: ?
Dreev Viskav, Human Vampire, Vampire Lord, Pale Man: ?
Vampire Lord: ?
Reanimated Corpse: ?
Will-o'-the-Wisp: ?
Faendrakan Hellbrooke, Elf Vampire Warrior, Dark Creature: ?
Most Powerful Undead: ?
Barbaneth Hellbrooke, Vampire: ?
Undead Guest: ?
Violent Poltergeist, Spirit: ?
Vampire: ?
Dreev Viskav, Human Vampire, Vampire Lord, Pale Man: ?
Vampire Lord: ?
Reanimated Corpse: ?
Will-o'-the-Wisp: ?
Faendrakan Hellbrooke, Elf Vampire Warrior, Dark Creature: ?
Most Powerful Undead: ?
Barbaneth Hellbrooke, Vampire: ?
Village Backdrop: Byrnfort (5e)
Undead: ?
Zombie: ?
Vigilant Bramble, Ghost Dryad Druid 11: ?
Zombie: ?
Vigilant Bramble, Ghost Dryad Druid 11: ?
Village Backdrop: Dawnmarsh (5e)
Undead: ?
Vengeful Undead: An old lizardfolk tells younger lizardfolk scary stories about how dead lizardfolk who aren't properly eaten become vengeful undead.
Apparition: ?
Lizardfolk Ghoul: The edge of the heath has recently been converted to a makeshift graveyard as the villagers have ceased to cannibalize their dead; this cannibalism has always been considered natural and respectful among the lizardfolk, but now only the most prestigious dead are given this honour. Not all the buried lizardfolk dead rest well in the face of such sacrilege. Lizardfolk ghouls and ghosts have begun to attack those who linger near the field at night.
Lizardfolk Ghost: The edge of the heath has recently been converted to a makeshift graveyard as the villagers have ceased to cannibalize their dead; this cannibalism has always been considered natural and respectful among the lizardfolk, but now only the most prestigious dead are given this honour. Not all the buried lizardfolk dead rest well in the face of such sacrilege. Lizardfolk ghouls and ghosts have begun to attack those who linger near the field at night.
Restless Ghost: ?
Will-o'-Wisp: ?
Vengeful Undead: An old lizardfolk tells younger lizardfolk scary stories about how dead lizardfolk who aren't properly eaten become vengeful undead.
Apparition: ?
Lizardfolk Ghoul: The edge of the heath has recently been converted to a makeshift graveyard as the villagers have ceased to cannibalize their dead; this cannibalism has always been considered natural and respectful among the lizardfolk, but now only the most prestigious dead are given this honour. Not all the buried lizardfolk dead rest well in the face of such sacrilege. Lizardfolk ghouls and ghosts have begun to attack those who linger near the field at night.
Lizardfolk Ghost: The edge of the heath has recently been converted to a makeshift graveyard as the villagers have ceased to cannibalize their dead; this cannibalism has always been considered natural and respectful among the lizardfolk, but now only the most prestigious dead are given this honour. Not all the buried lizardfolk dead rest well in the face of such sacrilege. Lizardfolk ghouls and ghosts have begun to attack those who linger near the field at night.
Restless Ghost: ?
Will-o'-Wisp: ?
Village Backdrop: Fulhurst Moors (5e)
Will-o'-Wisp, Normal Will-o'-Wisp: ?
Yellow, The Pale Death, Atypical Will-o'-Wisp, Wisp of Unusual Colouring, Shriveled Man: ?
Green, Atypical Will-o'-Wisp, Wisp of Unusual Colouring: ?
Blue, Atypical Will-o'-Wisp, Wisp of Unusual Colouring: ?
Purple, Atypical Will-o'-Wisp, Wisp of Unusual Colouring: ?
Red, Atypical Will-o'-Wisp, Wisp of Unusual Colouring: ?
Orange, Atypical Will-o'-Wisp, Wisp of Unusual Colouring: ?
Undead Creation: ?
Yellow, The Pale Death, Atypical Will-o'-Wisp, Wisp of Unusual Colouring, Shriveled Man: ?
Green, Atypical Will-o'-Wisp, Wisp of Unusual Colouring: ?
Blue, Atypical Will-o'-Wisp, Wisp of Unusual Colouring: ?
Purple, Atypical Will-o'-Wisp, Wisp of Unusual Colouring: ?
Red, Atypical Will-o'-Wisp, Wisp of Unusual Colouring: ?
Orange, Atypical Will-o'-Wisp, Wisp of Unusual Colouring: ?
Undead Creation: ?
Village Backdrop: Fulhurst Moors 2.0 (5e)
Undead Creation: ?
Will-o'-Wisp, Woodland Spirit, Ancestor Ghost, Fear-Feeding Will-o'-Wisp: ?
Green Ghoul: ?
Will-o'-Wisp, Woodland Spirit, Ancestor Ghost, Fear-Feeding Will-o'-Wisp: ?
Green Ghoul: ?
Village Backdrop: Greystone (5e)
Ghoul, Ravenous Ghoul: A small network of caverns behind the main cave comprise the blacksmith’s living quarters; protected by a stout, iron bound door set with deep hinges, they yet remain undisturbed. This is fortunate for previous explorers as the blacksmith’s family—his wife and three small children—starved to death within and have transformed into ghouls.
Spirit: The spirits of all those who died in the ruins haunt Greystone. It is a cursed place.
Spirit: The spirits of all those who died in the ruins haunt Greystone. It is a cursed place.
Village Backdrop: Gulls' Roost (5e)
Undead: ?
Village Backdrop: Hornwall (5e)
Ghost: ?
Undead: ?
Undead: ?
Village Backdrop: Lady Cross (5e)
Undead: ?
Eadith, Human Ghost, White Lady, Crying Woman, Spirit, Woman Dressed in White: Several years ago, Adalbert Gall—a brewer—came to Lady Cross with his daughter, Eadith, a beautiful girl coming of age with a bewitching smile and mischievous eyes. Within a day all the young lads were vying for her attention. She, however, had eyes for only one: Pepin—the son of Jarrson the tavern owner with whom her father sought to trade spirit recipes. Late at night, while the men discussed business in the taproom, the two lovers sneaked into the cellars to conduct business of their own.
Struggles of two different kinds broke out at the same time; as the lovers fell to the floor so did the two brewers, fighting over the valuable recipes that each held. With dreams of wealth and prestige dancing before his eyes, Jarrson attacked Adalbert and struck him a fateful blow to the head with a heavy pitcher. He then dragged the heavy body down to the cellar to hide his treachery only to interrupt the youngsters in their passionate embrace.
Feigning innocence, he blamed the attack on Eadith and accused her of witchery and of beguiling his son. He dragged the screaming girl into the village square where a vengeful mob quickly formed, enraged at the attack on their friend. Eadith was tied to a large oak tree and burned whilst the frenzied mob watched. Even now, her burnt skeleton still adorns the tree, which has now gained the name “The Sorrow Tree”.
Blackened and split, this huge oak sits on the eastern side of the main road. Here was chained and burnt Eadith. The tree was split in two by a lightning bolt hurled to the ground from a sudden storm that appeared as she died. This was seen as proof that Eadith was a witch.
Most villagers don’t go near the tree until Lady’s Day when small candles are lit and twists of heather and flowers are placed around its base. Eadith’s spirit (NG female human ghost) yet lingers amid her bones.
Pepin, Human Ghost, Disquieting Presence: Several years ago, Adalbert Gall—a brewer—came to Lady Cross with his daughter, Eadith, a beautiful girl coming of age with a bewitching smile and mischievous eyes. Within a day all the young lads were vying for her attention. She, however, had eyes for only one: Pepin—the son of Jarrson the tavern owner with whom her father sought to trade spirit recipes. Late at night, while the men discussed business in the taproom, the two lovers sneaked into the cellars to conduct business of their own.
Struggles of two different kinds broke out at the same time; as the lovers fell to the floor so did the two brewers, fighting over the valuable recipes that each held. With dreams of wealth and prestige dancing before his eyes, Jarrson attacked Adalbert and struck him a fateful blow to the head with a heavy pitcher. He then dragged the heavy body down to the cellar to hide his treachery only to interrupt the youngsters in their passionate embrace.
Feigning innocence, he blamed the attack on Eadith and accused her of witchery and of beguiling his son. He dragged the screaming girl into the village square where a vengeful mob quickly formed, enraged at the attack on their friend. Eadith was tied to a large oak tree and burned whilst the frenzied mob watched. Even now, her burnt skeleton still adorns the tree, which has now gained the name “The Sorrow Tree”.
Hoping things would return to normal, Jarrson prospered using the stolen recipes whilst his son slowly descended into madness over the guilt from the deaths. One year later, as the village celebrated a successful harvest, Pepin hung himself from a tree overhanging the mill pond.
Shunned by the villagers this large pond is overgrown and unused. A small path leads around the southern side. A large rock breaks the pond’s surface; here Pepin used to sit during his many depressions.
Unknown to anyone, Pepin’s ghost (N male human ghost) haunts the mill pond. Morose, and consumed with guilt over his part in Eadith’s death, he doesn’t bother anyone, but those attuned to nature or to undead may sense a disquieting presence at the pond.
Eadith, Human Ghost, White Lady, Crying Woman, Spirit, Woman Dressed in White: Several years ago, Adalbert Gall—a brewer—came to Lady Cross with his daughter, Eadith, a beautiful girl coming of age with a bewitching smile and mischievous eyes. Within a day all the young lads were vying for her attention. She, however, had eyes for only one: Pepin—the son of Jarrson the tavern owner with whom her father sought to trade spirit recipes. Late at night, while the men discussed business in the taproom, the two lovers sneaked into the cellars to conduct business of their own.
Struggles of two different kinds broke out at the same time; as the lovers fell to the floor so did the two brewers, fighting over the valuable recipes that each held. With dreams of wealth and prestige dancing before his eyes, Jarrson attacked Adalbert and struck him a fateful blow to the head with a heavy pitcher. He then dragged the heavy body down to the cellar to hide his treachery only to interrupt the youngsters in their passionate embrace.
Feigning innocence, he blamed the attack on Eadith and accused her of witchery and of beguiling his son. He dragged the screaming girl into the village square where a vengeful mob quickly formed, enraged at the attack on their friend. Eadith was tied to a large oak tree and burned whilst the frenzied mob watched. Even now, her burnt skeleton still adorns the tree, which has now gained the name “The Sorrow Tree”.
Blackened and split, this huge oak sits on the eastern side of the main road. Here was chained and burnt Eadith. The tree was split in two by a lightning bolt hurled to the ground from a sudden storm that appeared as she died. This was seen as proof that Eadith was a witch.
Most villagers don’t go near the tree until Lady’s Day when small candles are lit and twists of heather and flowers are placed around its base. Eadith’s spirit (NG female human ghost) yet lingers amid her bones.
Pepin, Human Ghost, Disquieting Presence: Several years ago, Adalbert Gall—a brewer—came to Lady Cross with his daughter, Eadith, a beautiful girl coming of age with a bewitching smile and mischievous eyes. Within a day all the young lads were vying for her attention. She, however, had eyes for only one: Pepin—the son of Jarrson the tavern owner with whom her father sought to trade spirit recipes. Late at night, while the men discussed business in the taproom, the two lovers sneaked into the cellars to conduct business of their own.
Struggles of two different kinds broke out at the same time; as the lovers fell to the floor so did the two brewers, fighting over the valuable recipes that each held. With dreams of wealth and prestige dancing before his eyes, Jarrson attacked Adalbert and struck him a fateful blow to the head with a heavy pitcher. He then dragged the heavy body down to the cellar to hide his treachery only to interrupt the youngsters in their passionate embrace.
Feigning innocence, he blamed the attack on Eadith and accused her of witchery and of beguiling his son. He dragged the screaming girl into the village square where a vengeful mob quickly formed, enraged at the attack on their friend. Eadith was tied to a large oak tree and burned whilst the frenzied mob watched. Even now, her burnt skeleton still adorns the tree, which has now gained the name “The Sorrow Tree”.
Hoping things would return to normal, Jarrson prospered using the stolen recipes whilst his son slowly descended into madness over the guilt from the deaths. One year later, as the village celebrated a successful harvest, Pepin hung himself from a tree overhanging the mill pond.
Shunned by the villagers this large pond is overgrown and unused. A small path leads around the southern side. A large rock breaks the pond’s surface; here Pepin used to sit during his many depressions.
Unknown to anyone, Pepin’s ghost (N male human ghost) haunts the mill pond. Morose, and consumed with guilt over his part in Eadith’s death, he doesn’t bother anyone, but those attuned to nature or to undead may sense a disquieting presence at the pond.
Village Backdrop: Laewas (5e)
Undead: ?
Incorporeal Undead: ?
Ghost: Maegar's Sphere artifact.
Zombie: In his final months, Maegar installed arcane traps and even raised handfuls of zombies to protect him in his work.
Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen, Farmer, Ghostly Farmer: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghost of Laewas, Ghost, Shade, Fleeting Ghost, Spirit, Poor Spectre, Trader: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen, Worker: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Spectral Pig, Ghost of Laewas, Ghost, Shade, Fleeting Ghost, Spirit, Poor Spectre: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Child Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Cat, Ghost of Laewas, Ghost, Shade, Fleeting Ghost, Spirit, Poor Spectre: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Merchant, Ghost of Laewas, Ghost, Shade, Fleeting Ghost, Spirit, Poor Spectre: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Traveller, Ghost of Laewas, Ghost, Shade, Fleeting Ghost, Spirit, Poor Spectre: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghost Man, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Semi-Feral Dog, Ghost of Laewas, Ghost, Shade, Fleeting Ghost, Spirit, Poor Spectre: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Spectral Robin, Ghost of Laewas, Ghost, Shade, Fleeting Ghost, Spirit, Poor Spectre: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Young Boy Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Attractive Young Man Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Elderly Man Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Elderly Lady Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Lilia, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Farmer's Wife Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Young Lover Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Weak Shade: If faced with evidence of their strange situation, the ghost [of Laewas] either ignores it entirely, rationalizes the event, or laughs it off. Should the evidence become irrefutable, the ghost’s denial temporarily breaks. It disappears into mist or transforms into weak shade and attacks. In either case, it reforms the next day with no memory of what has transpired.
Kielbo Burrow, Halfling Ghost, Round Halfling, Larger Than Life Gentleman With Expensive Tastes, Plump Retiree, Short Halfling, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Hanma Burrow, Halfling Ghost, Plump Retiree, Short Halfling, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Burrow Triplet, Burrow Kid, Young Halfling Ghost, Halfling Child Ghost, Active Troublemaker, Consumate Pickpocket, Halfling Triplet, Pickpocketing Ne'er-Do-Well, Spoiled Triplet, Rambunctious Child, Short Halfling, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Raewin Chaethyrnan, Elf Ghost, Old Man, Elderly Elf With a Grey Beard, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Helgen Chaethyrnan, Human Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Half-Elf Child Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Alyse Brage, Human Ghost, Black Haired Matron, Devoted Mother, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Maegar Balerium, Maegar the Mage, Human Ghost Mage, Sorcerer, Mad Petty Mage, Ill-Looking Man, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
MAEGAR’S SPHERE
Artifact
Aura necromancy; Weight 1,000 lbs.
Maegar’s sphere is an eight-foot-tall, dwarven crafted bronze sphere. Its shell is ritualistically marked by obsidian, lead and bones, all covered in rough arcane runes. A quarter of the sphere can be slid open to reveal a hollow interior.
Before it can be used, the sphere must be filled with 20 HD of incorporeal undead. The spirits must be destroyed, controlled, or otherwise defeated adjacent to the sphere for their energy to charge the weapon. Alternatively, living creatures may be killed within the sphere in a horrible enough manner to produce a ghost.
When the sphere is filled, it immediately emits a pulse of 6d6 necrotic damage within a three-mile radius (DC 25 Constitution halves).
Each midnight, and whenever a spirit is added to the sphere, the artefact has a 5% chance of prematurely activating, dealing 3d6 necrotic damage to all creatures within a three-mile radius (DC 25 Constitution halves).
When the sphere activates, the spirits within are utterly destroyed. Creatures slain by this negative energy have a higher than average chance of becoming ghosts who cannot move on until the sphere is destroyed.
Destruction: If Maegar’s spirit is caught within the sphere, it prematurely activates before disintegrating into ash.
Incorporeal Undead: ?
Ghost: Maegar's Sphere artifact.
Zombie: In his final months, Maegar installed arcane traps and even raised handfuls of zombies to protect him in his work.
Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen, Farmer, Ghostly Farmer: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghost of Laewas, Ghost, Shade, Fleeting Ghost, Spirit, Poor Spectre, Trader: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen, Worker: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Spectral Pig, Ghost of Laewas, Ghost, Shade, Fleeting Ghost, Spirit, Poor Spectre: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Child Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Cat, Ghost of Laewas, Ghost, Shade, Fleeting Ghost, Spirit, Poor Spectre: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Merchant, Ghost of Laewas, Ghost, Shade, Fleeting Ghost, Spirit, Poor Spectre: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Traveller, Ghost of Laewas, Ghost, Shade, Fleeting Ghost, Spirit, Poor Spectre: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghost Man, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Ghostly Semi-Feral Dog, Ghost of Laewas, Ghost, Shade, Fleeting Ghost, Spirit, Poor Spectre: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Spectral Robin, Ghost of Laewas, Ghost, Shade, Fleeting Ghost, Spirit, Poor Spectre: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Young Boy Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Attractive Young Man Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Elderly Man Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Elderly Lady Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Lilia, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Farmer's Wife Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Young Lover Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Weak Shade: If faced with evidence of their strange situation, the ghost [of Laewas] either ignores it entirely, rationalizes the event, or laughs it off. Should the evidence become irrefutable, the ghost’s denial temporarily breaks. It disappears into mist or transforms into weak shade and attacks. In either case, it reforms the next day with no memory of what has transpired.
Kielbo Burrow, Halfling Ghost, Round Halfling, Larger Than Life Gentleman With Expensive Tastes, Plump Retiree, Short Halfling, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Hanma Burrow, Halfling Ghost, Plump Retiree, Short Halfling, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Burrow Triplet, Burrow Kid, Young Halfling Ghost, Halfling Child Ghost, Active Troublemaker, Consumate Pickpocket, Halfling Triplet, Pickpocketing Ne'er-Do-Well, Spoiled Triplet, Rambunctious Child, Short Halfling, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Raewin Chaethyrnan, Elf Ghost, Old Man, Elderly Elf With a Grey Beard, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Helgen Chaethyrnan, Human Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Half-Elf Child Ghost, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Alyse Brage, Human Ghost, Black Haired Matron, Devoted Mother, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
Maegar Balerium, Maegar the Mage, Human Ghost Mage, Sorcerer, Mad Petty Mage, Ill-Looking Man, Ghost of Laewas, Ghost, Shade, Villager, Fleeting Ghost, Spirit, Poor Spectre, Citizen: Within Fourtowers’ dusty halls, Maegar obsessed over a discovery to bring his family to prominence once again. He set about crafting an arcane relic, a weapon which could be used to quickly and cleanly decimate a population.
As he neared completion of the artefact, Maegar reached new heights of paranoia. He rarely left Fourtower and festooned the twisting corridors with traps and bound undead which remain to this day. But, through capricious luck or divine inspiration, Maegar created an artefact far beyond his power. On an unassuming day in summer, during a routine test, the sphere ruptured. The negative energies released instantly killed Maegar and all other living things within several miles.
MAEGAR’S SPHERE
Artifact
Aura necromancy; Weight 1,000 lbs.
Maegar’s sphere is an eight-foot-tall, dwarven crafted bronze sphere. Its shell is ritualistically marked by obsidian, lead and bones, all covered in rough arcane runes. A quarter of the sphere can be slid open to reveal a hollow interior.
Before it can be used, the sphere must be filled with 20 HD of incorporeal undead. The spirits must be destroyed, controlled, or otherwise defeated adjacent to the sphere for their energy to charge the weapon. Alternatively, living creatures may be killed within the sphere in a horrible enough manner to produce a ghost.
When the sphere is filled, it immediately emits a pulse of 6d6 necrotic damage within a three-mile radius (DC 25 Constitution halves).
Each midnight, and whenever a spirit is added to the sphere, the artefact has a 5% chance of prematurely activating, dealing 3d6 necrotic damage to all creatures within a three-mile radius (DC 25 Constitution halves).
When the sphere activates, the spirits within are utterly destroyed. Creatures slain by this negative energy have a higher than average chance of becoming ghosts who cannot move on until the sphere is destroyed.
Destruction: If Maegar’s spirit is caught within the sphere, it prematurely activates before disintegrating into ash.
Village Backdrop: Lanthorn 2.0 (5e)
Ghost: ?
Village Backdrop: Masquerade (5e)
Absinthe Morell, Her Grace The Silent Queen, The Slumbering Captain, Her Below, Human Spellcasting Vampire, Unpalatable Guest, Night-Terror, Beacon, Bogyman, True Ruler, Founding Mother, True Queen: ?
Queen of the Night: ?
Simple Bloodsucker: ?
Queen of the Night: ?
Simple Bloodsucker: ?
Village Backdrop: Oakhurst (5e)
Vampire: ?
Undead: ?
Undead: ?
Village Backdrop: Quey's Glade (5e)
Will-o'-Wisp: ?
Village Backdrop: Ronak (5e)
Ghost of an Exterminated Lizardfolk, Ancestor's Spirit, Spirit, Humanoid Shape, Flickering Shadow, Spirit of a Murdered Lizardfolk, Lizardfolk Spirit, Lizardfolk Ghost, Whispering Spirit of a Lizardfolk, Lizardfolk Spirit Guide: ?
Village Backdrop: Shroudhaven (5e)
Undead, Undead Creature: ?
Undead Inhabitant: ?
Feral Undead: ?
Ghast: ?
Damiella Nightingale, Human Vampire Bard 11, Undead Inhabitant, Vampire Resident, Prize Pupil: ?
Keren Zaris, Halfling Vampire, Undead Inhabitant, Vampire Resident: ?
Quentin Roarg, Elf Vampire Mage, Undead Inhabitant, Vampire Resident: ?
Sestra Vol, Ghast Berserker, Undead Inhabitant: ?
Zuzu Mellavius, Halfling Vampire Bard 13, Undead Inhabitant, Vampire Resident: ?
Hondra Van Veldt, Ghast Noble, Undead Inhabitant: ?
Valdrianne Cort, Halfling Vampire Noble, Undead Inhabitant, Vampire Resident: ?
Vampire Resident: ?
Undead Inhabitant: ?
Feral Undead: ?
Ghast: ?
Damiella Nightingale, Human Vampire Bard 11, Undead Inhabitant, Vampire Resident, Prize Pupil: ?
Keren Zaris, Halfling Vampire, Undead Inhabitant, Vampire Resident: ?
Quentin Roarg, Elf Vampire Mage, Undead Inhabitant, Vampire Resident: ?
Sestra Vol, Ghast Berserker, Undead Inhabitant: ?
Zuzu Mellavius, Halfling Vampire Bard 13, Undead Inhabitant, Vampire Resident: ?
Hondra Van Veldt, Ghast Noble, Undead Inhabitant: ?
Valdrianne Cort, Halfling Vampire Noble, Undead Inhabitant, Vampire Resident: ?
Vampire Resident: ?
Village Backdrop: Shroudhaven 2.0 (5e)
Undead, Undead Creature: ?
Undead Inhabitant: ?
Ghast: ?
Feral Undead, Degenerate Undead, Wild Undead: ?
Damiella Nightingale, Human Vampire, Undead Inhabitant, Vampire Resident, Prize Pupil: ?
Keren Zaris, Halfling Vampire Commoner, Undead Inhabitant, Vampire Resident, Halfling Woman: ?
Quentin Roarg, Elf Spellcaster Vampire, Undead Inhabitant, Vampire Resident: ?
Sestra Vol, Ghast: ?
Zuzu Mellavious, Halfling Vampire, Undead Inhabitant, Vampire Resident, Flamboyant Halfling, Pallid Halfling, Magnaminous Patron of the Arts, Impressario: Her performances drew the attention of an aristocrat-turned-vampire, who decided the gift of immortality would preserve her as an artist forever.
Vampire Resident: ?
Feral Ghoul: ?
Hondra Van Veldt, Ghast, Undead Inhabitant: ?
Valdrianne Cort, Vampire Halfling Noble, Undead Inhabitant, Vampire Resident: ?
Aristocrat-Turned-Vampire: ?
Undead Inhabitant: ?
Ghast: ?
Feral Undead, Degenerate Undead, Wild Undead: ?
Damiella Nightingale, Human Vampire, Undead Inhabitant, Vampire Resident, Prize Pupil: ?
Keren Zaris, Halfling Vampire Commoner, Undead Inhabitant, Vampire Resident, Halfling Woman: ?
Quentin Roarg, Elf Spellcaster Vampire, Undead Inhabitant, Vampire Resident: ?
Sestra Vol, Ghast: ?
Zuzu Mellavious, Halfling Vampire, Undead Inhabitant, Vampire Resident, Flamboyant Halfling, Pallid Halfling, Magnaminous Patron of the Arts, Impressario: Her performances drew the attention of an aristocrat-turned-vampire, who decided the gift of immortality would preserve her as an artist forever.
Vampire Resident: ?
Feral Ghoul: ?
Hondra Van Veldt, Ghast, Undead Inhabitant: ?
Valdrianne Cort, Vampire Halfling Noble, Undead Inhabitant, Vampire Resident: ?
Aristocrat-Turned-Vampire: ?
Village Backdrop: Silver Bluff (5e)
Undead Creature: ?
Village Backdrop: Tigley (5e)
Undead: ?
Ghoul: ?
Lacedon: ?
Ghoul: ?
Lacedon: ?
Village Backdrop: Tigley 2.0 (5e)
Undead: ?
Ghoul: ?
Lacedon: ?
Ghoul: ?
Lacedon: ?
Village Backdrop: Victory Elm (5e)
Skeleton, Watchful Dead: ?
Zombie, Watchful Dead: ?
Zombie, Watchful Dead: ?
Village Backdrop: Y'taris 2.0 (5e)
Powerful Undead: In ancient times, a powerful necromancer created the Pit to summon forth an undead army. Raising powerful undead, in the Pit is easy for a skilled necromancer.
Undead: ?
Xthelis, Human Lich, Powerful Lich: ?
Powerful Lich, Unsavory Spellcaster: ?
Lich, Unseemly Breed of Visitor: ?
Undead: ?
Xthelis, Human Lich, Powerful Lich: ?
Powerful Lich, Unsavory Spellcaster: ?
Lich, Unseemly Breed of Visitor: ?
Villages of Ashlar (5e)
Undead King: ?
Dunn Frewin, The Hungry Man, Ghoul Cleric 2, Less Natural Predator, Something Unnatural: Once one of Ashford’s priests, Dunn has returned from the grave to revenge himself upon Waldere.
Before the plague, the church had two priests. One, Dunn Frewin, died of the plague. Ignoring his last request to be buried in the church, Waldere cast Dunn’s body into one of the plague pits. This betrayal will cost Waldere dearly; Dunn Frewin has returned as a ghoul (Area 6).
Before the plague, the church had two priests. One, Dunn Frewin, died of the plague. Ignoring his last request to be buried in the church, Waldere cast Dunn’s body into one of the plague pits. This betrayal will cost Waldere dearly; Dunn Frewin has returned as a ghoul.
One of Ashford’s priests, Dunn Frewin (now CE male ghoul cleric 2) died of the plague and was betrayed in death by his friend and colleague Waldere (see Area 3). He has risen as a ghoul and now lurks in the southernmost pit, in a cramped burrow among the suppurating corpses of his dead congregation.
Necromancer Lich: ?
Thegn Delthur Werlann, Deltur, Dwarf Skeleton Knight, Skeletal Champion: In life, Deltur was a kind and just ruler, but death has warped his heart and he has fallen into darkness. Consumed with lust to slay orcs and other evil humanoids he has returned to unlife as a skeletal champion.
Dwarf Skeleton Veteran: ?
Dunn Frewin, The Hungry Man, Ghoul Cleric 2, Less Natural Predator, Something Unnatural: Once one of Ashford’s priests, Dunn has returned from the grave to revenge himself upon Waldere.
Before the plague, the church had two priests. One, Dunn Frewin, died of the plague. Ignoring his last request to be buried in the church, Waldere cast Dunn’s body into one of the plague pits. This betrayal will cost Waldere dearly; Dunn Frewin has returned as a ghoul (Area 6).
Before the plague, the church had two priests. One, Dunn Frewin, died of the plague. Ignoring his last request to be buried in the church, Waldere cast Dunn’s body into one of the plague pits. This betrayal will cost Waldere dearly; Dunn Frewin has returned as a ghoul.
One of Ashford’s priests, Dunn Frewin (now CE male ghoul cleric 2) died of the plague and was betrayed in death by his friend and colleague Waldere (see Area 3). He has risen as a ghoul and now lurks in the southernmost pit, in a cramped burrow among the suppurating corpses of his dead congregation.
Necromancer Lich: ?
Thegn Delthur Werlann, Deltur, Dwarf Skeleton Knight, Skeletal Champion: In life, Deltur was a kind and just ruler, but death has warped his heart and he has fallen into darkness. Consumed with lust to slay orcs and other evil humanoids he has returned to unlife as a skeletal champion.
Dwarf Skeleton Veteran: ?
Villainous Compendium (5E)
Undead Warrior: ?
Undead: An evil lich stalks the city, slaying the isolated and reanimating them as undead.
Intelligent and willful, the sepulchre stave has razed cities and raised the populace anew as undead.
Undead Servant: ?
Powerful Undead: ?
Ghost: ?
Ghoul: ?
Evil Lich: ?
Lich: ?
Lich, Powerful Undead: ?
Vampire, Count Strahd von Zarovich: ?
Zombie: ?
Undead: An evil lich stalks the city, slaying the isolated and reanimating them as undead.
Intelligent and willful, the sepulchre stave has razed cities and raised the populace anew as undead.
Undead Servant: ?
Powerful Undead: ?
Ghost: ?
Ghoul: ?
Evil Lich: ?
Lich: ?
Lich, Powerful Undead: ?
Vampire, Count Strahd von Zarovich: ?
Zombie: ?
Wandering Monsters (5E)
Banshee, Tormented Soul: ?
Banshee, Mournful Dead, Incorporeal Undead: ?
Banshee, Mournful Spirit, Desperate Individual: ?
Banshee, Shape in the Mist, Ghostly Figure: ?
Bone Naga, Serpentine Fiend: ?
Crawling Claw: ?
Death Knight, Tormented Soul: ?
Death Knight, Corrupted Knight, Armor-Clad Knight: ?
Death Knight: ?
Death Knight, Animated Bones: ?
Death Knight, Knight Errant, Knight Clad in Black Armor: ?
Death Tyrant, Watcher in the Dark: ?
Death Tyrant, Floating Sphere, Orb: ?
Demilich, Lord of Undeath: ?
Adult Blue Dracolich, Draconic Cousin, Beast: ?
Flameskull: ?
Flameskull, Floating Sphere, Orb: ?
Ghast: ?
Ghast, Graveyard Lurker, Gray-Skinned Humanoid With a Lolling Tongue: ?
Ghast, Drowned Sailor, Bloated Corpse: ?
Ghost, Restless Spirit, Restless Dead: ?
Ghost, Mournful Dead: ?
Ghost: ?
Ghost, Mournful Spirit, Desperate Individual: ?
Ghost, Drowned Spirit: ?
Ghost, Restless Spirit: ?
Ghoul: ?
Ghoul, Graveyard Lurker, Gray-Skinned Humanoid With a Lolling Tongue: ?
Ghoul, Drowned Sailor, Bloated Corpse: ?
Ghoul, Stinking Creature: ?
Lich, Lord of Undeath: ?
Lich, Evil Spellcaster, Spellcaster: ?
Mummy: ?
Mummy Lord: ?
Poltergeist, Mournful Dead, Incorporeal Undead: ?
Poltergeist, Shape in the Mist, Ghostly Figure: ?
Revenant, Tormented Soul: ?
Revenant, Lord of Undeath: ?
Revenant, Dread Captain: ?
Revenant: ?
Revenant, Drowned Sailor: ?
Revenant, Figure: ?
Shadow, Shadow in the Dark: ?
Shadow, Harrowing Shade, Tortured Humanoid Form: ?
Shadow: ?
Shadow, Restless Spirit: ?
Skeleton: ?
Minotaur Skeleton: ?
Skeleton, Animated Bones: ?
Warhorse Skeleton, Animated Bones: ?
Minotaur Skeleton, Animated Bones: ?
Skeleton, Soldier: ?
Skeleton, The Damned: ?
Warhorse Skeleton, Mount: ?
Specter, Restless Spirit, Restless Dead: ?
Specter, Mournful Dead, Incorporeal Undead: ?
Specter, Mournful Spirit, Desperate Individual: ?
Specter, Shape in the Mist, Ghostly Figure: ?
Specter, Drowned Spirit: ?
Specter, Restless Spirit: ?
Vampire Spawn, Bloodsucker, Shadowy Figure: ?
Vampire, Bloodsucker, Shadowy Figure: ?
Vampire Spawn, Child of the Night, Secret Elite: ?
Vampire, Bloodsucker, Child of the Night, Secret Elite: ?
Wight, Lord of Undeath: ?
Wight, Soldier: ?
Will-o'-Wisp, Restless Spirit: ?
Wraith, Shadow in the Dark: ?
Wraith, Mournful Dead, Incorporeal Undead: ?
Wraith, Harrowing Shade, Shadow, Tortured Humanoid Form: ?
Wraith, Shape in the Mist, Ghostly Figure: ?
Wraith, Drowned Spirit: ?
Wraith: ?
Wraith, Restless Spirit: ?
Zombie, Walking Dead: ?
Ogre Zombie, Walking Dead: ?
Oculoid Zombie, Walking Dead: ?
Zombie: Some foul plague is spreading through the locals, causing them to die and then reanimate…
Zombie, Drowned Sailor, Bloated Corpse: ?
Zombie, Figure: ?
Banshee, Mournful Dead, Incorporeal Undead: ?
Banshee, Mournful Spirit, Desperate Individual: ?
Banshee, Shape in the Mist, Ghostly Figure: ?
Bone Naga, Serpentine Fiend: ?
Crawling Claw: ?
Death Knight, Tormented Soul: ?
Death Knight, Corrupted Knight, Armor-Clad Knight: ?
Death Knight: ?
Death Knight, Animated Bones: ?
Death Knight, Knight Errant, Knight Clad in Black Armor: ?
Death Tyrant, Watcher in the Dark: ?
Death Tyrant, Floating Sphere, Orb: ?
Demilich, Lord of Undeath: ?
Adult Blue Dracolich, Draconic Cousin, Beast: ?
Flameskull: ?
Flameskull, Floating Sphere, Orb: ?
Ghast: ?
Ghast, Graveyard Lurker, Gray-Skinned Humanoid With a Lolling Tongue: ?
Ghast, Drowned Sailor, Bloated Corpse: ?
Ghost, Restless Spirit, Restless Dead: ?
Ghost, Mournful Dead: ?
Ghost: ?
Ghost, Mournful Spirit, Desperate Individual: ?
Ghost, Drowned Spirit: ?
Ghost, Restless Spirit: ?
Ghoul: ?
Ghoul, Graveyard Lurker, Gray-Skinned Humanoid With a Lolling Tongue: ?
Ghoul, Drowned Sailor, Bloated Corpse: ?
Ghoul, Stinking Creature: ?
Lich, Lord of Undeath: ?
Lich, Evil Spellcaster, Spellcaster: ?
Mummy: ?
Mummy Lord: ?
Poltergeist, Mournful Dead, Incorporeal Undead: ?
Poltergeist, Shape in the Mist, Ghostly Figure: ?
Revenant, Tormented Soul: ?
Revenant, Lord of Undeath: ?
Revenant, Dread Captain: ?
Revenant: ?
Revenant, Drowned Sailor: ?
Revenant, Figure: ?
Shadow, Shadow in the Dark: ?
Shadow, Harrowing Shade, Tortured Humanoid Form: ?
Shadow: ?
Shadow, Restless Spirit: ?
Skeleton: ?
Minotaur Skeleton: ?
Skeleton, Animated Bones: ?
Warhorse Skeleton, Animated Bones: ?
Minotaur Skeleton, Animated Bones: ?
Skeleton, Soldier: ?
Skeleton, The Damned: ?
Warhorse Skeleton, Mount: ?
Specter, Restless Spirit, Restless Dead: ?
Specter, Mournful Dead, Incorporeal Undead: ?
Specter, Mournful Spirit, Desperate Individual: ?
Specter, Shape in the Mist, Ghostly Figure: ?
Specter, Drowned Spirit: ?
Specter, Restless Spirit: ?
Vampire Spawn, Bloodsucker, Shadowy Figure: ?
Vampire, Bloodsucker, Shadowy Figure: ?
Vampire Spawn, Child of the Night, Secret Elite: ?
Vampire, Bloodsucker, Child of the Night, Secret Elite: ?
Wight, Lord of Undeath: ?
Wight, Soldier: ?
Will-o'-Wisp, Restless Spirit: ?
Wraith, Shadow in the Dark: ?
Wraith, Mournful Dead, Incorporeal Undead: ?
Wraith, Harrowing Shade, Shadow, Tortured Humanoid Form: ?
Wraith, Shape in the Mist, Ghostly Figure: ?
Wraith, Drowned Spirit: ?
Wraith: ?
Wraith, Restless Spirit: ?
Zombie, Walking Dead: ?
Ogre Zombie, Walking Dead: ?
Oculoid Zombie, Walking Dead: ?
Zombie: Some foul plague is spreading through the locals, causing them to die and then reanimate…
Zombie, Drowned Sailor, Bloated Corpse: ?
Zombie, Figure: ?
War of the Burning Sky 5E #1: The Scouring of Gate Pass
Skeleton: ?
Undead: ?
Undead Abomination: ?
Undead: ?
Undead Abomination: ?
War of the Burning Sky 5E #2: The Indomitable Fire Forest of Innenotdar
Ghast: One of Innenotdar’s most harrowing and revolting tragedies lurks now at the grove. Two druids—a husband and wife who had pledged themselves as caretakers for seven children—tried to hide with the youngsters in caves upstream, on a tributary of the river that has since boiled away. They hoped to wait for the fire to die out, but when it did not, the couple began to eat the children. For this act, they rose as ghasts upon their eventual death.
Tragedy, Shadowy Incorporeal Creature, Figure: ?
Ghoul: ?
Tragedy, Shadowy Incorporeal Creature, Figure: ?
Ghoul: ?
War of the Burning Sky 5E #3: Shelter From The Storm
Skeleton: The cleric and wizard have animated many of the skeletons of their victims, and ordered them to attack any interlopers.
Undead: ?
Undead: ?
War of the Burning Sky 5E #4: The Mad King's Banquet
Jutras, Mohrg, Creature More Terrifying Than Death Itself, Oldest Prisoner, Terrible Mass Murderer, Monstrosity, Unique Tool of Torture: Though executed 50 years ago, Jutras’ heinous crimes caused him to arise after his execution as a creature more terrifying than death itself.
Behind this door, which can be noticed itself with a successful DC 21 Wisdom (Perception) check, lurks the castle’s oldest prisoner, a terrible mass murderer named Jutras, who had sought the crown of Dassen fifty years ago. For his crimes, he rose as a mohrg after being hung, and the malicious executioner decided to take advantage of the monstrosity rather than destroy him.
Greater Tragedy: This is a tragedy, an undead monster created by Inquisitor Torrax in a dark ritual that included the sacrifice of many people whom Steppengard had arrested on suspicion of treason.
Zombie: A creature that dies while paralyzed by Jutras rises 1 minute later as a zombie under Jutras’ control.
Typically [Jutras] will terrorize a prisoner and then finish them off, dumping the body into the septic tunnel where it eventually becomes a zombie.
Greater Tragedy, Shadowy Incorporeal Creature, Spectral Figure Shrouded in Ashen Gray Robes Its Face Flickering Between the Horrified Screams of a Half Dozen Different People: ?
Undead: ?
Hungry Zombie: ?
Frozen Zombie: During normal weather, the refuse-filled tunnel under the prison is filled with dozens of hungry zombies, kept in check by steel grates on either end of the chamber. The fierce winter, however, has frozen them in the muck, so that now only their arms and heads reach out.
Behind this door, which can be noticed itself with a successful DC 21 Wisdom (Perception) check, lurks the castle’s oldest prisoner, a terrible mass murderer named Jutras, who had sought the crown of Dassen fifty years ago. For his crimes, he rose as a mohrg after being hung, and the malicious executioner decided to take advantage of the monstrosity rather than destroy him.
Greater Tragedy: This is a tragedy, an undead monster created by Inquisitor Torrax in a dark ritual that included the sacrifice of many people whom Steppengard had arrested on suspicion of treason.
Zombie: A creature that dies while paralyzed by Jutras rises 1 minute later as a zombie under Jutras’ control.
Typically [Jutras] will terrorize a prisoner and then finish them off, dumping the body into the septic tunnel where it eventually becomes a zombie.
Greater Tragedy, Shadowy Incorporeal Creature, Spectral Figure Shrouded in Ashen Gray Robes Its Face Flickering Between the Horrified Screams of a Half Dozen Different People: ?
Undead: ?
Hungry Zombie: ?
Frozen Zombie: During normal weather, the refuse-filled tunnel under the prison is filled with dozens of hungry zombies, kept in check by steel grates on either end of the chamber. The fierce winter, however, has frozen them in the muck, so that now only their arms and heads reach out.
War of the Burning Sky 5E #6: Tears of the Burning Sky
Dark Pyre Sergeant: Instead 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, which intuitively know Griiat’s command. Each bolt raises up a group of swarmers as shown here or a sergeant and soldiers as shown in the Patrol encounter.
Dark Pyre Soldier: Inquisitor Griiat has spotted the heroes, and he has commanded the Dark Pyre to raise defenders for the castle.
A black bolt of lightning descends from the heavens and strikes the floor of the canyon barely thirty feet away, beside an overturned steel cage that lies atop a vast pile of charred skeletons that must once have belonged to hundreds of men, horses, and stranger monsters, all long dead.
The spot where the lightning struck shifts, and bones move with a chorus of deathly laughter; the skeletons of nearly a dozen men rise, grabbing up weapons from around them, their eyes streaming tears of flame.
Instead 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, which intuitively know Griiat’s command. Each bolt raises up a group of swarmers as shown here or a sergeant and soldiers as shown in the Patrol encounter.
Thorkrid the Dark, the robed skeletal gnoll, is a necromancer who was drawn to this area in a vision he had the night of Emperor Coaltongue’s death. He aspired to lichdom, but found a slightly different fate when he and his guards were slain by the burning rain.
Dark Pyre Swarmer: Instead 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, which intuitively know Griiat’s command. Each bolt raises up a group of swarmers as shown here or a sergeant and soldiers as shown in the Patrol encounter.
Each night shortly after midnight, Griiat animates a squad of warriors and directs them to find and kill the intruders.
Fallen Knight: ?
Feaster of Flesh and Souls: ?
Findle the Minstrel, Ghast, Undead Abomination: Later, when the firestorm tore through Korstull, the executed rebels and the murdered bard were animated as ghasts.
Ghast: Later, when the firestorm tore through Korstull, the executed rebels and the murdered bard were animated as ghasts.
Inquisitor Griiat, Spectral Inquisitor, Spectral Form: Since his death he has learned to draw divine magic from the power of the planar rift, and views it as his maker, almost his god, which he calls the Dark Pyre. Griiat is cursed, however, to remain in the castle until he is released from his duty, which he failed when he allowed the emperor to die, and so without the intervention of those from the outside, the spectral inquisitor and all his undead minions will remain in the castle for eternity.
Reddengot, Wraith, Wraith Minion: ?
Skeleton, Normal Skeleton: These are just normal skeletons, animated from slain soldiers by Griiat.
Thorkrid the Dark, Dark-Robed Mage, Robed Skeletal Gnoll: Thorkrid the Dark, the robed skeletal gnoll, is a necromancer who was drawn to this area in a vision he had the night of Emperor Coaltongue’s death. He aspired to lichdom, but found a slightly different fate when he and his guards were slain by the burning rain.
Tragedy, Incorporeal Tragedy: ?
Zombie: A humanoid slain by [necrotic damage from a fallen knight's Blood Body power] rises 24 hours later as a zombie under the knight’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a fallen knight's pseudopod] attack rises 24 hours later as a zombie under the knight’s control, unless the humanoid is restored to life or its body is destroyed.
A host dies if its hit point maximum is reduced to zero [by a swarm of hellwasps], at which point the body is treated as a zombie while it is inhabited.
Sergeant Smash, Dark Pyre Sergeant, Defender, Skeleton, Leader, Dark-Pyre Infused Creature: Inquisitor Griiat has spotted the heroes, and he has commanded the Dark Pyre to raise defenders for the castle.
A black bolt of lightning descends from the heavens and strikes the floor of the canyon barely thirty feet away, beside an overturned steel cage that lies atop a vast pile of charred skeletons that must once have belonged to hundreds of men, horses, and stranger monsters, all long dead.
The spot where the lightning struck shifts, and bones move with a chorus of deathly laughter; the skeletons of nearly a dozen men rise, grabbing up weapons from around them, their eyes streaming tears of flame.
Dark Pyre Soldier, Defender, Skeleton, Dark-Pyre Infused Creature: ?
Dark Pyre Bulette: One bulette went wild and fled during the battle, and it was roaming in the nearby area when the firestorm struck, killed it, and animated it.
Dark Pyre Bulette, Undead Bulette: ?
Dark Pyre Soldier, Bestial Skeleton, Guard, Bodyguard: ?
Dark Pyre Sergeant, Skeletal Warrior, Skeleton: ?
Dark Pyre Swarmer, Flaming Skeleton: ?
Fallen Knight, Former Knight of the Aquiline Cross: ?
Feaster of Flesh and Souls, Cadaverous Creature, Hungry Extraplanar Undead: ?
Tragedy, Shadowy Incorporeal Creature, Incorporeal Form: ?
Lord Gorquith, Unique Undead Jelly, Viscid Mass of Yellow-Grey Ooze, Abomination, Gelatinous Mass of Sickening Yellow-Gray, Ooze Creature, Slimy Noble, Skeleton-Filled Ooze, Ooze: When Emperor Coaltongue took possession of Korstull, he sat upon the throne and ordered Inquisitor Griiat to execute Lord Gorquith and his officers then and there. The noble’s execution was most brutal off all—being thrown into a huge ochre jelly.
Later, when the firestorm tore through Korstull, the executed rebels and the murdered bard were animated as ghasts, and Gorquith’s skeleton was animated within the ooze, the two being bound together as a unique undead jelly.
Undead, Undead Creature: That evening, however, as the emperor slept soundly with the satisfaction of his victory, a trio of assassins struck. Avoiding or striking down every guard, defeating every magical and mundane defense that protected Coaltongue, the assassins managed to reach the emperor’s bedchambers, located behind the throne room. Poison struck down Darius, one of his inquisitor bodyguards, but not before Darius sounded an alarm. The assassins slew the emperor before he woke, and then, bearing the emperor’s body and the Torch, they battled their way to within sight of the open sky and activated the Torch, teleporting away.
But the Torch’s power went awry, and the assassins left behind a rift in the fabric of reality, crossing the Material Plane with the Astral Plane and the Plane of Elemental Fire. Within moments the castle and miles around it were 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.
With the wind at their backs, the heroes set out for Castle Korstull, the 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 all whom it kills as undead, including those who defended the castle that was to be the emperor’s final conquest.
Undead Minion: Captives are taken to the Dark Pyre to be animated as undead minions in Griiat’s personal army.
Undead Soldier: ?
Ignorant Undead: ?
Weaker Sort of Undead: ?
Flaming Undead: ?
Undead Defender: ?
Undead Commander: ?
Mindless Undead: ?
Undead Guard: ?
Suicidal Undead: ?
Lesser Undead: ?
Ghoul: ?
Lich: ?
Specter: Reddengot's Create Spectre power.
Zombie, Zombie Beekeeper: ?
Create Specter. Reddengot 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.
Dark Pyre Soldier: Inquisitor Griiat has spotted the heroes, and he has commanded the Dark Pyre to raise defenders for the castle.
A black bolt of lightning descends from the heavens and strikes the floor of the canyon barely thirty feet away, beside an overturned steel cage that lies atop a vast pile of charred skeletons that must once have belonged to hundreds of men, horses, and stranger monsters, all long dead.
The spot where the lightning struck shifts, and bones move with a chorus of deathly laughter; the skeletons of nearly a dozen men rise, grabbing up weapons from around them, their eyes streaming tears of flame.
Instead 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, which intuitively know Griiat’s command. Each bolt raises up a group of swarmers as shown here or a sergeant and soldiers as shown in the Patrol encounter.
Thorkrid the Dark, the robed skeletal gnoll, is a necromancer who was drawn to this area in a vision he had the night of Emperor Coaltongue’s death. He aspired to lichdom, but found a slightly different fate when he and his guards were slain by the burning rain.
Dark Pyre Swarmer: Instead 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, which intuitively know Griiat’s command. Each bolt raises up a group of swarmers as shown here or a sergeant and soldiers as shown in the Patrol encounter.
Each night shortly after midnight, Griiat animates a squad of warriors and directs them to find and kill the intruders.
Fallen Knight: ?
Feaster of Flesh and Souls: ?
Findle the Minstrel, Ghast, Undead Abomination: Later, when the firestorm tore through Korstull, the executed rebels and the murdered bard were animated as ghasts.
Ghast: Later, when the firestorm tore through Korstull, the executed rebels and the murdered bard were animated as ghasts.
Inquisitor Griiat, Spectral Inquisitor, Spectral Form: Since his death he has learned to draw divine magic from the power of the planar rift, and views it as his maker, almost his god, which he calls the Dark Pyre. Griiat is cursed, however, to remain in the castle until he is released from his duty, which he failed when he allowed the emperor to die, and so without the intervention of those from the outside, the spectral inquisitor and all his undead minions will remain in the castle for eternity.
Reddengot, Wraith, Wraith Minion: ?
Skeleton, Normal Skeleton: These are just normal skeletons, animated from slain soldiers by Griiat.
Thorkrid the Dark, Dark-Robed Mage, Robed Skeletal Gnoll: Thorkrid the Dark, the robed skeletal gnoll, is a necromancer who was drawn to this area in a vision he had the night of Emperor Coaltongue’s death. He aspired to lichdom, but found a slightly different fate when he and his guards were slain by the burning rain.
Tragedy, Incorporeal Tragedy: ?
Zombie: A humanoid slain by [necrotic damage from a fallen knight's Blood Body power] rises 24 hours later as a zombie under the knight’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by [a fallen knight's pseudopod] attack rises 24 hours later as a zombie under the knight’s control, unless the humanoid is restored to life or its body is destroyed.
A host dies if its hit point maximum is reduced to zero [by a swarm of hellwasps], at which point the body is treated as a zombie while it is inhabited.
Sergeant Smash, Dark Pyre Sergeant, Defender, Skeleton, Leader, Dark-Pyre Infused Creature: Inquisitor Griiat has spotted the heroes, and he has commanded the Dark Pyre to raise defenders for the castle.
A black bolt of lightning descends from the heavens and strikes the floor of the canyon barely thirty feet away, beside an overturned steel cage that lies atop a vast pile of charred skeletons that must once have belonged to hundreds of men, horses, and stranger monsters, all long dead.
The spot where the lightning struck shifts, and bones move with a chorus of deathly laughter; the skeletons of nearly a dozen men rise, grabbing up weapons from around them, their eyes streaming tears of flame.
Dark Pyre Soldier, Defender, Skeleton, Dark-Pyre Infused Creature: ?
Dark Pyre Bulette: One bulette went wild and fled during the battle, and it was roaming in the nearby area when the firestorm struck, killed it, and animated it.
Dark Pyre Bulette, Undead Bulette: ?
Dark Pyre Soldier, Bestial Skeleton, Guard, Bodyguard: ?
Dark Pyre Sergeant, Skeletal Warrior, Skeleton: ?
Dark Pyre Swarmer, Flaming Skeleton: ?
Fallen Knight, Former Knight of the Aquiline Cross: ?
Feaster of Flesh and Souls, Cadaverous Creature, Hungry Extraplanar Undead: ?
Tragedy, Shadowy Incorporeal Creature, Incorporeal Form: ?
Lord Gorquith, Unique Undead Jelly, Viscid Mass of Yellow-Grey Ooze, Abomination, Gelatinous Mass of Sickening Yellow-Gray, Ooze Creature, Slimy Noble, Skeleton-Filled Ooze, Ooze: When Emperor Coaltongue took possession of Korstull, he sat upon the throne and ordered Inquisitor Griiat to execute Lord Gorquith and his officers then and there. The noble’s execution was most brutal off all—being thrown into a huge ochre jelly.
Later, when the firestorm tore through Korstull, the executed rebels and the murdered bard were animated as ghasts, and Gorquith’s skeleton was animated within the ooze, the two being bound together as a unique undead jelly.
Undead, Undead Creature: That evening, however, as the emperor slept soundly with the satisfaction of his victory, a trio of assassins struck. Avoiding or striking down every guard, defeating every magical and mundane defense that protected Coaltongue, the assassins managed to reach the emperor’s bedchambers, located behind the throne room. Poison struck down Darius, one of his inquisitor bodyguards, but not before Darius sounded an alarm. The assassins slew the emperor before he woke, and then, bearing the emperor’s body and the Torch, they battled their way to within sight of the open sky and activated the Torch, teleporting away.
But the Torch’s power went awry, and the assassins left behind a rift in the fabric of reality, crossing the Material Plane with the Astral Plane and the Plane of Elemental Fire. Within moments the castle and miles around it were 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.
With the wind at their backs, the heroes set out for Castle Korstull, the 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 all whom it kills as undead, including those who defended the castle that was to be the emperor’s final conquest.
Undead Minion: Captives are taken to the Dark Pyre to be animated as undead minions in Griiat’s personal army.
Undead Soldier: ?
Ignorant Undead: ?
Weaker Sort of Undead: ?
Flaming Undead: ?
Undead Defender: ?
Undead Commander: ?
Mindless Undead: ?
Undead Guard: ?
Suicidal Undead: ?
Lesser Undead: ?
Ghoul: ?
Lich: ?
Specter: Reddengot's Create Spectre power.
Zombie, Zombie Beekeeper: ?
Create Specter. Reddengot 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.
War of the Burning Sky 5E #7: Trial of Echoed Souls
Ghast: ?
Malhun the Blood Wolf, Canny Vampiric Warg, Hunter, Minion, Wolf of Icy Deathly White Its Chest Stained With Blood That Has Poured From Its Wounded Neck, Leader, Beloved Wolf: ?
Rhuarc's Shadow: ?
Skeleton: ?
Specter: ?
Tragedy: ?
Will-o'-Wisp: The native elves of Ycengled Phuurst are all but extinct, wiped out by a Shahalesti prince obsessed with the purity of elven blood. The forest remembers them still, and their spirits haunt the paths and the glades in which they once dwelt.
Undead: ?
Aurana Kiirodel, Vampire Wizard, Unique Type of Vampire, Undead Witch of Great Power, Chief Advisor to the Shahalesti Prince: A few years ago the elves became worried that Supreme Inquisitor Leska was advising the Ragesian emperor Coaltongue to attack Shahalesti, and Aurana tried to assassinate Leska. This attempt failed, and the inquisitor retaliated by feeding her own immortal blood to Aurana, turning the elf woman into a unique type of vampire.
Skeleton, Skeleton Minion, Skeletal Minion: ?
Specter, Spectral Horror, Hunter, Minion, Ghostly Form, Elf Clad in a Wolf Pelt: ?
Tragedy, Shadowy Incorporeal Creature: ?
Tragedy, Tragedy Companion: ?
Will-o'-Wisp, Spirit, Swiftly Running Figure, Phantom Elf, Ball of Light: ?
Ghoul: ?
Ghost: The crusade forty years ago succeeded in murdering almost all of the Taranesti, but did not find Trilla, for she had fled deep underground, afraid of a dark power growing in her. Enraged over this failure, Shaaladel ordered all the Taranesti who had been captured to be chained to the trees at the edge of their forest, left to wither and die unless they revealed Trilla’s hiding place. None could, and so the Taranesti were wiped out nearly to the last person.
But the Taranesti did not leave. 41, wretched and aged inside his temple, did not want to let the enjoyment he had taken at their suffering end, so he turned the temple’s powers upon the forest, trapping the ghosts of the dead within the forest’s borders. Now he can enjoy their torment forever.
Swooping Screaming Ghost: ?
Vampire Spawn: A humanoid slain in this way [by Malhun the Blood Wolf's bite attack] and then buried in the ground rises the following night as a vampire spawn under Malhûn’s control.
Malhun the Blood Wolf, Canny Vampiric Warg, Hunter, Minion, Wolf of Icy Deathly White Its Chest Stained With Blood That Has Poured From Its Wounded Neck, Leader, Beloved Wolf: ?
Rhuarc's Shadow: ?
Skeleton: ?
Specter: ?
Tragedy: ?
Will-o'-Wisp: The native elves of Ycengled Phuurst are all but extinct, wiped out by a Shahalesti prince obsessed with the purity of elven blood. The forest remembers them still, and their spirits haunt the paths and the glades in which they once dwelt.
Undead: ?
Aurana Kiirodel, Vampire Wizard, Unique Type of Vampire, Undead Witch of Great Power, Chief Advisor to the Shahalesti Prince: A few years ago the elves became worried that Supreme Inquisitor Leska was advising the Ragesian emperor Coaltongue to attack Shahalesti, and Aurana tried to assassinate Leska. This attempt failed, and the inquisitor retaliated by feeding her own immortal blood to Aurana, turning the elf woman into a unique type of vampire.
Skeleton, Skeleton Minion, Skeletal Minion: ?
Specter, Spectral Horror, Hunter, Minion, Ghostly Form, Elf Clad in a Wolf Pelt: ?
Tragedy, Shadowy Incorporeal Creature: ?
Tragedy, Tragedy Companion: ?
Will-o'-Wisp, Spirit, Swiftly Running Figure, Phantom Elf, Ball of Light: ?
Ghoul: ?
Ghost: The crusade forty years ago succeeded in murdering almost all of the Taranesti, but did not find Trilla, for she had fled deep underground, afraid of a dark power growing in her. Enraged over this failure, Shaaladel ordered all the Taranesti who had been captured to be chained to the trees at the edge of their forest, left to wither and die unless they revealed Trilla’s hiding place. None could, and so the Taranesti were wiped out nearly to the last person.
But the Taranesti did not leave. 41, wretched and aged inside his temple, did not want to let the enjoyment he had taken at their suffering end, so he turned the temple’s powers upon the forest, trapping the ghosts of the dead within the forest’s borders. Now he can enjoy their torment forever.
Swooping Screaming Ghost: ?
Vampire Spawn: A humanoid slain in this way [by Malhun the Blood Wolf's bite attack] and then buried in the ground rises the following night as a vampire spawn under Malhûn’s control.
War of the Burning Sky 5E #8: O, Wintry Song of Agony
Horde Zombie: ?
Horde Zombie, Slavering Zombie: ?
Undead: ?
Ander Folthwaite, Ghost, Slender Gnome: “See, I’ve always been a bit stubborn. My mam told me to care for strangers and that I always have, but I’ve never cared much for what they do outside my home, if you see. Well, when I got caught harboring a mage, the Ragesians brought me in for questioning and they tortured me, which got me right pissed off. I only gave a tired man at my door a place to stay for the night!
“So they told me to tell them what I knew, and I was so mad I told them I knew all about that man’s mission but wouldn’t ever give it up. That,” he admits, a little shamefaced, “were probably a bit childish. But I didn’t!” He looks proud of himself. “They brought in some amateur, with mind magic and such, and I blotted him out with a set of bar tunes day after day, until he had to admit he couldn’t do it! Suck on that lemon, Ragesia!
“Then, they bring this real pro, don’t use magic or nothing. Just sticks me with needles and cuts my thigh open with scissors and haves his pet ghoul gnaw on my fingernails. By this point, it was a matter of pride. I told them I’d let myself die before I’d squeal.”
He looks over his shoulder at the distant fortress. “So they brought me here. I think they said they were going to use me for parts in some kind of machine, but I didn’t let them get me that far. I clawed, I bit, whatever it took, and finally, I won! I forced them to stab me out here. I wasn’t about to sit around in their stinking dungeon and rot, not me. Ha!”
“And then I thought, well, what’s one more? So after I beat their mind wizards and their soldiers I took on Death. I think I’m doing pretty well, so far, except for those creepy monsters they send after me from time to time.”
Ghoul: ?
Vampire: ?
Horde Zombie, Slavering Zombie: ?
Undead: ?
Ander Folthwaite, Ghost, Slender Gnome: “See, I’ve always been a bit stubborn. My mam told me to care for strangers and that I always have, but I’ve never cared much for what they do outside my home, if you see. Well, when I got caught harboring a mage, the Ragesians brought me in for questioning and they tortured me, which got me right pissed off. I only gave a tired man at my door a place to stay for the night!
“So they told me to tell them what I knew, and I was so mad I told them I knew all about that man’s mission but wouldn’t ever give it up. That,” he admits, a little shamefaced, “were probably a bit childish. But I didn’t!” He looks proud of himself. “They brought in some amateur, with mind magic and such, and I blotted him out with a set of bar tunes day after day, until he had to admit he couldn’t do it! Suck on that lemon, Ragesia!
“Then, they bring this real pro, don’t use magic or nothing. Just sticks me with needles and cuts my thigh open with scissors and haves his pet ghoul gnaw on my fingernails. By this point, it was a matter of pride. I told them I’d let myself die before I’d squeal.”
He looks over his shoulder at the distant fortress. “So they brought me here. I think they said they were going to use me for parts in some kind of machine, but I didn’t let them get me that far. I clawed, I bit, whatever it took, and finally, I won! I forced them to stab me out here. I wasn’t about to sit around in their stinking dungeon and rot, not me. Ha!”
“And then I thought, well, what’s one more? So after I beat their mind wizards and their soldiers I took on Death. I think I’m doing pretty well, so far, except for those creepy monsters they send after me from time to time.”
Ghoul: ?
Vampire: ?
War of the Burning Sky 5E #9: The Festival of Dreams
Aurana Kiirobel, Vampire, Vizier, Sorceress, Most Powerful Servant: ?
Gabal, Dread Wraith, Undead Horror, Overwhelmingly Straightforward Opponent: Through a powerful ritual, inquisitors called back Gabal’s soul and transformed it into a dread wraith which still possesses the abilities the archmage had in life, but is firmly under the control of the Ragesians.
Squad of Skeletons: ?
Specter: They are unlikely to be a threat to the heroes, but if not stopped they will ruin the defenses, for the wraiths replenish their specters from the fallen defenders and kill everyone in a squad before moving on.
When Gabal’s magic mouth taunts the intruders, the wraiths will attack the prisoners, turning them into specters, so that the entire gathering of prisoners will be turned into twisted undead horrors.
At the sounds of combat, the prisoners begin crying out to be rescued, and the wraiths enter the cells. The wraiths act on initiative count 0 (losing ties). They each alternate between killing a prisoner on one turn and raising the victim as a specter on the next turn.
When he is reduced below 35 hit points, Gabal fires one final spell in spite, and flies up through the ceiling into the fourth floor. There he shatters the mirror of life trapping and proceeds to strike at the prisoners while they are too stunned to react. He uses an action to kill one helpless prisoner before raising it as a specter on his next turn, although Vigilance will escape his grasp.
Gabal's Create Specter power.
Wraith Create Specter power.
Wraith: The newly undead Gabal has created wraiths as spawn, and they wait near the cells on the first floor.
Squad of Skeletons, Quick Horror: ?
Specter, Twisted Undead Horror: ?
Skulking Wraith: ?
Undead Veteran Inquisitor: ?
Undead Horror: ?
Vampire Spawn: A humanoid slain in this way [by Aurana Kiirobel's bite attack] and then buried in the ground rises the following night as a vampire spawn under Aurana’s control.
Ghost: ?
Create Specter. Gabal targets a humanoid within 10 feet of him 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 Gabal’s control. Gabal can have no more than seven specters under his control at one time.
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.
Gabal, Dread Wraith, Undead Horror, Overwhelmingly Straightforward Opponent: Through a powerful ritual, inquisitors called back Gabal’s soul and transformed it into a dread wraith which still possesses the abilities the archmage had in life, but is firmly under the control of the Ragesians.
Squad of Skeletons: ?
Specter: They are unlikely to be a threat to the heroes, but if not stopped they will ruin the defenses, for the wraiths replenish their specters from the fallen defenders and kill everyone in a squad before moving on.
When Gabal’s magic mouth taunts the intruders, the wraiths will attack the prisoners, turning them into specters, so that the entire gathering of prisoners will be turned into twisted undead horrors.
At the sounds of combat, the prisoners begin crying out to be rescued, and the wraiths enter the cells. The wraiths act on initiative count 0 (losing ties). They each alternate between killing a prisoner on one turn and raising the victim as a specter on the next turn.
When he is reduced below 35 hit points, Gabal fires one final spell in spite, and flies up through the ceiling into the fourth floor. There he shatters the mirror of life trapping and proceeds to strike at the prisoners while they are too stunned to react. He uses an action to kill one helpless prisoner before raising it as a specter on his next turn, although Vigilance will escape his grasp.
Gabal's Create Specter power.
Wraith Create Specter power.
Wraith: The newly undead Gabal has created wraiths as spawn, and they wait near the cells on the first floor.
Squad of Skeletons, Quick Horror: ?
Specter, Twisted Undead Horror: ?
Skulking Wraith: ?
Undead Veteran Inquisitor: ?
Undead Horror: ?
Vampire Spawn: A humanoid slain in this way [by Aurana Kiirobel's bite attack] and then buried in the ground rises the following night as a vampire spawn under Aurana’s control.
Ghost: ?
Create Specter. Gabal targets a humanoid within 10 feet of him 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 Gabal’s control. Gabal can have no more than seven specters under his control at one time.
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.
War of the Burning Sky 5E #10: Sleep, Ye Cursed Child
Jesepha, Dread Wraith Sovereign Trumpet Archon, Six-Foot Tall Figure Composed of Shadows With Great Wings of Darkness and a Tall Crown of Flickering Guttering Light, Undead Spirit, Heinous Undead Being, Fallen Archon: The trumpet archon Jesepha failed to protect Trilla decades ago, and was slain by Drakus Coaltongue. She was corrupted in death, and now as Trilla’s fate becomes tied to the fate of the world, the celestial has returned as a dread wraith sovereign trumpet archon. This heinous undead being is composed in equal parts of sacrilege, cruelty, and hate.
Vargenga, Vampiric Fire Giant: ?
Wraith: Jespepha Create Wraith power.
Undead: ?
Wraith, Wraith Minion: ?
Specter: Wraith Create Specter power.
Vampire Spawn: A humanoid slain in this way [by Vargenga's bite attack] and then buried in the ground rises the following night as a vampire spawn under Vargenga’s control.
Create Wraith. Jesepha targets a humanoid within 10 feet of her that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. The wraith is under Jesepha’s control. Jesepha can have no more than seven wraiths under her control at one time.
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.
Vargenga, Vampiric Fire Giant: ?
Wraith: Jespepha Create Wraith power.
Undead: ?
Wraith, Wraith Minion: ?
Specter: Wraith Create Specter power.
Vampire Spawn: A humanoid slain in this way [by Vargenga's bite attack] and then buried in the ground rises the following night as a vampire spawn under Vargenga’s control.
Create Wraith. Jesepha targets a humanoid within 10 feet of her that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. The wraith is under Jesepha’s control. Jesepha can have no more than seven wraiths under her control at one time.
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.
War of the Burning Sky 5E #11: Under the Eye of the Tempest
Caela, Ghost, Right-Hand Woman, Master of Biomantic Laboratories: ?
Vampire Spawn: ?
Undead: ?
Vampire Spawn: ?
Undead: ?
War of the Burning Sky 5E #12: The Beating of the Aquiline Heart
Aurana Kiirodel, Vampire, High Mage: ?
Skeleton Squad: ?
Specter: Wraith Create Specter power.
Time, Khor-el-Jiese, Spectral Dragon, Flamebringer Dragon, Elder Spirit, Draconic Spirit, Entity, Spiritual Leavings of the Great Flamebringer Dragon Spirit, Dragon Spirit, Ghostly Dragon: This entity, Time, consists of the spiritual leavings of the great flamebringer dragon spirit who slew the Stormchaser eagle and placed its heart here. Over the aeons, the spirit gained the slightest spark of sentience, and now it waits for those who will correct the wrong it perpetuated in the ancient past.
White Court Rajput: ?
Wight: ?
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.
Skeleton Squad, Skeletal Phalanx: ?
White Court Rajput, Undead Thrall, Emaciated Undead Warrior, Undead Rajput: ?
Undead, Undead Being: ?
Skeleton Squad, Undead Servitor: ?
Wight, Daunting Guard: ?
Wraith, Daunting Guard: ?
Otho Cullen: ?
Lorgo Cullen: ?
Ghost: ?
Ghoul: ?
Shadow, Undead Shadow: The heroes spot a few scattered undead shadows checking the bodies, trying to kill any survivors and turn them into more shadows.
Skeleton: ?
Medium Skeleton: ?
Skeletal Servant: ?
Vampire Spawn: A humanoid slain in this way [by Auran Kiirodel's bite attack] and then buried in the ground rises the following night as a vampire spawn under Aurana’s control.
Vampire: ?
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.
Skeleton Squad: ?
Specter: Wraith Create Specter power.
Time, Khor-el-Jiese, Spectral Dragon, Flamebringer Dragon, Elder Spirit, Draconic Spirit, Entity, Spiritual Leavings of the Great Flamebringer Dragon Spirit, Dragon Spirit, Ghostly Dragon: This entity, Time, consists of the spiritual leavings of the great flamebringer dragon spirit who slew the Stormchaser eagle and placed its heart here. Over the aeons, the spirit gained the slightest spark of sentience, and now it waits for those who will correct the wrong it perpetuated in the ancient past.
White Court Rajput: ?
Wight: ?
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.
Skeleton Squad, Skeletal Phalanx: ?
White Court Rajput, Undead Thrall, Emaciated Undead Warrior, Undead Rajput: ?
Undead, Undead Being: ?
Skeleton Squad, Undead Servitor: ?
Wight, Daunting Guard: ?
Wraith, Daunting Guard: ?
Otho Cullen: ?
Lorgo Cullen: ?
Ghost: ?
Ghoul: ?
Shadow, Undead Shadow: The heroes spot a few scattered undead shadows checking the bodies, trying to kill any survivors and turn them into more shadows.
Skeleton: ?
Medium Skeleton: ?
Skeletal Servant: ?
Vampire Spawn: A humanoid slain in this way [by Auran Kiirodel's bite attack] and then buried in the ground rises the following night as a vampire spawn under Aurana’s control.
Vampire: ?
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.
War of the Burning Sky 5E Campaign Guide
Undead: ?
Strange Creature: ?
Ghost: ?
Ghost, Creature Without Any Normal Corporeal Form: ?
Shadow, Creature Without Any Normal Corporeal Form: ?
Aurana Kiirodel, Vampire: Leska turns Aurana into a vampire.
Leska forced Aurana to drink her immortal blood, turning Aurana into a vampire.
Wraith, Creature Without Any Normal Corporeal Form: ?
Wraith: ?
Gabal, Wraith: He will lead a successful raid to destroy the Ragesian siege equipment after the heroes initially escape from Gate Pass but pay with his life. While this earned Gate Pass a temporary reprieve from the attacking armies, Ragesian inquisitors capture his soul and turn him into a wraith to use against the resistance in Gate Pass.
Strange Creature: ?
Ghost: ?
Ghost, Creature Without Any Normal Corporeal Form: ?
Shadow, Creature Without Any Normal Corporeal Form: ?
Aurana Kiirodel, Vampire: Leska turns Aurana into a vampire.
Leska forced Aurana to drink her immortal blood, turning Aurana into a vampire.
Wraith, Creature Without Any Normal Corporeal Form: ?
Wraith: ?
Gabal, Wraith: He will lead a successful raid to destroy the Ragesian siege equipment after the heroes initially escape from Gate Pass but pay with his life. While this earned Gate Pass a temporary reprieve from the attacking armies, Ragesian inquisitors capture his soul and turn him into a wraith to use against the resistance in Gate Pass.
War of the Burning Sky 5E Player's Guide
Undead Follower: Some rumor that inquisitors can even devour the souls of magic-users, taking their powers for themselves before raising the slain mage as an undead follower.
Shadowdancer's Shadow: Rogue Shadowdancer Shadow Companion power.
Shadow Companion
Starting at 3rd level, as an action, you can summon a shadow of yourself. The shadow’s starting stat block is listed below. The shadow obeys your commands and remains until its hit points are reduced to 0, you dismiss it with an action, or you summon a new shadow.
As you gain strength in your travels, so too does your shadow. At 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you increase one of your shadow’s ability scores of your choice by 2, or you can increase two of its ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.
Additionally, at 5th level, and again at 9th, 13, and 17th level, your shadow also gains an additional Hit Die. Each additional Hit Die increases its maximum hit points by an amount equal to 5 + the shadow’s Constitution modifier. Your shadow cannot regain hit points.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Shadowdancer's Shadow: Rogue Shadowdancer Shadow Companion power.
Shadow Companion
Starting at 3rd level, as an action, you can summon a shadow of yourself. The shadow’s starting stat block is listed below. The shadow obeys your commands and remains until its hit points are reduced to 0, you dismiss it with an action, or you summon a new shadow.
As you gain strength in your travels, so too does your shadow. At 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you increase one of your shadow’s ability scores of your choice by 2, or you can increase two of its ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.
Additionally, at 5th level, and again at 9th, 13, and 17th level, your shadow also gains an additional Hit Die. Each additional Hit Die increases its maximum hit points by an amount equal to 5 + the shadow’s Constitution modifier. Your shadow cannot regain hit points.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Wardens of the Wild (PF/5e)
Undead: ?
Wandering Undead, Denizen of the Shadows: ?
Wandering Undead, Denizen of the Shadows: ?
Warlock 34: Baba Yaga
King Lucan: ?
Undead: ?
Ghoul Bat, Undead Familiar: ?
Skin Bat, Undead Familiar: ?
Undead: ?
Ghoul Bat, Undead Familiar: ?
Skin Bat, Undead Familiar: ?
Warlock Grimoire for 5th Edition
Undead, Undead Creature: ?
Inimical Undead: ?
Ibbalan, Great Undead Morza: ?
Animated Undead Cat With Particularly Fluffy and Luminous Fur: ?
Intelligent Undead: ?
Undead Spirit: ?
Corporeal Undead: ?
Undead Vulture: ?
Lesser Undead: ?
Animated But Unintelligent Undead: ?
Undead Caster: ?
Undead Master: ?
Undead Noble: ?
Ravening Undead: ?
Undead Host: ?
Undead Servitor: ?
Undead Creation: ?
Undead Follower: ?
Undead Partner: ?
Brave Undead: ?
Undead Who Fears the Sun's Light: ?
Banshee: ?
Banshee, Memory of a Long-Dead Elf: ?
Ghost: ?
Ghost of a Famous Trollkin: ?
Towering Ghostly Figure, Howling Giant: ?
Wandering Ghost of a Wayward Giant: ?
Ancestral Spirit: ?
Ancestral Spirit, Ghostly Spirit, Huge Ghostly Figure, Spirit, Ghost, Phantom: ?
Ancestral Spirit, Dark Flickering Shade: ?
Ancestral Spirit, Looming Spectral Apparition: ?
Ghost, Memory of a Long-Dead Elf: ?
Ghoul: ?
Ghoul, Corporeal Undead: ?
Heartless Ghoul: ?
Iron Ghoul: ?
Imperial Ghoul: ?
Sarastran Ghoul: ?
Emperor Nicoforus the Pale, Ghoul Emperor: ?
Lich: ?
Powerful Lich: ?
Phantom: ?
Shade: Life leaves echoes in its wake, whether crumbled remnants of a bygone civilization, tales of heroes and gods that spawn new beliefs, or even the echo of an individual soul left behind to haunt the living world. The world of Midgard is no stranger to ghosts and specters that linger beyond death, but sometimes a person’s passion, purpose, and will to live are so strong, their tie to the living world so unbreakable, that their memories create a vessel for their soul after their body dies. These people are called shades. Shades can arise from any living race.
There are rumors of darakhul or other undead leaving shades behind after destruction, but there are no reliable accounts of such a creature. It is more likely that an undead creature with strong enough will to become a shade becomes a shade of the race they were in true life.
Despite the functional similarities to a living body, a shade isn’t composed of flesh and blood. Their bodies are a memory of who they once were, inhabited and quickened by the presence of their soul.
The largest known concentration of shades has arisen relatively recently in the conquered kingdom of Krakovar. The death that swept from the vampires to the south and their ghoulish allies that boiled up from the earth’s crevices created the perfect conditions for shades to arise.
Because they can arise from any people, shades come from all corners of Midgard and from all walks of life. Station and wealth are no guarantee to help one linger on after the body’s death either. It’s not unheard of for a person to die only to rise as a shade with little understanding that anything changed.
As living echoes of who they once were, shades maintain some of the traits they bore in life.
Werghart Shade: ?
Siwali Shade: ?
Traveling Shade: ?
Krakovan Shade: ?
Prominent Shade: ?
Kaladrian Ladross Larentil, Shade: ?
Veyla Gheren, Veteran Shade, Human Woman, Town Master of Werghart: ?
Gohtras Bloodstone, Dwarf Priest Shade, Pale-Skinned Reaver Dwarf Priest of Wotan, Staunch Realist, Advisor: ?
Shadow: ?
Skeleton: ?
Skeleton, Lesser Undead: ?
Skeleton, Animated But Unintelligent Undead: ?
Specter: ?
Specter, Memory of a Long-Dead Elf: ?
Spirit: ?
Dark and Hungry Spirit: ?
Powerful Spirit: ?
Swarm of Wolf Spirits: ?
Unsettled Spirit: ?
Vampire: ?
Vampire, Corporeal Undead: ?
Vampire, Blood Drinker: ?
Vampiric Prince Lucan, King Lucan: ?
Matvei, The Wendestal Devil, The Lengrove Butcher, Vampire: Unbeknownst to the khan’s son, many pairs of cold and ravenous eyes kept watch on the camp from the shadows on the plain, their bloodlust rising as the slaughter escalated before them. In Matvei’s haste, he stumbled right into the waiting arms of one of the creatures who seized him in a steely grip and whirled him away from the others of its kind coming closer. The creature which grappled him hissed like a cat at its fellows and spoke, “The horse-princeling wishes to join our little family. Go and take his pursuers as you will, but let us not be rude to our new brother.” A sharp pain in his throat, and his old life ended to the sound of war cries giving way to shrieks of surprise and terror.
Old Vampire: ?
Vampiric Noble: ?
Vampire Spawn: A humanoid slain in this way [by Matvei's bite attack] and then buried in the ground rises the following night as a vampire spawn under Matvei’s control.
Matvei also creates his own spawn only to abandon them immediately, hiding them in places where they rise confused and ravenous, and he revels in the chaos they cause before their destruction.
Crooked Vampire: ?
Hungry Vampire: ?
Vampire, Undead Abomination, Hated Vampire Foe: ?
Vampire, Undead Who Fears the Sun's Light: ?
Kasidra, Mask Wight, Undead Knight: Kasidra’s singular thirst for adventure was too great an inner fire for a necromancer of Prentervuul’s abilities to ignore. He arranged for her death. Then armed with a cold iron mask of demonic origin and incantations once cast by the lord of shadows and the goddess of the underworld, Prentervuul trapped Kasidra’s soul and forged her into his own mask wight.
Boneshard Wraith: In the wake of the Battle of Flensing Gulch and the defeat of the last of Caelmarath’s Indomitables by a summoned boneshard tempest, the nearly innumerable dead arose to haunt the area as boneshard wraiths, a form of undead creature only truly encountered in the Wasted West.
Any creature killed in this way [by a boneshard wraith's boneshard cyclone attack] rises as a boneshard wraith on the next new moon unless the remains are blessed.
Boneshard Wraith, Vaguely Humanoid Form, Ghostly Horror Haphazardly Assembled From Mismatched Bones and Grave-Scavenged Shards: ?
Zombie: When the blood of a necrotic tick’s undead host runs dry, the parasite rides its victim to a new host—usually an unfortunate living creature. As it sucks the living creature’s blood, it leaks negative energy into the bite wound and starts a process that slowly turns the hapless victim into a zombie one pound of flesh at a time.
The disgusting Lord Rodyan of Hengksburg in the Blood Kingdom breeds necrotic ticks in the laboratory beneath his mansion. He is using the foul creatures to create zombies to fight for him in the city’s gladiatorial arena.
Necrotic Tick's Necrotic Regneration power.
Zombie, Lesser Undead: ?
Zombie, Animated But Unintelligent Undead: ?
Animal Zombie: ?
Darakhul Monk: ?
Darakhul, Helmeted Guard: ?
Tarpin the Black, Darakhul Priest 11: ?
Darakhul: ?
Hesstia Daarmirve, Dragonborn-Darakhul Assassin, Sleepless Darakhul, Persuasive Dragonkin Ghoul: ?
Darakhul Defector: ?
Darakhul Sarastran Ghoul: The eyes of darakhul who have truly embraced the worship of the Queen of Night and Magic darken to near black with white motes that seem to swirl and drift across their pupils.
Darakhul Shadowmancer: ?
Darakhul Knight: ?
Darakhul Blood Mage: ?
Darakhul Black Knight Commander: ?
Subservient Darakhul: ?
Tyrik Benion, Dwarf Darakhul Graveslayer, Recruit: The most notable of these recruits is Tyrik Benion, a graveslayer who at a young age found his parents brutally murdered by a hungry vampire. Vowing vengeance, Tyrik devoted his life to the destruction of these undead abominations. After numerous foiled attempts to kill the vampire and with a wake of dead innocents behind him, Tyrik was approached by Hesstia herself. The persuasive dragonkin ghoul offered the dispirited dwarf a chance to continue his crusade against his hated vampire foes. Forever.
Tveirherjar: Here, on the Corpse Shore, the terrible serpent-wyrm Nidhogg feasts on the bodies of murderers, adulterers, and oath breakers and gnaws at the roots of the tree. The most wicked of these men are spared being eaten and are cursed by Nidhogg instead. They become the tveirherjar and are sent to Valhalla to fight the valkyries and corrupt the einherjar.
Necrotic Regeneration. While attached to a living host, a necrotic tick leaks negative energy into the host’s bloodstream, so its wounds quickly heal over with scabrous, necrotic flesh. If the host does not already have regeneration, it regains 2 hit points at the start of its turn if it has at least 1 hit point. Track how many “necrotic hit points” a host recovers via necrotic regeneration. Magical healing reverses the necrosis and subtracts an equal number of necrotic hit points from those accumulated. Once the necrotic hit points equal the host’s total hit points, the host becomes a zombie.
Inimical Undead: ?
Ibbalan, Great Undead Morza: ?
Animated Undead Cat With Particularly Fluffy and Luminous Fur: ?
Intelligent Undead: ?
Undead Spirit: ?
Corporeal Undead: ?
Undead Vulture: ?
Lesser Undead: ?
Animated But Unintelligent Undead: ?
Undead Caster: ?
Undead Master: ?
Undead Noble: ?
Ravening Undead: ?
Undead Host: ?
Undead Servitor: ?
Undead Creation: ?
Undead Follower: ?
Undead Partner: ?
Brave Undead: ?
Undead Who Fears the Sun's Light: ?
Banshee: ?
Banshee, Memory of a Long-Dead Elf: ?
Ghost: ?
Ghost of a Famous Trollkin: ?
Towering Ghostly Figure, Howling Giant: ?
Wandering Ghost of a Wayward Giant: ?
Ancestral Spirit: ?
Ancestral Spirit, Ghostly Spirit, Huge Ghostly Figure, Spirit, Ghost, Phantom: ?
Ancestral Spirit, Dark Flickering Shade: ?
Ancestral Spirit, Looming Spectral Apparition: ?
Ghost, Memory of a Long-Dead Elf: ?
Ghoul: ?
Ghoul, Corporeal Undead: ?
Heartless Ghoul: ?
Iron Ghoul: ?
Imperial Ghoul: ?
Sarastran Ghoul: ?
Emperor Nicoforus the Pale, Ghoul Emperor: ?
Lich: ?
Powerful Lich: ?
Phantom: ?
Shade: Life leaves echoes in its wake, whether crumbled remnants of a bygone civilization, tales of heroes and gods that spawn new beliefs, or even the echo of an individual soul left behind to haunt the living world. The world of Midgard is no stranger to ghosts and specters that linger beyond death, but sometimes a person’s passion, purpose, and will to live are so strong, their tie to the living world so unbreakable, that their memories create a vessel for their soul after their body dies. These people are called shades. Shades can arise from any living race.
There are rumors of darakhul or other undead leaving shades behind after destruction, but there are no reliable accounts of such a creature. It is more likely that an undead creature with strong enough will to become a shade becomes a shade of the race they were in true life.
Despite the functional similarities to a living body, a shade isn’t composed of flesh and blood. Their bodies are a memory of who they once were, inhabited and quickened by the presence of their soul.
The largest known concentration of shades has arisen relatively recently in the conquered kingdom of Krakovar. The death that swept from the vampires to the south and their ghoulish allies that boiled up from the earth’s crevices created the perfect conditions for shades to arise.
Because they can arise from any people, shades come from all corners of Midgard and from all walks of life. Station and wealth are no guarantee to help one linger on after the body’s death either. It’s not unheard of for a person to die only to rise as a shade with little understanding that anything changed.
As living echoes of who they once were, shades maintain some of the traits they bore in life.
Werghart Shade: ?
Siwali Shade: ?
Traveling Shade: ?
Krakovan Shade: ?
Prominent Shade: ?
Kaladrian Ladross Larentil, Shade: ?
Veyla Gheren, Veteran Shade, Human Woman, Town Master of Werghart: ?
Gohtras Bloodstone, Dwarf Priest Shade, Pale-Skinned Reaver Dwarf Priest of Wotan, Staunch Realist, Advisor: ?
Shadow: ?
Skeleton: ?
Skeleton, Lesser Undead: ?
Skeleton, Animated But Unintelligent Undead: ?
Specter: ?
Specter, Memory of a Long-Dead Elf: ?
Spirit: ?
Dark and Hungry Spirit: ?
Powerful Spirit: ?
Swarm of Wolf Spirits: ?
Unsettled Spirit: ?
Vampire: ?
Vampire, Corporeal Undead: ?
Vampire, Blood Drinker: ?
Vampiric Prince Lucan, King Lucan: ?
Matvei, The Wendestal Devil, The Lengrove Butcher, Vampire: Unbeknownst to the khan’s son, many pairs of cold and ravenous eyes kept watch on the camp from the shadows on the plain, their bloodlust rising as the slaughter escalated before them. In Matvei’s haste, he stumbled right into the waiting arms of one of the creatures who seized him in a steely grip and whirled him away from the others of its kind coming closer. The creature which grappled him hissed like a cat at its fellows and spoke, “The horse-princeling wishes to join our little family. Go and take his pursuers as you will, but let us not be rude to our new brother.” A sharp pain in his throat, and his old life ended to the sound of war cries giving way to shrieks of surprise and terror.
Old Vampire: ?
Vampiric Noble: ?
Vampire Spawn: A humanoid slain in this way [by Matvei's bite attack] and then buried in the ground rises the following night as a vampire spawn under Matvei’s control.
Matvei also creates his own spawn only to abandon them immediately, hiding them in places where they rise confused and ravenous, and he revels in the chaos they cause before their destruction.
Crooked Vampire: ?
Hungry Vampire: ?
Vampire, Undead Abomination, Hated Vampire Foe: ?
Vampire, Undead Who Fears the Sun's Light: ?
Kasidra, Mask Wight, Undead Knight: Kasidra’s singular thirst for adventure was too great an inner fire for a necromancer of Prentervuul’s abilities to ignore. He arranged for her death. Then armed with a cold iron mask of demonic origin and incantations once cast by the lord of shadows and the goddess of the underworld, Prentervuul trapped Kasidra’s soul and forged her into his own mask wight.
Boneshard Wraith: In the wake of the Battle of Flensing Gulch and the defeat of the last of Caelmarath’s Indomitables by a summoned boneshard tempest, the nearly innumerable dead arose to haunt the area as boneshard wraiths, a form of undead creature only truly encountered in the Wasted West.
Any creature killed in this way [by a boneshard wraith's boneshard cyclone attack] rises as a boneshard wraith on the next new moon unless the remains are blessed.
Boneshard Wraith, Vaguely Humanoid Form, Ghostly Horror Haphazardly Assembled From Mismatched Bones and Grave-Scavenged Shards: ?
Zombie: When the blood of a necrotic tick’s undead host runs dry, the parasite rides its victim to a new host—usually an unfortunate living creature. As it sucks the living creature’s blood, it leaks negative energy into the bite wound and starts a process that slowly turns the hapless victim into a zombie one pound of flesh at a time.
The disgusting Lord Rodyan of Hengksburg in the Blood Kingdom breeds necrotic ticks in the laboratory beneath his mansion. He is using the foul creatures to create zombies to fight for him in the city’s gladiatorial arena.
Necrotic Tick's Necrotic Regneration power.
Zombie, Lesser Undead: ?
Zombie, Animated But Unintelligent Undead: ?
Animal Zombie: ?
Darakhul Monk: ?
Darakhul, Helmeted Guard: ?
Tarpin the Black, Darakhul Priest 11: ?
Darakhul: ?
Hesstia Daarmirve, Dragonborn-Darakhul Assassin, Sleepless Darakhul, Persuasive Dragonkin Ghoul: ?
Darakhul Defector: ?
Darakhul Sarastran Ghoul: The eyes of darakhul who have truly embraced the worship of the Queen of Night and Magic darken to near black with white motes that seem to swirl and drift across their pupils.
Darakhul Shadowmancer: ?
Darakhul Knight: ?
Darakhul Blood Mage: ?
Darakhul Black Knight Commander: ?
Subservient Darakhul: ?
Tyrik Benion, Dwarf Darakhul Graveslayer, Recruit: The most notable of these recruits is Tyrik Benion, a graveslayer who at a young age found his parents brutally murdered by a hungry vampire. Vowing vengeance, Tyrik devoted his life to the destruction of these undead abominations. After numerous foiled attempts to kill the vampire and with a wake of dead innocents behind him, Tyrik was approached by Hesstia herself. The persuasive dragonkin ghoul offered the dispirited dwarf a chance to continue his crusade against his hated vampire foes. Forever.
Tveirherjar: Here, on the Corpse Shore, the terrible serpent-wyrm Nidhogg feasts on the bodies of murderers, adulterers, and oath breakers and gnaws at the roots of the tree. The most wicked of these men are spared being eaten and are cursed by Nidhogg instead. They become the tveirherjar and are sent to Valhalla to fight the valkyries and corrupt the einherjar.
Necrotic Regeneration. While attached to a living host, a necrotic tick leaks negative energy into the host’s bloodstream, so its wounds quickly heal over with scabrous, necrotic flesh. If the host does not already have regeneration, it regains 2 hit points at the start of its turn if it has at least 1 hit point. Track how many “necrotic hit points” a host recovers via necrotic regeneration. Magical healing reverses the necrosis and subtracts an equal number of necrotic hit points from those accumulated. Once the necrotic hit points equal the host’s total hit points, the host becomes a zombie.
Warlock Lair 4: Red Lenny’s Famous Meat Pies
Sarcophagus Slime: Additionally, one of the bowls contains old meat that has fused together into a sarcophagus slime. The spirits of the people killed to make this meat were strong enough to create a rage-fueled composite undead sentience in an attempt to get revenge on Red Lenny.
Sarcophagus Slime, Rage-Fueled Composite Undead Sentience: ?
Sarcophagus Slime, Rage-Fueled Composite Undead Sentience: ?
Warlock Guide to the Shadow Realms
Undead: ?
Loris Treik, Ghost, Spirit: The inn’s most opulent room, called the Whispering Room by the staff, is haunted by the spirit of Loris Treik, a maiden who was seduced by Gunrik Stoll and then murdered in the room by Stoll’s jealous human mistress, Hiernanda Kitza.
A creature who takes a long rest in this room is wracked by vivid dreams, which rapidly alternate from a warm embrace and the sound of whispered endearments to skeletal hands wrapped around the dreamer’s throat and the sound of hissed curses.
Ghoul: ?
Shadow: If a non-evil humanoid dies from [The Ringmaster's umbral grasp] attack, a shadow rises from the corpse 1d4 hours later.
Shadow River Lord: ?
Allied Skeleton: ?
Skeleton: ?
Shadow Skeleton: ?
Specter: ?
True Vampire: ?
Allied Zombie: ?
Zombie: ?
Crimson Mist: ?
Loris Treik, Ghost, Spirit: The inn’s most opulent room, called the Whispering Room by the staff, is haunted by the spirit of Loris Treik, a maiden who was seduced by Gunrik Stoll and then murdered in the room by Stoll’s jealous human mistress, Hiernanda Kitza.
A creature who takes a long rest in this room is wracked by vivid dreams, which rapidly alternate from a warm embrace and the sound of whispered endearments to skeletal hands wrapped around the dreamer’s throat and the sound of hissed curses.
Ghoul: ?
Shadow: If a non-evil humanoid dies from [The Ringmaster's umbral grasp] attack, a shadow rises from the corpse 1d4 hours later.
Shadow River Lord: ?
Allied Skeleton: ?
Skeleton: ?
Shadow Skeleton: ?
Specter: ?
True Vampire: ?
Allied Zombie: ?
Zombie: ?
Crimson Mist: ?
Warlock Lair 8: The Lost Temple of Anax Apogeion
Skin Bat: ?
Mummy, Figure Wrapped in Cloth: ?
Mummy, Figure Wrapped in Cloth: ?
Warlock Lair 20: Monkey Business
Ik-Jar-Salim, Monkey Spirit, Monkey Familiar, Curiously Wicked Creature, Foul Spirit, Foul Presence: ?
Warlock Lair 34: Sunken Library of Quezzit Qire
Qezzit Qire, Scroll Mummy: Faced with the threat of losing everything he had procured and despairing at the impact to his studies, Qezzit performed a ritual to consign himself and the librarians into undeath and sink the library.
Zombie Librarian: Faced with the threat of losing everything he had procured and despairing at the impact to his studies, Qezzit performed a ritual to consign himself and the librarians into undeath and sink the library.
The library staff became undead as part of Qezzit Qire’s ritual.
Zombie: ?
Amalgam of Souls, Lost Souls: When the elf performed his ritual, some of the librarians’ souls retreated to one of the paintings on the southern wall.
Ghost: ?
Amra Zabbas, Ghost: This office, inhabited by the head librarian Amra Zabbas, adjoined the hall of cataloguing, allowing other librarians working there to consult with the head librarian for tricky assessments. A hallway running between the Upper Lounge and the Upper Stacks allowed distinguished visitors to see the head librarian in action.
Amra’s ghost haunts this office. She died along with the other librarians when Qezzit Qire performed his ritual, and her body serves the library along with the other zombies. However, her spirit lingered, and it can only truly be put to rest when the library reopens.
Scroll Mummy: A scroll mummy expedites its passage into undeath through an arcane ritual that consumes several scrolls, while incorporating the surviving scrolls into the creature’s body, similarly to burial wrappings for an ordinary mummy. This alternate mummy doesn’t carry the same curse as one created through a burial ritual, but its unique, arcane creation does make it particularly deadly to spellcasters.
Ordinary Mummy: ?
Scroll Mummy, Alternative Mummy: ?
More Powerful Scroll Mummy: ?
Zombie Librarian: Faced with the threat of losing everything he had procured and despairing at the impact to his studies, Qezzit performed a ritual to consign himself and the librarians into undeath and sink the library.
The library staff became undead as part of Qezzit Qire’s ritual.
Zombie: ?
Amalgam of Souls, Lost Souls: When the elf performed his ritual, some of the librarians’ souls retreated to one of the paintings on the southern wall.
Ghost: ?
Amra Zabbas, Ghost: This office, inhabited by the head librarian Amra Zabbas, adjoined the hall of cataloguing, allowing other librarians working there to consult with the head librarian for tricky assessments. A hallway running between the Upper Lounge and the Upper Stacks allowed distinguished visitors to see the head librarian in action.
Amra’s ghost haunts this office. She died along with the other librarians when Qezzit Qire performed his ritual, and her body serves the library along with the other zombies. However, her spirit lingered, and it can only truly be put to rest when the library reopens.
Scroll Mummy: A scroll mummy expedites its passage into undeath through an arcane ritual that consumes several scrolls, while incorporating the surviving scrolls into the creature’s body, similarly to burial wrappings for an ordinary mummy. This alternate mummy doesn’t carry the same curse as one created through a burial ritual, but its unique, arcane creation does make it particularly deadly to spellcasters.
Ordinary Mummy: ?
Scroll Mummy, Alternative Mummy: ?
More Powerful Scroll Mummy: ?
Warlock Lair 41: Song Undying
Virtuoso Lich: A virtuoso lich is an artist whose love of art sustains it beyond death.
Birthed By Art. A virtuoso lich is created when an artist powerful in both its artistic and magical expression dies with art left undone. Such artists often die before completing or creating a masterpiece and the torment of the art left undone couples with the artist’s powerful magical talents, turning the artist into a virtuoso lich. A virtuoso lich is bound to an object of art, such as a favorite musical instrument, painting, dance slippers, quill, or some other object of artistic expression that was significant to the lich in life. This piece of art is the lich’s phylactery.
Virtuoso Lich, Artist: ?
Virtuoso Lich, Beautiful Singer: ?
Salamondre Vacarro, Virtuoso Lich, Undying Menace: I once traveled with Salamondre Vacarro, the famous dirgist. I was with him when he recovered a relic known as the Thrice-Cursed Heart. It is a jeweled egg, cunningly crafted, with hinged doors and a golden center. He has spent several years studying this object, learning to tap its powers. However, I have discovered that this relic is corrupt, and, in handling it, Salamondre has also become corrupted. This new religion of his, the Song Undying, is a lie. The dead he has supposedly returned to life, the sick he claims to have healed, are all twisted by the power of the Heart. They are not alive, but undead! Salamondre is one of them as well, but he is more powerful. Bonded to the cursed object as he is, he truly is undying.
Undead, Undead Creature: While the Heart can restore the flesh, it can’t restore the spirit and instead fills people with dark energies, raising the dead into undeath or slowly converting the living. All these undead are beholden to the Heart, and thus to Salamondre, as it has become his phylactery.
However, I have discovered that this relic is corrupt, and, in handling it, Salamondre has also become corrupted. This new religion of his, the Song Undying, is a lie. The dead he has supposedly returned to life, the sick he claims to have healed, are all twisted by the power of the Heart. They are not alive, but undead!
When Salamondre performed the funerary dirge for their fallen companions, the Heart awakened and bound itself to the bard, embracing and nurturing the conflict and fear growing within Salamondre. As it awakened, it slowly and subtly changed Salamondre’s form into the undying menace that leads the Song Undying cult. When its power changed his form, the Heart’s own form changed to become his phylactery, the housing for what remained of his corrupted soul.
These cells are used by those that have fully converted to the worship of the Song Undying. They have either been fully restored from death or fully corrupted from the living, and they are all devoted undead servants to Salamondre.
This room is used for purification ceremonies. Salamondre anoints the chosen ones who have been deemed ready to join him in the inner sanctum, where they learn the mysteries of the Song Undying and become one of the Choral Adherents. This anointing means they have been chosen to be corrupted by the Thrice-Cursed Heart and slowly turned into undead under Salamondre’s control.
Now, the Heart amplifies and feeds Salamondre’s fear of death by slowly changing those near it into undead with some memories of their former lives—corrupted and lesser versions of Salamondre’s new undead form.
Hollow One: The hollow ones are the dead that Salamondre has begun to bring back with the Heart’s help, but their bodies are not yet complete. He has given them their lungs, tongues, and vocal cords so they may participate in the choir, but they have little else. Each is covered in a shell of skin that gives a human appearance, which is easily torn away to reveal the undead creature beneath it.
Undead Cultist, Obedient Undead Servant, Devoted Undead Servant, Adherent, Undead Minion: ?
Darakhul: ?
Ghast: ?
Ghoul: ?
Skeleton: ?
Zombie: ?
Birthed By Art. A virtuoso lich is created when an artist powerful in both its artistic and magical expression dies with art left undone. Such artists often die before completing or creating a masterpiece and the torment of the art left undone couples with the artist’s powerful magical talents, turning the artist into a virtuoso lich. A virtuoso lich is bound to an object of art, such as a favorite musical instrument, painting, dance slippers, quill, or some other object of artistic expression that was significant to the lich in life. This piece of art is the lich’s phylactery.
Virtuoso Lich, Artist: ?
Virtuoso Lich, Beautiful Singer: ?
Salamondre Vacarro, Virtuoso Lich, Undying Menace: I once traveled with Salamondre Vacarro, the famous dirgist. I was with him when he recovered a relic known as the Thrice-Cursed Heart. It is a jeweled egg, cunningly crafted, with hinged doors and a golden center. He has spent several years studying this object, learning to tap its powers. However, I have discovered that this relic is corrupt, and, in handling it, Salamondre has also become corrupted. This new religion of his, the Song Undying, is a lie. The dead he has supposedly returned to life, the sick he claims to have healed, are all twisted by the power of the Heart. They are not alive, but undead! Salamondre is one of them as well, but he is more powerful. Bonded to the cursed object as he is, he truly is undying.
Undead, Undead Creature: While the Heart can restore the flesh, it can’t restore the spirit and instead fills people with dark energies, raising the dead into undeath or slowly converting the living. All these undead are beholden to the Heart, and thus to Salamondre, as it has become his phylactery.
However, I have discovered that this relic is corrupt, and, in handling it, Salamondre has also become corrupted. This new religion of his, the Song Undying, is a lie. The dead he has supposedly returned to life, the sick he claims to have healed, are all twisted by the power of the Heart. They are not alive, but undead!
When Salamondre performed the funerary dirge for their fallen companions, the Heart awakened and bound itself to the bard, embracing and nurturing the conflict and fear growing within Salamondre. As it awakened, it slowly and subtly changed Salamondre’s form into the undying menace that leads the Song Undying cult. When its power changed his form, the Heart’s own form changed to become his phylactery, the housing for what remained of his corrupted soul.
These cells are used by those that have fully converted to the worship of the Song Undying. They have either been fully restored from death or fully corrupted from the living, and they are all devoted undead servants to Salamondre.
This room is used for purification ceremonies. Salamondre anoints the chosen ones who have been deemed ready to join him in the inner sanctum, where they learn the mysteries of the Song Undying and become one of the Choral Adherents. This anointing means they have been chosen to be corrupted by the Thrice-Cursed Heart and slowly turned into undead under Salamondre’s control.
Now, the Heart amplifies and feeds Salamondre’s fear of death by slowly changing those near it into undead with some memories of their former lives—corrupted and lesser versions of Salamondre’s new undead form.
Hollow One: The hollow ones are the dead that Salamondre has begun to bring back with the Heart’s help, but their bodies are not yet complete. He has given them their lungs, tongues, and vocal cords so they may participate in the choir, but they have little else. Each is covered in a shell of skin that gives a human appearance, which is easily torn away to reveal the undead creature beneath it.
Undead Cultist, Obedient Undead Servant, Devoted Undead Servant, Adherent, Undead Minion: ?
Darakhul: ?
Ghast: ?
Ghoul: ?
Skeleton: ?
Zombie: ?
Warlock Lair 48: The Garden of Shade and Shadows
Shadow Skeleton: Three days ago, the corrupted item transformed Mazar into an umbral vampire and surrounded his family manor with a twisting labyrinth of shadows. Driven insane, he killed his wife and adolescent son, transforming them into shadow skeletons.
If the PCs accept his blessing, he calls the PCs one at a time to his throne where he slays the PC with his Umbral Grasp. If he slays all the PCs in this way, he drags their bodies to the arborstone where they are reborn as shadows, dhampir, or shadow skeletons under Mazar’s control.
Wight: ?
Shroud: ?
Darakhul: ?
Ogre Zombie: ?
Darakhul Shadowmancer: ?
Zombie, Body: ?
Shadow: If the PCs accept his blessing, he calls the PCs one at a time to his throne where he slays the PC with his Umbral Grasp. If he slays all the PCs in this way, he drags their bodies to the arborstone where they are reborn as shadows, dhampir, or shadow skeletons under Mazar’s control.
If the PCs accept his blessing, he calls the PCs one at a time to his throne where he slays the PC with his Umbral Grasp. If he slays all the PCs in this way, he drags their bodies to the arborstone where they are reborn as shadows, dhampir, or shadow skeletons under Mazar’s control.
Wight: ?
Shroud: ?
Darakhul: ?
Ogre Zombie: ?
Darakhul Shadowmancer: ?
Zombie, Body: ?
Shadow: If the PCs accept his blessing, he calls the PCs one at a time to his throne where he slays the PC with his Umbral Grasp. If he slays all the PCs in this way, he drags their bodies to the arborstone where they are reborn as shadows, dhampir, or shadow skeletons under Mazar’s control.
Warlock Lair 50: Light of Memoria
Shroud: [ S]hrouds are ordinarily remnants of wicked people who died yet refuse to rest in peace. In this adventure, the shrouds are Memorian citizens who died when restless undead spirits appeared after Memoria’s leaders performed a ritual to bridge the gap between the living and the dead. When the leaders sealed the restless spirits of the undead in the Oubliette, a demiplane between the Shadow Ream and Midgard, they inadvertently sealed the spirits of the Memorian citizens as well. Many of these citizens are now shrouds, lost, confused, and not wholly aware of their fate as they endlessly wander the Oubliette.
The PCs are being followed: a shroud, born of one of the sudden deaths of the Memorians, silently trails them. Shroud, Maddened Shroud, Remnants of a Memorian: ?
Spectral Memory, Memorian Specter: Spectral memories aren’t formed by force, but rather at a convergence of memory loss combined with an inability to move on to the afterlife.
Shroud, Remnant of a Wicked Person Who Died Yet Refused to Rest in Peace: ?
Shroud, Memorian Citizen Who Died When Restless Undead Spirits Appeared: ?
Spectral Memory, Cousin to the Specter, Memory Seeker: ?
Nevena, Spectral Memory: Nearly all the surviving Memorians fell prey to the undead when the Memorians sealed themselves and the undead in the Oubliette. These felled Memorians soon joined the ranks of undead in the Oubliette. However, a few possessed amulets of memory, sacred items to this cult of Mnemosyne, which protected them from corruption. These were Stefanya, Nevena, and Ivon, former pillars of Memoria and the spirits the PCs can use to empower the light of Memoria.
While not forced into undeath, the three were nonetheless trapped souls. The Oubliette took a toll on them. The permeation of rage and grief combined with the constant replaying of their worst memories, and, over time, their identities fragmented. They became spectral memories, starved for their abandoned identities.
Nevena made it a few feet from the portal before she died, overwhelmed by shrieking specters.
Stefanya, Spectral Memory: Nearly all the surviving Memorians fell prey to the undead when the Memorians sealed themselves and the undead in the Oubliette. These felled Memorians soon joined the ranks of undead in the Oubliette. However, a few possessed amulets of memory, sacred items to this cult of Mnemosyne, which protected them from corruption. These were Stefanya, Nevena, and Ivon, former pillars of Memoria and the spirits the PCs can use to empower the light of Memoria.
While not forced into undeath, the three were nonetheless trapped souls. The Oubliette took a toll on them. The permeation of rage and grief combined with the constant replaying of their worst memories, and, over time, their identities fragmented. They became spectral memories, starved for their abandoned identities.
Ivon, Spectral Memory: Nearly all the surviving Memorians fell prey to the undead when the Memorians sealed themselves and the undead in the Oubliette. These felled Memorians soon joined the ranks of undead in the Oubliette. However, a few possessed amulets of memory, sacred items to this cult of Mnemosyne, which protected them from corruption. These were Stefanya, Nevena, and Ivon, former pillars of Memoria and the spirits the PCs can use to empower the light of Memoria.
While not forced into undeath, the three were nonetheless trapped souls. The Oubliette took a toll on them. The permeation of rage and grief combined with the constant replaying of their worst memories, and, over time, their identities fragmented. They became spectral memories, starved for their abandoned identities.
Turning, a hulking wraith looms before you with a deep, inhuman laugh within its formless darkness. Fire bursts on the creature’s side, and you see Ivon stagger away from a pack of shadows. He is withered and drained; the wraith turns to him in rage, but Ivon looks to you. “We can’t hold them,” he rasps, and then he is lost beneath a sea of shadows.
Twisted Specter: ?
Twisted Wraith: ?
Twisted Shadow: ?
Undead: ?
The Forgotten, Wraith, Powerful Wraith: ?
The Forgotten, Specter: ?
Shadow: The shroud instantly becomes a shadow after it deals a total of 12 damage.
If a non-evil humanoid dies from [a shroud's life drain] attack, a new shadow rises from the corpse 1d4 hours later.
Hulking Wraith: ?
Malevolent Undead: ?
Restless Undead Spirit: ?
Shade: ?
Shrieking Specter: ?
The PCs are being followed: a shroud, born of one of the sudden deaths of the Memorians, silently trails them. Shroud, Maddened Shroud, Remnants of a Memorian: ?
Spectral Memory, Memorian Specter: Spectral memories aren’t formed by force, but rather at a convergence of memory loss combined with an inability to move on to the afterlife.
Shroud, Remnant of a Wicked Person Who Died Yet Refused to Rest in Peace: ?
Shroud, Memorian Citizen Who Died When Restless Undead Spirits Appeared: ?
Spectral Memory, Cousin to the Specter, Memory Seeker: ?
Nevena, Spectral Memory: Nearly all the surviving Memorians fell prey to the undead when the Memorians sealed themselves and the undead in the Oubliette. These felled Memorians soon joined the ranks of undead in the Oubliette. However, a few possessed amulets of memory, sacred items to this cult of Mnemosyne, which protected them from corruption. These were Stefanya, Nevena, and Ivon, former pillars of Memoria and the spirits the PCs can use to empower the light of Memoria.
While not forced into undeath, the three were nonetheless trapped souls. The Oubliette took a toll on them. The permeation of rage and grief combined with the constant replaying of their worst memories, and, over time, their identities fragmented. They became spectral memories, starved for their abandoned identities.
Nevena made it a few feet from the portal before she died, overwhelmed by shrieking specters.
Stefanya, Spectral Memory: Nearly all the surviving Memorians fell prey to the undead when the Memorians sealed themselves and the undead in the Oubliette. These felled Memorians soon joined the ranks of undead in the Oubliette. However, a few possessed amulets of memory, sacred items to this cult of Mnemosyne, which protected them from corruption. These were Stefanya, Nevena, and Ivon, former pillars of Memoria and the spirits the PCs can use to empower the light of Memoria.
While not forced into undeath, the three were nonetheless trapped souls. The Oubliette took a toll on them. The permeation of rage and grief combined with the constant replaying of their worst memories, and, over time, their identities fragmented. They became spectral memories, starved for their abandoned identities.
Ivon, Spectral Memory: Nearly all the surviving Memorians fell prey to the undead when the Memorians sealed themselves and the undead in the Oubliette. These felled Memorians soon joined the ranks of undead in the Oubliette. However, a few possessed amulets of memory, sacred items to this cult of Mnemosyne, which protected them from corruption. These were Stefanya, Nevena, and Ivon, former pillars of Memoria and the spirits the PCs can use to empower the light of Memoria.
While not forced into undeath, the three were nonetheless trapped souls. The Oubliette took a toll on them. The permeation of rage and grief combined with the constant replaying of their worst memories, and, over time, their identities fragmented. They became spectral memories, starved for their abandoned identities.
Turning, a hulking wraith looms before you with a deep, inhuman laugh within its formless darkness. Fire bursts on the creature’s side, and you see Ivon stagger away from a pack of shadows. He is withered and drained; the wraith turns to him in rage, but Ivon looks to you. “We can’t hold them,” he rasps, and then he is lost beneath a sea of shadows.
Twisted Specter: ?
Twisted Wraith: ?
Twisted Shadow: ?
Undead: ?
The Forgotten, Wraith, Powerful Wraith: ?
The Forgotten, Specter: ?
Shadow: The shroud instantly becomes a shadow after it deals a total of 12 damage.
If a non-evil humanoid dies from [a shroud's life drain] attack, a new shadow rises from the corpse 1d4 hours later.
Hulking Wraith: ?
Malevolent Undead: ?
Restless Undead Spirit: ?
Shade: ?
Shrieking Specter: ?
Warlock Lair 51: Casting the Longest Shadow
Darkness Ghoul: Found in Courts of the Shadow Fey, these ghouls are infused with the essence of the Shadow Realm.
Andovarr, Darkness Ghoul, Ghoulish Raider: ?
Undead: ?
Ghoul, Creature With Long Claws Sharp Teeth and Pitch-Black Eyes, Ravenous Ghoul, Ghoulish Raider: ?
Lesser Ghoul: ?
Shadow: ?
Warhorse Skeleton, Skeletal Horse: ?
Andovarr, Darkness Ghoul, Ghoulish Raider: ?
Undead: ?
Ghoul, Creature With Long Claws Sharp Teeth and Pitch-Black Eyes, Ravenous Ghoul, Ghoulish Raider: ?
Lesser Ghoul: ?
Shadow: ?
Warhorse Skeleton, Skeletal Horse: ?
Warlock Lair 52: The White Worg Accord
Vaettir: ?
Will-o'-Wisp: ?
Will-o'-Wisp: ?
Warlock Lair 54: Legend of Beacon Rock
Skeleton: ?
Warlock Lair 56: The Glowing Ossuary Part 1
Skeletal Sentry: ?
Tormented Soul: ?
Skeletal Sentry, Skeletal Remains, Skeleton: ?
Naz'Vaza Nosmadi the Soulless, Death Knight, Profane Underdeveloped Death Knight: However, this maliciousness would be his undoing. A revolt was led against him the following day, and he was stoned to death by his own workers. However, he had become an adept necromancer in the latter years of his life and planned ahead to make the most of his inevitable demise, so in death, he was only brought more power.
His return to un-life was swift, and his wrath even more so.
Skeleton, Skeletal Laborer: ?
Bloody Hybrid of Bone and Repurposed Flesh: Naz'Vaza has combined his knowledge of necromancy and his dabbling in blood magic in an attempt to fuse together new bloody hybrids of bone and repurposed flesh.
Undead: ?
Vampire: ?
Skeleton: ?
Ghoul, Wise Ghoul: ?
Skeletal Undead Doppelganger: If they gaze into these mirrors [in the Hall of Harrowing Reflections], they see rotting, undead versions of themselves bathed in a putrid green glow, staring back with empty eyes. Any character that looks into a mirror, even if only for a second, will spawn a doppelganger of themselves into existence.
Skeletal Undead Doppelganger, Rotting Undead Version, Undead Self: ?
Tormented Soul: ?
Skeletal Sentry, Skeletal Remains, Skeleton: ?
Naz'Vaza Nosmadi the Soulless, Death Knight, Profane Underdeveloped Death Knight: However, this maliciousness would be his undoing. A revolt was led against him the following day, and he was stoned to death by his own workers. However, he had become an adept necromancer in the latter years of his life and planned ahead to make the most of his inevitable demise, so in death, he was only brought more power.
His return to un-life was swift, and his wrath even more so.
Skeleton, Skeletal Laborer: ?
Bloody Hybrid of Bone and Repurposed Flesh: Naz'Vaza has combined his knowledge of necromancy and his dabbling in blood magic in an attempt to fuse together new bloody hybrids of bone and repurposed flesh.
Undead: ?
Vampire: ?
Skeleton: ?
Ghoul, Wise Ghoul: ?
Skeletal Undead Doppelganger: If they gaze into these mirrors [in the Hall of Harrowing Reflections], they see rotting, undead versions of themselves bathed in a putrid green glow, staring back with empty eyes. Any character that looks into a mirror, even if only for a second, will spawn a doppelganger of themselves into existence.
Skeletal Undead Doppelganger, Rotting Undead Version, Undead Self: ?
Warlock Lair 57: Heart of the Damned (Glowing Ossuary Pt. 2)
Bone Legion: ?
Naz'Vaza, Skeletal Figure With a Horrific Upside-Down Visage: ?
Skeletal Sentry: ?
Tormented Soul: ?
Bone Legion, Floating Sphere of Quivering Bones, Massive Orb of Skeletal Remains: ?
Skeletal Sentry Flesh Puddle Hybrid: ?
Skeletal Sentry Flesh Puddle Hybrid, New Creation, Skeleton, Skeletal Sentry: ?
Skeleton: ?
Spirit of a Dwarf: ?
Skeletal Minion: ?
Hemlig, Vampire, Undying Dwarf, Dwarf With a Haggard Gray Beard, Dwarf Blacksmith: ?
Lady Galena, Dwarven Vampire Heiress: ?
Skeleton, Angry Dwarf Skeleton: ?
Undead: ?
Emperor Nicoforus, Lord Nicoforus: ?
Naz'Vaza, Skeletal Figure With a Horrific Upside-Down Visage: ?
Skeletal Sentry: ?
Tormented Soul: ?
Bone Legion, Floating Sphere of Quivering Bones, Massive Orb of Skeletal Remains: ?
Skeletal Sentry Flesh Puddle Hybrid: ?
Skeletal Sentry Flesh Puddle Hybrid, New Creation, Skeleton, Skeletal Sentry: ?
Skeleton: ?
Spirit of a Dwarf: ?
Skeletal Minion: ?
Hemlig, Vampire, Undying Dwarf, Dwarf With a Haggard Gray Beard, Dwarf Blacksmith: ?
Lady Galena, Dwarven Vampire Heiress: ?
Skeleton, Angry Dwarf Skeleton: ?
Undead: ?
Emperor Nicoforus, Lord Nicoforus: ?
Warlock Lair 58: Moonlight Sonata
Skeleton: ?
Weapons of Legacy
Undead, Undead Creature: ?
Mummy Lord, Powerful Undead Creature: ?
Vampire, Powerful Undead Creature: ?
Lich, Powerful Undead Creature: ?
Mummy Lord, Powerful Undead Creature: ?
Vampire, Powerful Undead Creature: ?
Lich, Powerful Undead Creature: ?
Weekly Beasties: Blood Pudding
Blood Pudding: When a Blood Pudding is struck by a Critical Hit, it may burst into several pieces which form 1d4 Blood Puddings. The original Blood Puddings’ remaining Hit Points following the attack are to be divided equally between the new Blood Puddings (or unequally, at the GM’s discretion).
Necromancers can bring just about anything back from the dead, often with terrifying results. Blood is no different. When the dark magics are applied to vital fluids without a host, it’s possible to create a Blood Pudding.
Blood Pudding, Semi-Sentient Ooze of Crimson: ?
Necromancers can bring just about anything back from the dead, often with terrifying results. Blood is no different. When the dark magics are applied to vital fluids without a host, it’s possible to create a Blood Pudding.
Blood Pudding, Semi-Sentient Ooze of Crimson: ?
Weekly Beasties: Cursed Allip
Cursed Allip: What happens to those poor creatures who neglect the gods or their alignments? If they are unlucky enough to die without recommitting themselves to a fixed path they may find themselves on a razor's edge – neither Good or Evil, but too passionate to dwell in purgatorial realms. This delicate state can shred the psyche of indecisive souls, leaving behind mad shades which are almost impossible to reason with.
Cursed Allip, Mad Shade: ?
Cursed Allip, Nuisance: ?
Cursed Allip, Fatal Hazard: ?
Cursed Allip, Mad Shade: ?
Cursed Allip, Nuisance: ?
Cursed Allip, Fatal Hazard: ?
Weekly Beasties: Dark Bodok
Dark Bodak: Upon death [from a dark bodak's slow death gaze], the target’s body will rise again as a bodak after 1d12 rounds.
Unlike skeletons and zombies, which are remnants of necrotic magic, bodaks are created by a direct intrusion of Chaotic Evil into the material world.
Their greatest power is an ability to inflict their undead condition on other humanoids with a single glance, dooming that creature to a slow death.
Skeleton: Unlike skeletons and zombies, which are remnants of necrotic magic, bodaks are created by a direct intrusion of Chaotic Evil into the material world.
Zombie: Unlike skeletons and zombies, which are remnants of necrotic magic, bodaks are created by a direct intrusion of Chaotic Evil into the material world.
Unlike skeletons and zombies, which are remnants of necrotic magic, bodaks are created by a direct intrusion of Chaotic Evil into the material world.
Their greatest power is an ability to inflict their undead condition on other humanoids with a single glance, dooming that creature to a slow death.
Skeleton: Unlike skeletons and zombies, which are remnants of necrotic magic, bodaks are created by a direct intrusion of Chaotic Evil into the material world.
Zombie: Unlike skeletons and zombies, which are remnants of necrotic magic, bodaks are created by a direct intrusion of Chaotic Evil into the material world.
Weekly Beasties: Gloom
Gloom: ?
Gloom, Undead Spirit of the Most Lethal Variety: ?
Gloom, Undead Spirit of the Most Lethal Variety: ?
Weekly Beasties: Jawless
Zombie Jawless: A gruesome guard often employed by necromancers to protect their lairs, the Jawless is a zombie that’s had its mouth removed.
Zombie Jawless, Gruesome Guard: ?
Zombie Jawless, Gruesome Guard: ?
Weekly Beasties: Silent Stalker
Silent Stalker: Favored by wizards and sorcerers as a sentry, the only way to permanently defeat a Silent Stalker is to find and destroy the totem item made during its creation.
Silent Stalker, Raised Corpse Augmented With Powerful Necromantic Magics, Most Feared of the Undead: ?
Silent Stalker, Sentry: ?
Silent Stalker, Raised Corpse Augmented With Powerful Necromantic Magics, Most Feared of the Undead: ?
Silent Stalker, Sentry: ?
Weekly Beasties: The Clinging Shade
Clinging Shade Ghost: Sometimes, when a person has their life unjustly taken from them, their spirit refuses to pass on to their next plane of existence and they become a Clinging Shade.
The happy bride killed on her wedding day. The soldier who dies after the war is won. The long-waiting mother who succumbs in the childbirth bed. These are the soil from which the Clinging Shade springs. Whenever players brush against an ironic tragedy, they should be wary. There’s always a chance that the victim will linger to haunt them and bring about their own terrible demise.
The happy bride killed on her wedding day. The soldier who dies after the war is won. The long-waiting mother who succumbs in the childbirth bed. These are the soil from which the Clinging Shade springs. Whenever players brush against an ironic tragedy, they should be wary. There’s always a chance that the victim will linger to haunt them and bring about their own terrible demise.
Weekly Beasties: Unholy Bull
Unholy Bull: In a last-ditch effort to save their businesses, some arenas hired necromancers to reanimate and empower bull corpses.
Zomb the Unholy, Unholy Bull: ?
Zombie: ?
Zomb the Unholy, Unholy Bull: ?
Zombie: ?
Weekly Beasties: Waste Slime
Waste Slime: Excrement and waste aren’t just disgusting, they’re also a vessel of death. While most tend to forget it, feces is just the end product of people and animals eating things that were once alive. And when a necromancer forgets? The results can be unexpected and dire. Born from the residue of powerful necromantic spells, the Waste Slime is an undead pile of filth driven to kill by a hunger that it can’t understand and [can] never satisfy.
Waste slimes arise from horrid sewers, latrines, and befouled wells. While less common, waste slimes can also arise from stagnant bogs, marshes, or ponds.
Waste Slime, Undead Pile of Filth: ?
Waste slimes arise from horrid sewers, latrines, and befouled wells. While less common, waste slimes can also arise from stagnant bogs, marshes, or ponds.
Waste Slime, Undead Pile of Filth: ?
Where the Machines Wait
Undead: ?
Where There's a Will (5e)
Captain Tyric Selflit, The Spectre of the Sea: Captain Selflit is some sort of undead, who won't rest until his original unjust death at the hands of authorities who wrongly accused him of piracy is avenged.
Undead: ?
Foul Drowned Cleric: ?
Undead: ?
Foul Drowned Cleric: ?
Where to Get a Bite
Vampire: ?
Undead: ?
Non-Living Creature: ?
Vampire Spawn: ?
Ghoul: ?
Zombie: ?
Undead: ?
Non-Living Creature: ?
Vampire Spawn: ?
Ghoul: ?
Zombie: ?
Whisper House
Undigested Swarm: Animated by Nalakai Labauve, the undigested swarm was placed here to serve as a guardian for the magical cauldron kept in the hall.
Undigested Swarm, Foul Ooze-Like Undead Horror That Resembles a Jumble of Melted Bones Floating Amid an Oozing Brown and Yellow Slurry That Reeks of Rotten Meat: ?
Lucretta Haraksos, Cruel Hateful Spectre: Nalakai’s last “wife” was a nobleman’s daughter named Lucretta Haraksos. Though Lucretta entered Labauve Manor a quiet, kind, and well-mannered young lady, her years living with Nalakai and his unwholesome progeny took their toll. By the time she gave birth to she and Nalakai’s first child, and despite months of prolonged physical and emotional abuse, Lucretta had developed a strong emotional tie to Nalakai—a form of capture bonding. This bond strengthened even more with time, until Lucretta believed she was truly in love with Nalakai. Within a few years, she quietly murdered the few remaining “wives” Nalakai kept at the manor and solidified her position as the lady of the manor. She bore three more children for her inhuman husband and spent many years rearing them and tending to Nalakai’s other offspring. Shortly after the birth of her fourth child, Nalakai abducted another young woman and brought her to the manor. Overwhelmed with feelings of anger and betrayal, Lucretta murdered the girl by tossing her into the pit in area B4 and then hung herself in this bedroom. A year later, on the eve of her suicide, Lucretta’s troubled spirit manifested as a cruel and hateful spectre.
Undead Creature: ?
Traditional Spectre, Standard Spectre: ?
Undigested Swarm, Foul Ooze-Like Undead Horror That Resembles a Jumble of Melted Bones Floating Amid an Oozing Brown and Yellow Slurry That Reeks of Rotten Meat: ?
Lucretta Haraksos, Cruel Hateful Spectre: Nalakai’s last “wife” was a nobleman’s daughter named Lucretta Haraksos. Though Lucretta entered Labauve Manor a quiet, kind, and well-mannered young lady, her years living with Nalakai and his unwholesome progeny took their toll. By the time she gave birth to she and Nalakai’s first child, and despite months of prolonged physical and emotional abuse, Lucretta had developed a strong emotional tie to Nalakai—a form of capture bonding. This bond strengthened even more with time, until Lucretta believed she was truly in love with Nalakai. Within a few years, she quietly murdered the few remaining “wives” Nalakai kept at the manor and solidified her position as the lady of the manor. She bore three more children for her inhuman husband and spent many years rearing them and tending to Nalakai’s other offspring. Shortly after the birth of her fourth child, Nalakai abducted another young woman and brought her to the manor. Overwhelmed with feelings of anger and betrayal, Lucretta murdered the girl by tossing her into the pit in area B4 and then hung herself in this bedroom. A year later, on the eve of her suicide, Lucretta’s troubled spirit manifested as a cruel and hateful spectre.
Undead Creature: ?
Traditional Spectre, Standard Spectre: ?
Whisper in the Crags (5E)
Shadow: ?
Whispers in the Dark: Quickstart Rules for 5e
Undead: ?
Ghast: ?
Ghost: ?
Vampire: ?
Ghast: ?
Ghost: ?
Vampire: ?
Whispers of the Dark Daeva (5th Edition)
Sewer Worker Zombie: Three zombies, former sewer workers animated by the daeva, are hiding on either side of the hole, ready to attack any character who climbs through the opening with surprise.
Rogue Skeleton: ?
Sewer Worker Zombie, Undead Minion, Undead Servitor, Undead Servant: ?
Sewer Worker Zombie Half-Orc: ?
Rogue Skeleton: ?
Undead Minion: ?
Undead: ?
Mikulas, Shadow: ?
Shadow: If a non-evil humanoid dies from [Mikulas's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Undead Skeleton: Hidimba can turn a pile of humanoid bones or a corpse anywhere in its temple into an undead skeleton or zombie that obeys its telepathic commands.
Undead Zombie: Hidimba can turn a pile of humanoid bones or a corpse anywhere in its temple into an undead skeleton or zombie that obeys its telepathic commands.
Rogue Skeleton: ?
Sewer Worker Zombie, Undead Minion, Undead Servitor, Undead Servant: ?
Sewer Worker Zombie Half-Orc: ?
Rogue Skeleton: ?
Undead Minion: ?
Undead: ?
Mikulas, Shadow: ?
Shadow: If a non-evil humanoid dies from [Mikulas's strength drain] attack, a new shadow rises from the corpse 1d4 hours later.
Undead Skeleton: Hidimba can turn a pile of humanoid bones or a corpse anywhere in its temple into an undead skeleton or zombie that obeys its telepathic commands.
Undead Zombie: Hidimba can turn a pile of humanoid bones or a corpse anywhere in its temple into an undead skeleton or zombie that obeys its telepathic commands.
Witches of Frostwyck
Severed Hand: ?
Sofya, Rusalka, Beautiful Woman With Snaking Green Hair, Servant, River Demon, Beautiful Young Woman With Burning Green Eyes: ?
Will-o-Wisp, Hovering Orb of Green Eldritch Light, Green Orb of Light: ?
Skeleton: If you stop the smoke [in the Fallen Tower], the bones on the floor clatter together to form 2d6 Skeletons and attack!
Lady Anfisa, Mummy, Desiccated Corpse: ?
Hound Mummy, Mummified Hound, Desiccated Wolfhound With Empty Eyesockets and Exposed Fangs: ?
Mycotic Zombie: When a creature starts their turn within 5 ft. of the zombie, they take 3 (1d6) poison damage. Roll 1d6: On a 1, the target is infected. They will become a mycotic zombie in 1 week.
Nikita the Marvelous, Flameskull, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Dead Witch-Lord: ?
Volatile Corpse: ?
Boris, Vodnik, Man-Shaped Mass With Bloated Blood-Red Limbs of Mud and Strangling Grasses, Pond Demon, Servant: Twenty years ago, he was cursed by Dama Zhadna to become the foul vodnik in the pond because he said he didn’t believe she existed.
Severed Hand, Human Hand Desiccated Rotting: ?
Skeleton, Animated Arrangement of Blood-Stained Bones Rimed in Filthy Ice: ?
Skeleton, Icy Skeleton: ?
Mycotic Zombie, Person With Orange Fungal Growths in a Haze of Spores: ?
Volatile Corpse, Bloated Gray Corpse Covered in Throbbing Pustules: ?
Undead: ?
Sveta, Ghost, Housekeeper: ?
Sofya, Rusalka, Beautiful Woman With Snaking Green Hair, Servant, River Demon, Beautiful Young Woman With Burning Green Eyes: ?
Will-o-Wisp, Hovering Orb of Green Eldritch Light, Green Orb of Light: ?
Skeleton: If you stop the smoke [in the Fallen Tower], the bones on the floor clatter together to form 2d6 Skeletons and attack!
Lady Anfisa, Mummy, Desiccated Corpse: ?
Hound Mummy, Mummified Hound, Desiccated Wolfhound With Empty Eyesockets and Exposed Fangs: ?
Mycotic Zombie: When a creature starts their turn within 5 ft. of the zombie, they take 3 (1d6) poison damage. Roll 1d6: On a 1, the target is infected. They will become a mycotic zombie in 1 week.
Nikita the Marvelous, Flameskull, Hovering Black Human Skull Wreathed in Bright Blue Flames, Servant, Dead Witch-Lord: ?
Volatile Corpse: ?
Boris, Vodnik, Man-Shaped Mass With Bloated Blood-Red Limbs of Mud and Strangling Grasses, Pond Demon, Servant: Twenty years ago, he was cursed by Dama Zhadna to become the foul vodnik in the pond because he said he didn’t believe she existed.
Severed Hand, Human Hand Desiccated Rotting: ?
Skeleton, Animated Arrangement of Blood-Stained Bones Rimed in Filthy Ice: ?
Skeleton, Icy Skeleton: ?
Mycotic Zombie, Person With Orange Fungal Growths in a Haze of Spores: ?
Volatile Corpse, Bloated Gray Corpse Covered in Throbbing Pustules: ?
Undead: ?
Sveta, Ghost, Housekeeper: ?
Wizards of the Flanaess
Undead, Undead Creature: ?
Creature That Does Not Breathe: ?
Creature Without Moisture in its Body: ?
Banshee: ?
Ghast: ?
Ghoul: ?
Animated Skeleton: ?
Skeleton, Mindless Creature: ?
Vampire: ?
Creature That Does Not Breathe: ?
Creature Without Moisture in its Body: ?
Banshee: ?
Ghast: ?
Ghoul: ?
Animated Skeleton: ?
Skeleton, Mindless Creature: ?
Vampire: ?
Wizard's Wake
Mage's Echo: When a spellcaster dies, sometimes a part of their soul lingers behind with the body rather than moving on to its final resting place.
These imprints are called mage’s echoes.
Captain Lissan Malto, Captain's Echo, Translucent Figure: The imprinted echo of Wizard Wake’s captain who was, in fact, a wizard.
Mage's Echo, Imprint: ?
Mage's Echo, Translucent Mage's Echo: ?
Ghoul: ?
Churchgrim, Hunting Hound, Supernatural Cemetery Guardian: ?
These imprints are called mage’s echoes.
Captain Lissan Malto, Captain's Echo, Translucent Figure: The imprinted echo of Wizard Wake’s captain who was, in fact, a wizard.
Mage's Echo, Imprint: ?
Mage's Echo, Translucent Mage's Echo: ?
Ghoul: ?
Churchgrim, Hunting Hound, Supernatural Cemetery Guardian: ?
Wolves of Steadwick (5e)
Experimental Werewolf Skeleton: “I raised a skeleton of the werewolf I did these same experiments on to make me feel better. At least that monster makes sense.”
Experimental Werewolf Skeleton, Risen Skeleton, Monstrous Form, Horrific Skeleton: ?
Undead: ?
Ghostly Apparition, Mute Spirit, Little Girl's Spirit: ?
Skeleton: ?
Vampire: ?
Wight, Hanging Man: ?
Zombie, Servant: ?
Experimental Werewolf Skeleton, Risen Skeleton, Monstrous Form, Horrific Skeleton: ?
Undead: ?
Ghostly Apparition, Mute Spirit, Little Girl's Spirit: ?
Skeleton: ?
Vampire: ?
Wight, Hanging Man: ?
Zombie, Servant: ?
World of Aetaltis: Gamemaster's Guide
Lesser Bound Undead: Once a month, on the night of the new moon, the cleric [of Endroren] may summon forth a non-dark spirit of their choosing that has not yet left Aetaltis for Numos and forcibly bind it to a corpse. The result is a lesser bound undead that must serve and obey the cleric until either the cleric is killed, the cleric releases it from their service, or it is destroyed.
Lesser Bound Undead, Aggressive Fighter: ?
Bound Undead: Bound undead are corpses that have had spirits forcibly reattached to them, usually by dark magic.
A life-draining monster that results from a dark spellcaster forcibly binding a spirit to a corpse.
Bound Undead, Undead With a True Spirit Forcibly Rebound to a Dead Body, Life-Draining Monster: ?
Undead, Undead Monster, Undead Creature: ?
Walking Dead: ?
Animated Undead, Common Animated Undead, Animated Corpse: ?
Ghast: Both ghouls and ghasts are a special type of undead formed by a rare dark magic effect that kills the body but doesn’t sever its connection to the spirit.
Ghast, Special Type of Undead: ?
Ghost: Ghosts, specters, and wraiths are spirits no longer tethered to their physical form, but which have not yet journeyed on to Lensae. For some reason they remain tied to Aetaltis and are unable to move on.
Ghost, Spirit: ?
Ghostly Entity: ?
Ghoul: Both ghouls and ghasts are a special type of undead formed by a rare dark magic effect that kills the body but doesn’t sever its connection to the spirit.
Ghoul, Special Type of Undead: ?
Lich: Liches are arcane spellcasters that shattered their personal essence vessel by way of a ritual, killing their body but leaving their spirit attached.
Mummy: ?
Mummy Lord: ?
Mummy, Walking Dead, Animated Undead: ?
Mummy Lord, Bound Undead: ?
Shadow: [ S]hadows are effectively dark elementals, semi-sentient spirits of darkness formed from the essence of Endroren himself.
Wraethdari Animate Shadow legendary action.
Shadow, Dark Elemental, Semi-Sentient Spirit of Darkness, Sentient Evil: ?
Shadow, Animated Shadow: ?
Skeleton, Normal Skeleton: It is possible for a bound undead to degrade to a point that it is nothing more than a skeleton.
Skeleton, Walking Dead: ?
Skeleton, Animated Undead: ?
Bound Undead Skeleton: ?
Specter: Ghosts, specters, and wraiths are spirits no longer tethered to their physical form, but which have not yet journeyed on to Lensae. For some reason they remain tied to Aetaltis and are unable to move on.
Specter, Spirit: ?
Vampire, True Vampire: ?
Wight: Wights in the World of Aetaltis setting are undead of the same general variety as ghouls and ghasts; a dark ritual or other source of corruption killed their body but left their spirit attached to it.
Will-o'-Wisp: In the world of Aetaltis, will-o’-wisps are a type of ghost. Specifically, the spirits of some fey, especially fairies, become will-o’-wisps rather than ghosts when they’re unable to move on to Lensae.
Will-o'-Wisp, Type of Ghost: ?
Wraith: Ghosts, specters, and wraiths are spirits no longer tethered to their physical form, but which have not yet journeyed on to Lensae. For some reason they remain tied to Aetaltis and are unable to move on.
Wraith, Spirit: ?
Zombie: Victims of the wight that return as zombies are animated undead.
Zombie, Walking Dead: ?
Zombie, Animated Dead: ?
Bound Undead Zombie: ?
Haunted Mill: ?
Haunting: From creaking footsteps on the stairs when no one is there, to the strange lights seen in the window of the abandoned house on moonlit nights, strange supernatural events triggered by past traumas or ghostly entities are well-known on Aetaltis. In metaphysical terms, when a powerful enough emotional tragedy occurs or a spirit is trapped on this plane, the ambient essence in a place may take on a pattern creating magical effects observable in the physical world.
Haunting, Strange Supernatural Event: ?
Haunting Chilling Aura: A jealous neighbor poisoned the mead of a good farmer that once lived in this house. The result is a relatively harmless but somewhat unnerving haunting. The haunting brings to life the cold horror felt by the farmer in the face of his own impending doom, and it fills the room with a deep, otherworldly chill. To end the haunting permanently, the murderous neighbor must be brought to justice.
Haunting Dryad's Torment: For years, a greedy woodcutter went about chopping down the largest and oldest trees in the forest that surround this tower. At last, he made the mistake of chopping down the tree that served as a home to a dryad. Furious, the dryad cursed the hunter, creating the haunting in this tower.
Haunting Spectral Noises: A miserable old man lived alone in this house for many years. He hated everyone, and in the end he died alone in his bed, unmourned, unburied, and forgotten. His ghost is trapped here now, and each night when the sun sets the strange and terrible noises begin and continue until sunrise.
Haunted House: ?
Haunted Village: ?
Animate Shadow (Costs 2 Actions) The wraethdari creates a shadow by bringing nearby shadows to life. The shadow remains in service to the wraethdari until the next sunrise, it is destroyed, or the wraethdari dismisses it. The wraethdari may have a number of active shadows equal to its Charisma modifier (minimum of 1).
Lesser Bound Undead, Aggressive Fighter: ?
Bound Undead: Bound undead are corpses that have had spirits forcibly reattached to them, usually by dark magic.
A life-draining monster that results from a dark spellcaster forcibly binding a spirit to a corpse.
Bound Undead, Undead With a True Spirit Forcibly Rebound to a Dead Body, Life-Draining Monster: ?
Undead, Undead Monster, Undead Creature: ?
Walking Dead: ?
Animated Undead, Common Animated Undead, Animated Corpse: ?
Ghast: Both ghouls and ghasts are a special type of undead formed by a rare dark magic effect that kills the body but doesn’t sever its connection to the spirit.
Ghast, Special Type of Undead: ?
Ghost: Ghosts, specters, and wraiths are spirits no longer tethered to their physical form, but which have not yet journeyed on to Lensae. For some reason they remain tied to Aetaltis and are unable to move on.
Ghost, Spirit: ?
Ghostly Entity: ?
Ghoul: Both ghouls and ghasts are a special type of undead formed by a rare dark magic effect that kills the body but doesn’t sever its connection to the spirit.
Ghoul, Special Type of Undead: ?
Lich: Liches are arcane spellcasters that shattered their personal essence vessel by way of a ritual, killing their body but leaving their spirit attached.
Mummy: ?
Mummy Lord: ?
Mummy, Walking Dead, Animated Undead: ?
Mummy Lord, Bound Undead: ?
Shadow: [ S]hadows are effectively dark elementals, semi-sentient spirits of darkness formed from the essence of Endroren himself.
Wraethdari Animate Shadow legendary action.
Shadow, Dark Elemental, Semi-Sentient Spirit of Darkness, Sentient Evil: ?
Shadow, Animated Shadow: ?
Skeleton, Normal Skeleton: It is possible for a bound undead to degrade to a point that it is nothing more than a skeleton.
Skeleton, Walking Dead: ?
Skeleton, Animated Undead: ?
Bound Undead Skeleton: ?
Specter: Ghosts, specters, and wraiths are spirits no longer tethered to their physical form, but which have not yet journeyed on to Lensae. For some reason they remain tied to Aetaltis and are unable to move on.
Specter, Spirit: ?
Vampire, True Vampire: ?
Wight: Wights in the World of Aetaltis setting are undead of the same general variety as ghouls and ghasts; a dark ritual or other source of corruption killed their body but left their spirit attached to it.
Will-o'-Wisp: In the world of Aetaltis, will-o’-wisps are a type of ghost. Specifically, the spirits of some fey, especially fairies, become will-o’-wisps rather than ghosts when they’re unable to move on to Lensae.
Will-o'-Wisp, Type of Ghost: ?
Wraith: Ghosts, specters, and wraiths are spirits no longer tethered to their physical form, but which have not yet journeyed on to Lensae. For some reason they remain tied to Aetaltis and are unable to move on.
Wraith, Spirit: ?
Zombie: Victims of the wight that return as zombies are animated undead.
Zombie, Walking Dead: ?
Zombie, Animated Dead: ?
Bound Undead Zombie: ?
Haunted Mill: ?
Haunting: From creaking footsteps on the stairs when no one is there, to the strange lights seen in the window of the abandoned house on moonlit nights, strange supernatural events triggered by past traumas or ghostly entities are well-known on Aetaltis. In metaphysical terms, when a powerful enough emotional tragedy occurs or a spirit is trapped on this plane, the ambient essence in a place may take on a pattern creating magical effects observable in the physical world.
Haunting, Strange Supernatural Event: ?
Haunting Chilling Aura: A jealous neighbor poisoned the mead of a good farmer that once lived in this house. The result is a relatively harmless but somewhat unnerving haunting. The haunting brings to life the cold horror felt by the farmer in the face of his own impending doom, and it fills the room with a deep, otherworldly chill. To end the haunting permanently, the murderous neighbor must be brought to justice.
Haunting Dryad's Torment: For years, a greedy woodcutter went about chopping down the largest and oldest trees in the forest that surround this tower. At last, he made the mistake of chopping down the tree that served as a home to a dryad. Furious, the dryad cursed the hunter, creating the haunting in this tower.
Haunting Spectral Noises: A miserable old man lived alone in this house for many years. He hated everyone, and in the end he died alone in his bed, unmourned, unburied, and forgotten. His ghost is trapped here now, and each night when the sun sets the strange and terrible noises begin and continue until sunrise.
Haunted House: ?
Haunted Village: ?
Animate Shadow (Costs 2 Actions) The wraethdari creates a shadow by bringing nearby shadows to life. The shadow remains in service to the wraethdari until the next sunrise, it is destroyed, or the wraethdari dismisses it. The wraethdari may have a number of active shadows equal to its Charisma modifier (minimum of 1).
World of Aetaltis: Player's Guide
Undead: ?
Bound Undead: ?
Animated Undead: ?
Ghost: ?
Ghost, Magically Animated Being: ?
Ghoul: ?
Lich: ?
Mummy Lord: ?
Skeleton: ?
Animated Skeleton: ?
Vampire: ?
Zombie: ?
Bound Undead: ?
Animated Undead: ?
Ghost: ?
Ghost, Magically Animated Being: ?
Ghoul: ?
Lich: ?
Mummy Lord: ?
Skeleton: ?
Animated Skeleton: ?
Vampire: ?
Zombie: ?
World of Farland Campaign Setting
Afej the Black, Afej the Dark, Jaef of Kale, Lich, Living Undead Wizard, Fell Lich, Dark Warlord, Dark Baron, Mysterious Force, Evil Lich, Lich Lord, Skeletal Figure: Jaef had become a powerful mage over the years and his greatest fear was death. Therefore, as he grew in age, he called on evil magics and rituals to grant himself immortality as a lich, a living undead wizard.
Lalsthor Longcloak, Powerful Wraith, Leader: ?
Undead, The Dead, Living Dead: Most villages have long taken precautions upon the death of a citizen designed to ensure that the person does not rise again after death. These superstitions and religious rituals are more or less effective (some more than others), and most villages do not have problems with undead, but sometimes evil spirits from the Cold East do manage to infest the corpses of villagers, causing them to walk again.
Great Undead: ?
Roving Undead: ?
Undead Warrior: ?
Undead Commander: ?
Undead Minion: ?
Undead Spirit: ?
Undead Resident: ?
Evil Wandering Spirit: ?
Undead Minion, Undead Pursuer: ?
Invincible Undead Warrior: While machinating his next move, Afej also continued his experiments in the necromantic arts, researching a way to open a portal to the Penumbra in order to create an army of invincible undead warriors.
Ghost: ?
Vengeful Ghost: ?
Durath, Kebito's Elk, Ghost Primordial Stag-God: ?
Lich: ?
Specter: Lalsthor Longcloak's Create Specter power.
Vampire: ?
Vampire, Most Deadly Follower, Vampire Servant, Follower, Loyal Vampire, Undead Servant: ?
Saithith, The Lord of Gluttony, Vampire, Ruthless Vampire: After years of servitude, Kiborus slew his creator and found service with The Dweller in the Vale. This dark ruler sent him to Daven to recruit the Lord of Gluttony. He slew the then-king of Daven, Dakor V. He later made a spawn of Saithith.
Vampire Spawn: Daven was ruled for more than four hundred years by the Lord of Gluttony, a vampire named Saithith. During his rule, he spawned hundreds of undead.
Trusted Vampire General: ?
Mindless Vampire Spawn: ?
Lord Kiborus Fabius, The Cold Master, Vampire, Very Powerful Vampire, Eminent Vampire, Average-Looking Bald Bearded Man: c. 7260 Galen Stireck creates the vampire known as Kiborus.
Kiborus Fabius of Farland became a vampire in the year 7260 F.R. He was a warrior-priest in Far City in Farland, but he secretly harbored dark desires in his heart. The Walker knew this and decided to test him: he sent a spirit to possess him and the spirit made Kiborus commit terrible acts of murder. Although he was under the evil spirit's control, in his heart of hearts Kiborus enjoyed the deeds. Thus, he failed the test. To punish him, an ancient vampire named Crimson was sent to visit him. After years of servitude, Kiborus slew his creator and found service with The Dweller in the Vale.
Crimson, Galen Stireck, Ancient Vampire: ?
Gorm, Vampire Warrior, Vampire Mayor: ?
Orc Vampire Spawn: ?
Half-Orc Vampire Spawn: ?
Walking Dead: ?
Cursed Walking Dead: ?
Walking Corpse: ?
Create Specter. Longcloak targets a humanoid within 10 feet of him 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 Longcloak’s control. Longcloak can have no more than seven specters under his control at one time (note that he begins with one under his control).
Lalsthor Longcloak, Powerful Wraith, Leader: ?
Undead, The Dead, Living Dead: Most villages have long taken precautions upon the death of a citizen designed to ensure that the person does not rise again after death. These superstitions and religious rituals are more or less effective (some more than others), and most villages do not have problems with undead, but sometimes evil spirits from the Cold East do manage to infest the corpses of villagers, causing them to walk again.
Great Undead: ?
Roving Undead: ?
Undead Warrior: ?
Undead Commander: ?
Undead Minion: ?
Undead Spirit: ?
Undead Resident: ?
Evil Wandering Spirit: ?
Undead Minion, Undead Pursuer: ?
Invincible Undead Warrior: While machinating his next move, Afej also continued his experiments in the necromantic arts, researching a way to open a portal to the Penumbra in order to create an army of invincible undead warriors.
Ghost: ?
Vengeful Ghost: ?
Durath, Kebito's Elk, Ghost Primordial Stag-God: ?
Lich: ?
Specter: Lalsthor Longcloak's Create Specter power.
Vampire: ?
Vampire, Most Deadly Follower, Vampire Servant, Follower, Loyal Vampire, Undead Servant: ?
Saithith, The Lord of Gluttony, Vampire, Ruthless Vampire: After years of servitude, Kiborus slew his creator and found service with The Dweller in the Vale. This dark ruler sent him to Daven to recruit the Lord of Gluttony. He slew the then-king of Daven, Dakor V. He later made a spawn of Saithith.
Vampire Spawn: Daven was ruled for more than four hundred years by the Lord of Gluttony, a vampire named Saithith. During his rule, he spawned hundreds of undead.
Trusted Vampire General: ?
Mindless Vampire Spawn: ?
Lord Kiborus Fabius, The Cold Master, Vampire, Very Powerful Vampire, Eminent Vampire, Average-Looking Bald Bearded Man: c. 7260 Galen Stireck creates the vampire known as Kiborus.
Kiborus Fabius of Farland became a vampire in the year 7260 F.R. He was a warrior-priest in Far City in Farland, but he secretly harbored dark desires in his heart. The Walker knew this and decided to test him: he sent a spirit to possess him and the spirit made Kiborus commit terrible acts of murder. Although he was under the evil spirit's control, in his heart of hearts Kiborus enjoyed the deeds. Thus, he failed the test. To punish him, an ancient vampire named Crimson was sent to visit him. After years of servitude, Kiborus slew his creator and found service with The Dweller in the Vale.
Crimson, Galen Stireck, Ancient Vampire: ?
Gorm, Vampire Warrior, Vampire Mayor: ?
Orc Vampire Spawn: ?
Half-Orc Vampire Spawn: ?
Walking Dead: ?
Cursed Walking Dead: ?
Walking Corpse: ?
Create Specter. Longcloak targets a humanoid within 10 feet of him 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 Longcloak’s control. Longcloak can have no more than seven specters under his control at one time (note that he begins with one under his control).
World of Farland Game Master's Handbook
Burned Dead: Burned dead are created when a humanoid burns to death in an area tainted by foul magic, or when an exceptionally evil humanoid dies by fire.
It is nearly impossible to predict where burned dead will appear, although fires that immolate large swaths of cities often produce one or two of these cursed creatures.
Drowned Dead: Drowned dead are undead creatures sometimes created when pirates or other evil humanoids perish at sea. Certain areas of the ocean may harbor powerful malevolent beings or dark magic that make them unholy; drowning in such an area is almost certain to result in one becoming a drowned dead. But whether a victim of drowning will become an undead or not is unpredictable; sometimes evil sailors drown and do not become one of the undead abominations, and other times blameless mariners die in normal, open water and come back as drowned dead.
Grimmen: They have magical powers that aid them in deceit and battle, and they possess a unique ability to rise from the grave when slain.
When the grimmen is slain, in 1d4 minutes it rises again with 44 hit points. Its type changes from fiend to undead. It loses its innate spellcasting and Master of Disguise abilities, its Intelligence becomes 6, and it ceases to attack with any attacks except its lifedraining bite, detailed below. Pouring a vial of holy water on the corpse of the grimmen will stop it from rising, as will entirely destroying the corpse by methods such as burning it.
Ravenous Zombie: But the real danger is the contagion they spread, for those bitten by ravenous zombies slowly sicken and die... and then rise again to seek the flesh of the living.
If the creature dies while infected with ravenous zombie contagion, it rises in 4 (1d8) hours as a ravenous zombie.
Remnant, Memory Wraith: Remnants, or memory wraiths as they are also called, are formed when a creature dies but its traumatic memories won't let it rest.
Saithith, The Lord of Gluttony, Vampire: Saithith was a foppish pirate lord who preyed on shipping lanes in the Lonely Sea during the time of King Dakor V of Daven. While a pirate, his appetite for both food and plunder was great. When he would capture a ship, he would throw a huge feast/orgy, and literally bathe himself in wine, food, women, and plunder for days on end. Often, this display was so outrageous that it would sicken even his pirate crew. Thus, when the Dweller in the Wintervale sent the vampire Kibor to find a good candidate to be the Lord of Gluttony, Saithith was nominated.
Burned Dead, Shambling Corpse Charred Black as if From a Fire, Charred Corpse, Cursed Creature, Lethal Undead That Burns With a Touch: ?
Drowned Dead, Horrid Undead Thing, Undead Abomination, Foul Creature, Abomination, Lethal Undead That Drowns With a Touch: ?
Remnant, Shadowy Wraith-Like Figure, Shadowy Ghost, Greatly Feared Foe: ?
Undead, Undead Creature: ?
Jaef of Kale, Lich: ?
Cultulak, Vampire: The Beast slays the evil Necromancer Cutalak, but fails to retrieve the Book of Seven, as the Cult spirits it away. As punishment for his sin of bringing the Book of Seven to Núrion, Cultulak rises again as the first vampire.
Kyrren, Vampire: c. 6500 The vampire Kyrren is made. She was initially a beautiful, ebony skinned barbarian from the lands to the south of the Wintervale. She was created by an unknown vampire.
Galen Stireck, Galen Stirek, Vampire: c. 7160The vampire Galen Stirek is made in Zeland by Kyrren.
Kibor, Vampire, Very Powerful Vampire: c. 7260Galen Stireck creates the vampire known as Kibor.
Undead Minion, Vampire: ?
Vampire Spawn: A humanoid slain in this way [by Saithith's bite attack] and then buried in the ground rises the following night as a vampire spawn under Saithith's control.
Kiborus the Cold Lord, Vampire, Vampiric Mayor, Unholy Father: ?
Powerful Vampire: ?
Normal Zombie: ?
It is nearly impossible to predict where burned dead will appear, although fires that immolate large swaths of cities often produce one or two of these cursed creatures.
Drowned Dead: Drowned dead are undead creatures sometimes created when pirates or other evil humanoids perish at sea. Certain areas of the ocean may harbor powerful malevolent beings or dark magic that make them unholy; drowning in such an area is almost certain to result in one becoming a drowned dead. But whether a victim of drowning will become an undead or not is unpredictable; sometimes evil sailors drown and do not become one of the undead abominations, and other times blameless mariners die in normal, open water and come back as drowned dead.
Grimmen: They have magical powers that aid them in deceit and battle, and they possess a unique ability to rise from the grave when slain.
When the grimmen is slain, in 1d4 minutes it rises again with 44 hit points. Its type changes from fiend to undead. It loses its innate spellcasting and Master of Disguise abilities, its Intelligence becomes 6, and it ceases to attack with any attacks except its lifedraining bite, detailed below. Pouring a vial of holy water on the corpse of the grimmen will stop it from rising, as will entirely destroying the corpse by methods such as burning it.
Ravenous Zombie: But the real danger is the contagion they spread, for those bitten by ravenous zombies slowly sicken and die... and then rise again to seek the flesh of the living.
If the creature dies while infected with ravenous zombie contagion, it rises in 4 (1d8) hours as a ravenous zombie.
Remnant, Memory Wraith: Remnants, or memory wraiths as they are also called, are formed when a creature dies but its traumatic memories won't let it rest.
Saithith, The Lord of Gluttony, Vampire: Saithith was a foppish pirate lord who preyed on shipping lanes in the Lonely Sea during the time of King Dakor V of Daven. While a pirate, his appetite for both food and plunder was great. When he would capture a ship, he would throw a huge feast/orgy, and literally bathe himself in wine, food, women, and plunder for days on end. Often, this display was so outrageous that it would sicken even his pirate crew. Thus, when the Dweller in the Wintervale sent the vampire Kibor to find a good candidate to be the Lord of Gluttony, Saithith was nominated.
Burned Dead, Shambling Corpse Charred Black as if From a Fire, Charred Corpse, Cursed Creature, Lethal Undead That Burns With a Touch: ?
Drowned Dead, Horrid Undead Thing, Undead Abomination, Foul Creature, Abomination, Lethal Undead That Drowns With a Touch: ?
Remnant, Shadowy Wraith-Like Figure, Shadowy Ghost, Greatly Feared Foe: ?
Undead, Undead Creature: ?
Jaef of Kale, Lich: ?
Cultulak, Vampire: The Beast slays the evil Necromancer Cutalak, but fails to retrieve the Book of Seven, as the Cult spirits it away. As punishment for his sin of bringing the Book of Seven to Núrion, Cultulak rises again as the first vampire.
Kyrren, Vampire: c. 6500 The vampire Kyrren is made. She was initially a beautiful, ebony skinned barbarian from the lands to the south of the Wintervale. She was created by an unknown vampire.
Galen Stireck, Galen Stirek, Vampire: c. 7160The vampire Galen Stirek is made in Zeland by Kyrren.
Kibor, Vampire, Very Powerful Vampire: c. 7260Galen Stireck creates the vampire known as Kibor.
Undead Minion, Vampire: ?
Vampire Spawn: A humanoid slain in this way [by Saithith's bite attack] and then buried in the ground rises the following night as a vampire spawn under Saithith's control.
Kiborus the Cold Lord, Vampire, Vampiric Mayor, Unholy Father: ?
Powerful Vampire: ?
Normal Zombie: ?
World of Farland Players Guide
Undead, Undead Creature: ?
Undead Thing: ?
Corporeal Undead: ?
Incorporeal Undead: ?
Powerful Ancient Ghost, Ancient Spirit: ?
Lich, Afej the Black: ?
Saithith, The Lord of Gluttony, Vampire: ?
Vampire: ?
Zombie: ?
Undead Thing: ?
Corporeal Undead: ?
Incorporeal Undead: ?
Powerful Ancient Ghost, Ancient Spirit: ?
Lich, Afej the Black: ?
Saithith, The Lord of Gluttony, Vampire: ?
Vampire: ?
Zombie: ?
World of Obsidian Apocalypse (5E)
Undead: Their suffering does not end there. The meteor was a black, hellish thing, turgid with necrotic energy. The survivors witness in horror as the fragments and dust of the meteor wake the dead.
The spirits released during the Cataclysm were scared, confused, and barely sentient. An outpouring of pain and suffering, they lashed out at anything that came close and—being little more than necromantic energy—animated the dead with abandon.
The combination of planar trauma and negative energy prevented the flow of positive energy for a time, almost wholly removing the effects of healing power. Innumerable people perished from wounds that, in a mere short time before, could have been magically healed away. Those who tried to channel such powers became fonts of uncontrolled negative energy that killed them and all those nearby.
The living perished by the tens of millions, and in the dark storm of negative energy arose the same numbers. Even uncontrolled minor undead hold an inborn hatred of the living, and the powerful undead now found almost nothing to resist their strength. Bodies erupted out of graveyards shorn of their blessed protections, and those slain by the Cataclysm twitched and rose to their feet, turning to prey upon the living.
The new Obsidian Veil bars all divine traffic of souls and prayer, preventing any deity from seeing or hearing a thing, and cutting them off from gaining power from their followers. The souls of the departed do not pass the Obsidian Veil into other worlds; they either dissipate into the ravaged world-aura of the planet or become infused with negative energy and return as the motivating forces for yet more undead.
Asi Magnor, Mummy, Undead Emperor: ?
Directionless Undead: ?
Undead Lord: ?
Calix Sabinus, Vampire: ?
More Canny Undead: ?
Calix Sabinus, Vampiric Lich, Uncontested Ruler: In a passionate frenzy he studies lost and forbidden arts, finally transcending his vampiric form to become a lich.
Lesser Undead: ?
Undead Lord, Vassal Lord: ?
Undead Lord, Vassal Lord, Cruel Tyrant: ?
Petty Undead Lord: ?
Undead Aristocrat: ?
Undead Overseer: ?
Kalbna, Ghost Lord: ?
Angry Ghost: ?
Ghost: Those who die today hold hatred for the lords in their minds and cries of freedom on their lips. The ghosts of today are the spirits of vengeance, no allies to the undead lords or to Calix Sabinus. Even the dead themselves are turning against the powers that be.
Ghost, Spirit of Vengeance: ?
Uncontrolled Minor Undead: ?
Powerful Undead: ?
Ghoul: ?
Ghastly Master: ?
Vampire: ?
Ghast: ?
More Compliant Undead Minion: ?
Free-Willed Undead: ?
Wight: ?
Mummy: ?
The spirits released during the Cataclysm were scared, confused, and barely sentient. An outpouring of pain and suffering, they lashed out at anything that came close and—being little more than necromantic energy—animated the dead with abandon.
The combination of planar trauma and negative energy prevented the flow of positive energy for a time, almost wholly removing the effects of healing power. Innumerable people perished from wounds that, in a mere short time before, could have been magically healed away. Those who tried to channel such powers became fonts of uncontrolled negative energy that killed them and all those nearby.
The living perished by the tens of millions, and in the dark storm of negative energy arose the same numbers. Even uncontrolled minor undead hold an inborn hatred of the living, and the powerful undead now found almost nothing to resist their strength. Bodies erupted out of graveyards shorn of their blessed protections, and those slain by the Cataclysm twitched and rose to their feet, turning to prey upon the living.
The new Obsidian Veil bars all divine traffic of souls and prayer, preventing any deity from seeing or hearing a thing, and cutting them off from gaining power from their followers. The souls of the departed do not pass the Obsidian Veil into other worlds; they either dissipate into the ravaged world-aura of the planet or become infused with negative energy and return as the motivating forces for yet more undead.
Asi Magnor, Mummy, Undead Emperor: ?
Directionless Undead: ?
Undead Lord: ?
Calix Sabinus, Vampire: ?
More Canny Undead: ?
Calix Sabinus, Vampiric Lich, Uncontested Ruler: In a passionate frenzy he studies lost and forbidden arts, finally transcending his vampiric form to become a lich.
Lesser Undead: ?
Undead Lord, Vassal Lord: ?
Undead Lord, Vassal Lord, Cruel Tyrant: ?
Petty Undead Lord: ?
Undead Aristocrat: ?
Undead Overseer: ?
Kalbna, Ghost Lord: ?
Angry Ghost: ?
Ghost: Those who die today hold hatred for the lords in their minds and cries of freedom on their lips. The ghosts of today are the spirits of vengeance, no allies to the undead lords or to Calix Sabinus. Even the dead themselves are turning against the powers that be.
Ghost, Spirit of Vengeance: ?
Uncontrolled Minor Undead: ?
Powerful Undead: ?
Ghoul: ?
Ghastly Master: ?
Vampire: ?
Ghast: ?
More Compliant Undead Minion: ?
Free-Willed Undead: ?
Wight: ?
Mummy: ?
Wrath of the River King for 5th Edition
Undead: ?
Corporeal Undead: ?
Corporeal Undead: ?
X1 Wrath of the Goblinoids [5e]
Ghoul, Human: ?
X2 Payback [5e]
Ghoul: ?
Yathuna: Remnants of the Hedrons
Undead: Undying Servitude feat.
Undead Elf: ?
Intelligent Undead: ?
Undead Warrior: ?
Incorporeal Undead: ?
Animated Creature: Raise Servant spell.
Ghast: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead -ghouls, ghasts, wights and even mummies are available as fine selections.
Ghast, Intelligent Form of Undead: ?
Ghost: ?
Agizahr, Ghost: ?
Ghoul: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead -ghouls, ghasts, wights and even mummies are available as fine selections.
Ghoul, Intelligent Form of Undead: ?
Queen Amessia Ceuhove IV, Lich, Lich-Queen, Lich Queen: In the meantime, fearing death herself, she wished to become immortal. Decades of research led to her finding the perfect ritual to extend her life, becoming the first lich within Yathuna.
Although she was able to extend her life through the ritual of lichdom, it was too late for her husband.
Silnoch, Lich: ?
Lich: ?
Mummy: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead -ghouls, ghasts, wights and even mummies are available as fine selections.
Mummy, Intelligent Form of Undead: ?
Wandering Mummy: ?
Skeleton: ?
Vampire: ?
Wight: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead -ghouls, ghasts, wights and even mummies are available as fine selections.
Mummy, Intelligent Form of Undead: ?
Will-o'-Wisp: These worries are bypassed as the people of Ozryn utilize the spirits of their ancestors who become lost within the bogs of the Kerisi Tropics, who now inh[a]bit the form of will-o’-wisps.
Zombie: When a non-drow dies, their body is considered forf[e]it to the family, and is raised as a non-intelligent undead.
Curse of Undeath spell.
Zombie, Non-Intelligent Undead, Unintelligent Undead: ?
Banshee: ?
Bone Naga: ?
Crawling Claw: ?
Death Knight: ?
Curse of Undeath
6th-level necromancy (curse)
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a vial of the target’s blood,which is consumed)
Duration: Instantaneous
Classes: Warlock
You place a curse of undeath on one creature within range. When the creature drops to 0 hit points within the next minute, it must make a Constitution saving throw. On a failure, your spell imbues the target with a foul mimicry of life, raising it as a zombie under your control.
You can use a bonus action on each of your turns to mentally command the zombie, having it move and use an action. If no action is given, it acts on its own accord directly after your own turn.
If the zombie would receive hit points while in this undead state, the spell ends.
Raise Servant
1st-level necromany (curse)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a ceramic urn worth at least 10gp, filled with the ashes of the target. The ashes are consumed)
Duration: 1 hour
Classes: Sorcerer, Warlock, Wizard
You attempt to bring undeath towards animals that you are familiar with by wielding the dark arts of necromancy.
You can cast this spell only at night. When you cast this spell, you must have the ashes of a Small size or smaller Beast creature, which has a CR of 1/8 or lower. The ashes coalesce into the form that the creature had inlife under your control, and becomes an Undead creature instead of a Beast.
As a bonus action on each of your turns, you can mentally command the animated creature from this spell if it is within 120 feet of you. You decide the action that it will take and where it will move this turn, or a general command. If no command is given, it stands still.
If an order is given that takes longer than an action to complete but less than an hour, it will attempt to do so at the best of its ability.
The creature is under your control for1 hour or until it reaches 0 hit points before it falls into a pile of ash.
At higher levels: When you cast this spell using a spell slot of 2nd or 3rd level, the duration that the creature lasts becomes 8 hours. When you use a spell slot of 4th or 5th level, the duration that the creature lasts becomes 24hours. When you use a spell slot of 6th level or higher, the duration that the creature lasts becomes a tenday.
Undying Servitude
Prerequisite: Undying Patron warlock
Death has no sway over you or your patron. You gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
As a bonus action, you can bind necrotic magic to the corpse of a Medium humanoid you can see within 30 feet. The creature is Undead for 1 minute with1 hit point, uses your AC, has a walking speed of 30 feet, and can make a melee attack against a creature within 5 feet. It uses your spellcasting ability for the attack roll and deals 1d6 necrotic damage. You can use a bonus action, including the turn to create the undead, To move it up to its speed and make one melee attack. Once you use this feature, you cannot again until you finish a short or long rest.
Undead Elf: ?
Intelligent Undead: ?
Undead Warrior: ?
Incorporeal Undead: ?
Animated Creature: Raise Servant spell.
Ghast: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead -ghouls, ghasts, wights and even mummies are available as fine selections.
Ghast, Intelligent Form of Undead: ?
Ghost: ?
Agizahr, Ghost: ?
Ghoul: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead -ghouls, ghasts, wights and even mummies are available as fine selections.
Ghoul, Intelligent Form of Undead: ?
Queen Amessia Ceuhove IV, Lich, Lich-Queen, Lich Queen: In the meantime, fearing death herself, she wished to become immortal. Decades of research led to her finding the perfect ritual to extend her life, becoming the first lich within Yathuna.
Although she was able to extend her life through the ritual of lichdom, it was too late for her husband.
Silnoch, Lich: ?
Lich: ?
Mummy: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead -ghouls, ghasts, wights and even mummies are available as fine selections.
Mummy, Intelligent Form of Undead: ?
Wandering Mummy: ?
Skeleton: ?
Vampire: ?
Wight: A drow that passes away within the Ceuhovian Province is raised as an intelligent form of undead -ghouls, ghasts, wights and even mummies are available as fine selections.
Mummy, Intelligent Form of Undead: ?
Will-o'-Wisp: These worries are bypassed as the people of Ozryn utilize the spirits of their ancestors who become lost within the bogs of the Kerisi Tropics, who now inh[a]bit the form of will-o’-wisps.
Zombie: When a non-drow dies, their body is considered forf[e]it to the family, and is raised as a non-intelligent undead.
Curse of Undeath spell.
Zombie, Non-Intelligent Undead, Unintelligent Undead: ?
Banshee: ?
Bone Naga: ?
Crawling Claw: ?
Death Knight: ?
Curse of Undeath
6th-level necromancy (curse)
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a vial of the target’s blood,which is consumed)
Duration: Instantaneous
Classes: Warlock
You place a curse of undeath on one creature within range. When the creature drops to 0 hit points within the next minute, it must make a Constitution saving throw. On a failure, your spell imbues the target with a foul mimicry of life, raising it as a zombie under your control.
You can use a bonus action on each of your turns to mentally command the zombie, having it move and use an action. If no action is given, it acts on its own accord directly after your own turn.
If the zombie would receive hit points while in this undead state, the spell ends.
Raise Servant
1st-level necromany (curse)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a ceramic urn worth at least 10gp, filled with the ashes of the target. The ashes are consumed)
Duration: 1 hour
Classes: Sorcerer, Warlock, Wizard
You attempt to bring undeath towards animals that you are familiar with by wielding the dark arts of necromancy.
You can cast this spell only at night. When you cast this spell, you must have the ashes of a Small size or smaller Beast creature, which has a CR of 1/8 or lower. The ashes coalesce into the form that the creature had inlife under your control, and becomes an Undead creature instead of a Beast.
As a bonus action on each of your turns, you can mentally command the animated creature from this spell if it is within 120 feet of you. You decide the action that it will take and where it will move this turn, or a general command. If no command is given, it stands still.
If an order is given that takes longer than an action to complete but less than an hour, it will attempt to do so at the best of its ability.
The creature is under your control for1 hour or until it reaches 0 hit points before it falls into a pile of ash.
At higher levels: When you cast this spell using a spell slot of 2nd or 3rd level, the duration that the creature lasts becomes 8 hours. When you use a spell slot of 4th or 5th level, the duration that the creature lasts becomes 24hours. When you use a spell slot of 6th level or higher, the duration that the creature lasts becomes a tenday.
Undying Servitude
Prerequisite: Undying Patron warlock
Death has no sway over you or your patron. You gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
As a bonus action, you can bind necrotic magic to the corpse of a Medium humanoid you can see within 30 feet. The creature is Undead for 1 minute with1 hit point, uses your AC, has a walking speed of 30 feet, and can make a melee attack against a creature within 5 feet. It uses your spellcasting ability for the attack roll and deals 1d6 necrotic damage. You can use a bonus action, including the turn to create the undead, To move it up to its speed and make one melee attack. Once you use this feature, you cannot again until you finish a short or long rest.
Yathuna's Revised Ranger
Undead: ?
Yig Snake Granddaddy Act 1: A Land Out Of Time
Tar Zombie: Not everything that perishes in a tar pit sinks to the bottom. Tar pits that accumulate too many corpses can attract necrotic energies that spontaneously reanimate some of the hapless victims.
Tar-Zombie Goblin: ?
Tar-Zombie Kentrosaurus: ?
Tar-Zombie Goblin, Emaciated Goblin Corpse: ?
Tar-Zombie Kentrosaurus, Tar-Covered Corpse of a Hulking Reptile With a Double Row of Spines and Diamond-Shaped Plates Running Along its Humped Back: ?
Tar-Zombie Kentrosaurus, Decaying Corpse, Half-Exposed Skeleton, Carcass, 15-Foot Lump of Rotting Flesh Dripping With Tar and Sporting a Double Row of Diamond-Shaped Plates and Bony Spikes Along its Back: ?
Undead: ?
Desiccated Mummified Cat: ?
Zombie Dinosaur: ?
Tar-Zombie Goblin: ?
Tar-Zombie Kentrosaurus: ?
Tar-Zombie Goblin, Emaciated Goblin Corpse: ?
Tar-Zombie Kentrosaurus, Tar-Covered Corpse of a Hulking Reptile With a Double Row of Spines and Diamond-Shaped Plates Running Along its Humped Back: ?
Tar-Zombie Kentrosaurus, Decaying Corpse, Half-Exposed Skeleton, Carcass, 15-Foot Lump of Rotting Flesh Dripping With Tar and Sporting a Double Row of Diamond-Shaped Plates and Bony Spikes Along its Back: ?
Undead: ?
Desiccated Mummified Cat: ?
Zombie Dinosaur: ?
Yig Snake Granddaddy Act 2: Against The Serpentfolk
Undead: ?
Dandelion, She-Who-Pounces-From-The-Shadows, Messenger of Bast, Mummified Cat, Dreamlands Cat, Dead Cat, Strange Mummified Cat: ?
Laurel Tithomen, Ghost, Ghostly Figure of a Woman Haggard Mournful: The ghost is Laurel Tithomen, a member of Gehir’s “Lord Cerastes” expedition last year. She was sacrificed at a snake totem, and her spirit traveled through the ley lines to Bald Hill.
“I was killed by Cerastes—Gehir—at one of those red snake statues, and I felt my spirit falling into this current of magical energy. I don’t know how to describe it. But somehow I ended up here, where all the energy was pooling. I escaped—again, not sure how—and started haunting these damned snake people, but Gehir tried to banish me. I managed to escape into these steam tunnels, and I’ve been living here ever since. Well, not living. Haunting.”
Mummy Serpentfolk: ?
Dandelion, She-Who-Pounces-From-The-Shadows, Messenger of Bast, Mummified Cat, Dreamlands Cat, Dead Cat, Strange Mummified Cat: ?
Laurel Tithomen, Ghost, Ghostly Figure of a Woman Haggard Mournful: The ghost is Laurel Tithomen, a member of Gehir’s “Lord Cerastes” expedition last year. She was sacrificed at a snake totem, and her spirit traveled through the ley lines to Bald Hill.
“I was killed by Cerastes—Gehir—at one of those red snake statues, and I felt my spirit falling into this current of magical energy. I don’t know how to describe it. But somehow I ended up here, where all the energy was pooling. I escaped—again, not sure how—and started haunting these damned snake people, but Gehir tried to banish me. I managed to escape into these steam tunnels, and I’ve been living here ever since. Well, not living. Haunting.”
Mummy Serpentfolk: ?
Yig Snake Granddaddy Act 3: The Prehistory War
Dandelion, She-Who-Pounces-From-The-Shadows, Mummified Cat, Messenger of Bastet, Dreamlands Cat: Dandelion, or She-Who-Pounces-from-the-Shadows, is a messenger of Bastet, blessed by the cat goddess with life after death and divine powers. She died in combat with a snake, and now she aids the heroes in their war against the Father of Snakes, acting as a go-between for the characters and the priestesses of Bastet in Ventissa.
Dreamlands Skeleton: Dreamlands skeletons are psychically powered remnants of those who have died in the Dreamlands, distorted by nightmare forces beyond comprehension.
Dreamlands Skeleton Archer: ?
Dreamlands Skeleton Mage: ?
Dreamlands Skeleton Warrior: ?
Dreamlands Skeleton, Chattering Skeleton, Psychically Powered Remnant of One Who Has Died in the Dreamlands Distorted Beyond Comprehension: ?
Dreamlands Skeleton Archer, Hideous Malformed Skeleton: ?
Dreamlands Skeleton Mage, Hideous Malformed Skeleton: ?
Dreamlands Skeleton Warrior, Hideous Malformed Skeleton: ?
Undead, Undead Creature: ?
Wraith: ?
Dreamlands Skeleton: Dreamlands skeletons are psychically powered remnants of those who have died in the Dreamlands, distorted by nightmare forces beyond comprehension.
Dreamlands Skeleton Archer: ?
Dreamlands Skeleton Mage: ?
Dreamlands Skeleton Warrior: ?
Dreamlands Skeleton, Chattering Skeleton, Psychically Powered Remnant of One Who Has Died in the Dreamlands Distorted Beyond Comprehension: ?
Dreamlands Skeleton Archer, Hideous Malformed Skeleton: ?
Dreamlands Skeleton Mage, Hideous Malformed Skeleton: ?
Dreamlands Skeleton Warrior, Hideous Malformed Skeleton: ?
Undead, Undead Creature: ?
Wraith: ?
Yig Snake Granddaddy Act 4: The Ancient Ages Again
Undead: ?
Dandelion, She-Who-Pounces-From-Shadows, Mummified Cat, Messenger of Bastet, Dreamlands Cat, Dead Cat: ?
Mummy, Serpentfolk Mummy: ?
Mummified Cat: ?
Mummified Cat Swarm: ?
Dandelion, She-Who-Pounces-From-Shadows, Mummified Cat, Messenger of Bastet, Dreamlands Cat, Dead Cat: ?
Mummy, Serpentfolk Mummy: ?
Mummified Cat: ?
Mummified Cat Swarm: ?
Yugman's Guide to Ghelspad Collected Volume (5e OGL)
Undead, Undead Creature: Like chardun’s army, infernal legion’s casting must be timed to ensure that the ritual ends at night. Instead of turning up to 40 dead into undead within a 150-foot radius, the bodies burn up, as an offering, and are replaced by fiends.
Chardun's Army true ritual.
Eternal Youth true ritual.
Grotesque Undead Laborer: ?
Undead Familiar: ?
Unintelligent Undead: ?
Powerful Undead: ?
Walking Corpse, Lesser Undead, Perfect Laborer: ?
Skeletal Watchman, Lesser Undead, Perfect Laborer: ?
Undead Slave: ?
Obedient Corpse: ?
Incorporeal Undead: ?
More Powerful Undead, Uncontrollable Undead Monster: Village of the Damned true ritual.
Ghost: Sorcerer Spirit Walker sorcerous origin One With Spirit power.
Ghoul, Uncontrollable Undead Monster: Village of the Damned true ritual.
Shade of the Dead: ?
Shadow: Imbue Shadow spell.
Transmute Flesh to Shadow spell.
Shadow, Undead Servant: ?
Skeleton: Escape the Bonds of Flesh spell.
Village of the Damned true ritual.
Skeleton, Uncontrollable Undead Monster: ?
Skeleton Tiny: Village of the Damned true ritual.
Vampire: ?
Zombie: Village of the Damned true ritual.
Zombie, Uncontrollable Undead Monster: ?
Zombie, Reanimated Corpse: ?
Chardun-Slain: Paladin Oath of the Thorned Purifier Return to the Halls of Dominion power.
Escape the Bonds of Flesh
4th-level necromancy
Rumor tells that this spell was used by necromancers long before the Titanswar, though the origin of the foul magic remains unknown. Very few know of the spell’s formula, though witches amongst the slitherin have used it during raids on villages to horrific effect, causing the bones of villagers to tear themselves free of their flesh and then attack their kin and friends.
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a fragment of bone with a piece of flesh attached to it by an iron nail)
Duration: Instantaneous
You cause the skeleton of a creature to writhe within the flesh that encases it. The target must make a Constitution saving throw, suffering 6d10 slashing damage on a failed save, or half as much on a successful one. If the damage dealt is enough to reduce the target to 0 hit points, the creature dies as the skeleton rips its way free of its body. The skeleton is under your control as if created by the animate dead spell. If you already control the maximum number of undead allowed, the skeleton is not controlled and attacks the nearest living creature.
Creatures that do not have a skeletal system, such as oozes or incorporeal undead, are immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the slashing damage increases by 1d10 for each slot level above 4th.
Imbue Shadow
6th-level necromancy
This spell has seen frequent use by the penumbral lords of the Scarred Lands and, less commonly, by the priests of Belsameth. The double threat of the spell is that it not only summons shadows to slay the caster’s enemies, but it can also spread and create more shadows, allowing a lone mage to quickly gather quite the fighting force under their control.
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 24 hours
Through the use of this spell, you are able to imbue energy from the Plane of Shadow into the natural shadow cast by any living being. This normal shadow then becomes a shadow (SRD p. 344). Once it is summoned you may issue a simple command to the shadow and give new commands as a bonus action. The shadow fades if you dismiss the spell or if its hit points are reduced to 0. Anyone killed by a shadow becomes a shadow under your control. This transformation is complete in 1d4 rounds. You may only control a number of shadows equal to your spellcasting ability modifier (minimum 1) at one time. If new shadows created in this way exceed the maximum you can control, you must choose an equivalent number of previously-created shadows to become uncontrolled.
Transmute Flesh to Shadow
3rd-level necromancy
Raise the spirits of the dead to serve you from beyond.
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a strip of flayed skin)
Duration: 8 hours
This spell creates an undead servant. Choose a corpse of a creature in range that has died in the last 10 minutes. Your spell keeps the target’s soul bound, raising it as an undead creature. The target becomes a shadow (SRD p. 344).
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 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 8 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 8 hours, you must cast this spell on the creature again before the current 8-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.
Eternal Youth
4th-level transmutation (arcane, true ritual)
This ritual was a personal project by the human wizard Lardanna. Long-held rumors once claimed that she created this ritual because she feared the loss of her youth and beauty, and that its regenerative abilities were an unexpected side effect. Since the discovery and deciphering of her private journals, which were all written in her own personal code, it has been revealed that it was the other way around. As the Divine War claimed life after life, she sought a way to preserve the greatest minds and strongest warriors so that civilization could not be entirely lost to the ravages of war. Her field of study was considered madness and prejudiced tongues were allowed to deride her skills and efforts, even after she succeeded.
Casting Time: 1 day
Range: Target
Components: V, S, M (rare medicinal herbs, an hourglass, and blood of a nymph)
Duration: Instantaneous
The target of this ritual must drink the blood of the nymph after being ceremonially treated with medicinal herbs at the start of the ritual. They then start the hourglass before falling into a comatose sleep. While they sleep, the hourglass must be continually flipped so that the sand does not stop flowing. If this ritual should fail, the target has a 1 in 6 chance of turning into an undead instead of simply waking with five levels of exhaustion.
Afterwards, if successful, the target awakens at the age they wish to be with a timeless body that ages 1 year for every 10. They also permanently gain the effects of wearing a ring of regeneration and gain a permanent +2 to bonus their Charisma score, which can take the score to a maximum of 22. If they should be killed, they take no penalties when resurrected.
Village of the Damned
6th-level necromancy (arcane, true ritual)
Once thought forgotten after the Divine War, sadly the secret of this hideous true ritual did not stay lost to the world. During the Divine War, whole villages were lost to this ritual, as those who served the titans or the darker among the gods would encircle their victims in order to transform them into a horde of uncontrollable, undead monsters. This ritual was and is so feared, much like perfect plague, that if any are charged with simply having knowledge of it, they are hunted down and executed.
Casting Time: 1 night (minimum 8 hours of actual night)
Range: 100 feet per caster (see description)
Components: V, S, M (one sentient life per caster, a clear night with a full moon, and an old grave relic from the affected community’s graveyard)
Duration: Instantaneous
This ritual can only be cast during a full moon and takes an entire night. The night must last a minimum of eight hours, which can make this ritual difficult to cast in summer. There needs to be a minimum of six casters to even perform the ritual, but the area of effect is determined by how many of those casters can create a closed circle while being no more than 100 feet from the nearest two casters.
This makes casting the spell on an entire city near impossible, as gathering that many practitioners secretly would be an undertaking of the greatest danger. They must also acquire a grave relic from the community upon which they are casting the spell, the older the better, as it has a stronger connection to the people whom this spell will affect. If a too-new relic is used, the spell can be less effective, giving the affected targets advantage on their saving throw to resist this spell at the GM’s discretion. The relic must be placed in the exact center of the circle.
Once the casting is complete, every living thing in the affected area must make a Wisdom or Constitution saving throw or be instantly and painfully transformed into an undead creature, usually a skeleton (60%), zombie (30%), or ghoul (10%). Animals and vermin are transformed into skeletons of equivalent size — rats are turned into Tiny skeletons, for example. Insects and other insignificant creatures are destroyed outright. Higher-level characters may be transformed into more powerful undead at the GM’s discretion. The undead created by this ritual are all mindless and uncontrolled. If there are already undead within the circle, they become more powerful undead themselves, as if amplified by the power of the ritual.
One with Spirit
At 18th level, you gain the ability to walk between worlds.
This feature functions as though you cast the etherealness spell, with the following exceptions:
• The total duration of this effect is 1 hour. If you are in the Ethereal Plane when the effect ends, you are immediately shunted to the plane you originated from in the spot you currently occupy.
• While you have available duration remaining on this effect, you may enter or exit the Ethereal Plane as a bonus action on your turn.
• If you die on the Ethereal Plane you become a ghost.
Once you use this feature, you may not do so again until you complete a long rest.
Return to the Halls of Dominion
At 20th level, you may send a victim to the Overlord’s hellish demesne. This ability emulates the effects of the power word kill spell. At the GM’s discretion, certain creatures killed in this manner may return as Chardun-slain (see Creature Collection p. 38) after one year. Once you use this feature, you cannot use it again until you have completed a long rest.
Chardun's Army true ritual.
Eternal Youth true ritual.
Grotesque Undead Laborer: ?
Undead Familiar: ?
Unintelligent Undead: ?
Powerful Undead: ?
Walking Corpse, Lesser Undead, Perfect Laborer: ?
Skeletal Watchman, Lesser Undead, Perfect Laborer: ?
Undead Slave: ?
Obedient Corpse: ?
Incorporeal Undead: ?
More Powerful Undead, Uncontrollable Undead Monster: Village of the Damned true ritual.
Ghost: Sorcerer Spirit Walker sorcerous origin One With Spirit power.
Ghoul, Uncontrollable Undead Monster: Village of the Damned true ritual.
Shade of the Dead: ?
Shadow: Imbue Shadow spell.
Transmute Flesh to Shadow spell.
Shadow, Undead Servant: ?
Skeleton: Escape the Bonds of Flesh spell.
Village of the Damned true ritual.
Skeleton, Uncontrollable Undead Monster: ?
Skeleton Tiny: Village of the Damned true ritual.
Vampire: ?
Zombie: Village of the Damned true ritual.
Zombie, Uncontrollable Undead Monster: ?
Zombie, Reanimated Corpse: ?
Chardun-Slain: Paladin Oath of the Thorned Purifier Return to the Halls of Dominion power.
Escape the Bonds of Flesh
4th-level necromancy
Rumor tells that this spell was used by necromancers long before the Titanswar, though the origin of the foul magic remains unknown. Very few know of the spell’s formula, though witches amongst the slitherin have used it during raids on villages to horrific effect, causing the bones of villagers to tear themselves free of their flesh and then attack their kin and friends.
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a fragment of bone with a piece of flesh attached to it by an iron nail)
Duration: Instantaneous
You cause the skeleton of a creature to writhe within the flesh that encases it. The target must make a Constitution saving throw, suffering 6d10 slashing damage on a failed save, or half as much on a successful one. If the damage dealt is enough to reduce the target to 0 hit points, the creature dies as the skeleton rips its way free of its body. The skeleton is under your control as if created by the animate dead spell. If you already control the maximum number of undead allowed, the skeleton is not controlled and attacks the nearest living creature.
Creatures that do not have a skeletal system, such as oozes or incorporeal undead, are immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the slashing damage increases by 1d10 for each slot level above 4th.
Imbue Shadow
6th-level necromancy
This spell has seen frequent use by the penumbral lords of the Scarred Lands and, less commonly, by the priests of Belsameth. The double threat of the spell is that it not only summons shadows to slay the caster’s enemies, but it can also spread and create more shadows, allowing a lone mage to quickly gather quite the fighting force under their control.
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 24 hours
Through the use of this spell, you are able to imbue energy from the Plane of Shadow into the natural shadow cast by any living being. This normal shadow then becomes a shadow (SRD p. 344). Once it is summoned you may issue a simple command to the shadow and give new commands as a bonus action. The shadow fades if you dismiss the spell or if its hit points are reduced to 0. Anyone killed by a shadow becomes a shadow under your control. This transformation is complete in 1d4 rounds. You may only control a number of shadows equal to your spellcasting ability modifier (minimum 1) at one time. If new shadows created in this way exceed the maximum you can control, you must choose an equivalent number of previously-created shadows to become uncontrolled.
Transmute Flesh to Shadow
3rd-level necromancy
Raise the spirits of the dead to serve you from beyond.
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a strip of flayed skin)
Duration: 8 hours
This spell creates an undead servant. Choose a corpse of a creature in range that has died in the last 10 minutes. Your spell keeps the target’s soul bound, raising it as an undead creature. The target becomes a shadow (SRD p. 344).
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 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 8 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 8 hours, you must cast this spell on the creature again before the current 8-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.
Eternal Youth
4th-level transmutation (arcane, true ritual)
This ritual was a personal project by the human wizard Lardanna. Long-held rumors once claimed that she created this ritual because she feared the loss of her youth and beauty, and that its regenerative abilities were an unexpected side effect. Since the discovery and deciphering of her private journals, which were all written in her own personal code, it has been revealed that it was the other way around. As the Divine War claimed life after life, she sought a way to preserve the greatest minds and strongest warriors so that civilization could not be entirely lost to the ravages of war. Her field of study was considered madness and prejudiced tongues were allowed to deride her skills and efforts, even after she succeeded.
Casting Time: 1 day
Range: Target
Components: V, S, M (rare medicinal herbs, an hourglass, and blood of a nymph)
Duration: Instantaneous
The target of this ritual must drink the blood of the nymph after being ceremonially treated with medicinal herbs at the start of the ritual. They then start the hourglass before falling into a comatose sleep. While they sleep, the hourglass must be continually flipped so that the sand does not stop flowing. If this ritual should fail, the target has a 1 in 6 chance of turning into an undead instead of simply waking with five levels of exhaustion.
Afterwards, if successful, the target awakens at the age they wish to be with a timeless body that ages 1 year for every 10. They also permanently gain the effects of wearing a ring of regeneration and gain a permanent +2 to bonus their Charisma score, which can take the score to a maximum of 22. If they should be killed, they take no penalties when resurrected.
Village of the Damned
6th-level necromancy (arcane, true ritual)
Once thought forgotten after the Divine War, sadly the secret of this hideous true ritual did not stay lost to the world. During the Divine War, whole villages were lost to this ritual, as those who served the titans or the darker among the gods would encircle their victims in order to transform them into a horde of uncontrollable, undead monsters. This ritual was and is so feared, much like perfect plague, that if any are charged with simply having knowledge of it, they are hunted down and executed.
Casting Time: 1 night (minimum 8 hours of actual night)
Range: 100 feet per caster (see description)
Components: V, S, M (one sentient life per caster, a clear night with a full moon, and an old grave relic from the affected community’s graveyard)
Duration: Instantaneous
This ritual can only be cast during a full moon and takes an entire night. The night must last a minimum of eight hours, which can make this ritual difficult to cast in summer. There needs to be a minimum of six casters to even perform the ritual, but the area of effect is determined by how many of those casters can create a closed circle while being no more than 100 feet from the nearest two casters.
This makes casting the spell on an entire city near impossible, as gathering that many practitioners secretly would be an undertaking of the greatest danger. They must also acquire a grave relic from the community upon which they are casting the spell, the older the better, as it has a stronger connection to the people whom this spell will affect. If a too-new relic is used, the spell can be less effective, giving the affected targets advantage on their saving throw to resist this spell at the GM’s discretion. The relic must be placed in the exact center of the circle.
Once the casting is complete, every living thing in the affected area must make a Wisdom or Constitution saving throw or be instantly and painfully transformed into an undead creature, usually a skeleton (60%), zombie (30%), or ghoul (10%). Animals and vermin are transformed into skeletons of equivalent size — rats are turned into Tiny skeletons, for example. Insects and other insignificant creatures are destroyed outright. Higher-level characters may be transformed into more powerful undead at the GM’s discretion. The undead created by this ritual are all mindless and uncontrolled. If there are already undead within the circle, they become more powerful undead themselves, as if amplified by the power of the ritual.
One with Spirit
At 18th level, you gain the ability to walk between worlds.
This feature functions as though you cast the etherealness spell, with the following exceptions:
• The total duration of this effect is 1 hour. If you are in the Ethereal Plane when the effect ends, you are immediately shunted to the plane you originated from in the spot you currently occupy.
• While you have available duration remaining on this effect, you may enter or exit the Ethereal Plane as a bonus action on your turn.
• If you die on the Ethereal Plane you become a ghost.
Once you use this feature, you may not do so again until you complete a long rest.
Return to the Halls of Dominion
At 20th level, you may send a victim to the Overlord’s hellish demesne. This ability emulates the effects of the power word kill spell. At the GM’s discretion, certain creatures killed in this manner may return as Chardun-slain (see Creature Collection p. 38) after one year. Once you use this feature, you cannot use it again until you have completed a long rest.
ZEITGEIST #1: Island at the Axis of the World (5th Edition)
Shadow: ?
Zobeck Gazetteer for 5th Edition
Undead: ?
Undead Lord: ?
Undead Prince: ?
Intelligent Undead: ?
Undead Noble: ?
Undead Master: ?
Ghost: ?
Militant Ghoul: ?
Ghoul: ?
Ghoulish Darakhul Mercenary: ?
Darakhul, True Ghoul: ?
Dobrikar, Darakhul Hunter: ?
Radu Underhill, Darakhul: ?
Masked Darakhul: ?
Ghast: ?
The Keeper in White, Kobold Lich Wizard 12: ?
Vampire King Lucan: ?
Vampire: ?
Vampire Spawn: ?
King Nerborg the Stitched, Kobold Wight Sorcerer 9: ?
Zombie: ?
Undead Lord: ?
Undead Prince: ?
Intelligent Undead: ?
Undead Noble: ?
Undead Master: ?
Ghost: ?
Militant Ghoul: ?
Ghoul: ?
Ghoulish Darakhul Mercenary: ?
Darakhul, True Ghoul: ?
Dobrikar, Darakhul Hunter: ?
Radu Underhill, Darakhul: ?
Masked Darakhul: ?
Ghast: ?
The Keeper in White, Kobold Lich Wizard 12: ?
Vampire King Lucan: ?
Vampire: ?
Vampire Spawn: ?
King Nerborg the Stitched, Kobold Wight Sorcerer 9: ?
Zombie: ?
D&D Next:
Dungeon 213
Dungeon 221
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.
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: ?
Wight: ?
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